After looking at this presentation, although a bit dry (and lacking on the details), their approach solved A TON of problems I saw with Kinematica when it was first released as preview. The approach used is general enough that, if allowed to be combined with DOTS Animation, I could see this being used all over the place for realistic motion in games -- without the need to create HUGE databases of animations and mocap data (which was my main reason for not using Kinematica to begin with). These guys did a great job, so it would be worthwhile for Unity to study (carefully) their solution and how it was implemented in a way that would allow it to be combined with standard DOTS Animation (i.e. the way Animation Rigging currently works). Just food for thought.