I'm just contemlating here, I'm not sure any of this we know the angles CharacterJoint.transform.localRotation and force direction and velocity vector we know the joints' masses to calculate in the muscles dampening force scaling the impulse vector by joint's mass / full mass * force velocity to use characterjoint targetvelocity to object future position (?) this would apply for actors for physical objects the force vector would be Collision.impulse / fixedDeltaTime * collision.relativeVelocity (?) and to project the limb object future position might use collision.contacts[0].point + force vector using IK for limb chain based on which bodypart was hit (collision.collider.name) and 1. lerping back to previous state a.the IK to idle animation b.the limb joint rotation w Quaternion.slerp 2. or going off balance animated reaction / ragdoll