hello everyone, i just wanted to post some thoughts on the new animation package.. overall am happy with it.. but there are things that causes some hassle , which are : 1) Source targets and hints Objects: current scripts lacks methods to set an IK goal/position through scripts.. this makes our scripted solutions need to reference the source transforms to update their location in runtime which cause additional hassles>> A) character prefabs.. the source target and hint must have them all as child gameobjects.. otherwise the prefab system can't serialize them.. so i must i must add them in prefabs as childs.. which this also leads to another hassle >> B) updating source hassle... sources will have local positions that don't correspond to world location, i have to make my scripts manually and constantly update them every frame.. this means the scripts will have to do extra job on something already been decided in one frame in which the location in the world should be! a perfect example is a walking cycle for a large robot, if a robot walks slowly i can easily set the position / rotation of the desired location, and let the ik scripts handle the rest using the input data i given.. no need to update the location.. only when i need to move the feet for example into new location.. currently i have manually edit it otherwise it will drag it self due to it's parent movement. i thought maybe by unparenting it in runtime..but ik went all wrong.. it's too much hassle already 2) Multiple Generated Animation outputs????: I noticed in the Visual Graph, the current ik scripts generate multiple animation outputs.. is there any reason for this or is it a bug?? it looks kind of cluttered in the playable system with multiple animation outputs.. each character might have 3 or 4 easily ((if i would add my own output animation for my playable manager.. )) i wonder if possibly stacking all these animation script nodes to one animation output? here is it why it's weird.. my current playable mixer solution adds one animation output.. (2 from ik scripts, 1 from my script) but the animation went all jittery on me!! so i figured that maybe i need to make the mixer flows through the ik scripts.. so i dug up though connected nodes just to find the first one.. then connecting my mixer to the first node.. then i got rid of jittery animations! great! but have you seen the oddness in the current implementation?? (if it is not a bug).. the ik scripts is allowed to generate multiple OutputAnimations and they have no issues working together.. but it is an issue when i add my own animation output.. it should be one way or another.. either allowing any script adding new outputs to work in harmony without jittery, or constraining ik scripts to stack under one animation output.. thanks for your support!