Hi Phil... Does blending the Dragger take reduce the twitch?
Also, do you need all of those Dragger behaviors? I'd think you should only need one at the top-level of the puppet, and just record poses as needed, maybe extending Draggable handle takes for the duration you want to hold a pose.
Thanks for your screen recording Phil. I have reproduced the problem here. It's a design flaw in how the puppet mesh responds to handle movement. Behind the scenes, the handle is being moved suddenly, and the twitch you see is the hand "relaxing" the mesh to adjust for the movement. This usually produces a nice weighty feel to the mesh changes, but in this case it's clearly not good.
As a workaround, all I can think of right now is to cover the bad frames with Transform's Opacity set to 0%. Timeline > Record 2-frame Take with the arm-for-record button for Opacity enabled can help with this.
Our internal tracking number for this issue is DVACH-1567
No, blending doesn't seem to help. I need that arm to be stationary at the 'dragged to' position to begin with and a blend records movement from it's default position anyway.
I tried removing all but one dragger behaviour on the arm, and then all but the original puppet dragger behaviour, and I still had the issue. It seems like I need to have multiple draggers though in order to see the results of the previous recordings.
I think I understand what you mean. It's like a 'pre-relaxing' is required before recording starts.
What I'm trying to achieve here is a perfectly looping sprite animation. So I've realised I can just add a little extra time at the start of the loop to allow for the relaxing, then I can just drop those problem images from my PNG export when I create my sprite sheet.