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Yeah, for arm consistency across body turns your best bet now is to:
a) have the default position be something that looks good for turns
b) use key-triggered arm positions instead of draggables
c) for recorded pieces, record the arm in the correct position with multiple dragger takes
I believe in the "Start Here" project Dr. Funkenstein has several body turns, and they used key triggered hands to keep her arms consistently placed.
If you applied a separate dragger behavior to every single arm, then one drag would move all of them all at once - but I don't think it's going to have the perfect sync you're aiming for.
Thanks for the detailed response!
Yep, I already looked at Dr. Funkenstein. The visible turns I saw, always had the character's arms coming to the rest pose first before the turn - or some edit. For now, I changed my body turns from camera triggered back to key triggered, what will give me more control over the actions and arm movements without jumping to a not matching turn position. Even though it will be a recorded piece with options to edit, I am aiming to do as much as possible in the least possible recordings - evaluating a fast production pipeline.
I have to check again regarding the mentioned separate draggers though, but on the other hand I rather not have too many behaviors.
So, I will use a, b, c. Will try holding the draggers and let them return to their default before the body turn - or use your technique to record a first path with the default pose and add the actions with transitions on top. I will use triggered positions mainly when holding props and then do some timeline editing.
Thanks again and curious about improvements in the next updates.