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Clamp synchronizer: limits the distance of the skeleton from the player capsule
Root motion synchronizer: moves the player capsule with to the skeleton's position
This gives us the two ends of controllability: one is code driven, the other data driven (root motion). Life, however, isn't this black or white, and it may sometimes be desireable to use a solution somewhere in between.
Right now there are two types of synchronizers:
This gives us the two ends of controllability: one is code driven, the other data driven (root motion). Life, however, isn't this black or white, and it may sometimes be desireable to use a solution somewhere in between.
Dan Holden's awesome article gives great examples of this.
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