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(1 edit)

Was a lot of data per frame but not THAT much

We stored state and inputs per frame

Restored to state when time jumping, simulated using inputs when time resumed

Whenever you time jump a clone is created and the recorded data is handed off

For the animation continuity during scrubbing we override the current animation progress based on the time your previewing, regardless of when an animation started, kind of a hack

Very cool! That makes sense, thanks for sharing that.