I’m wondering if FK Space switching is working as intended on neck and head.
If I set an arm to FK and World Space and rotate the character using offset_anim then the hand stays put in world space. When rotating master_anim the entire character rotates as one piece. So this is working exactly like I’d hope / expect.
The head and neck, however, fail to hold on to world space when offset_anim is moved.
Ideally the head and neck would utilize rotation limits, a stickiness and snap factor to keep the head from twisting too far and killing the character. As character rotation continues the head would reverse rotation and snap to the other extreme when that would put it closer to target.