Okay, yeah, this is great! Thank you so much!
I tried the Set Relative Rotation node early on, but it wasn’t working because I didn’t account for a -90° rotation that the lever starts with on its x-axis. But your guidance helped me realize that and now the timeline-led rotation is framerate-independent like it should be.
Something I’m now been wondering is: in what sorts of circumstances would it be preferable to have framerate-dependent logic? To my understanding, animation frame data is a core part of balancing for fighting games, but what else is there?