[REQUEST] Add interpolation per-effector to Control Rig FBIK

Modify FPBIKEffector as follows:

  • Add float CurrentWeight (internal), float TargetWeight (exposed), and parameters for InterpInRate and InterpOutRate, however you wish to handle that, but having separate in/out is important (e.g. quickly enable, slowly disable a limb).
  • FInterpTo() is better for cosmetics, but maybe include FInterpConstantTo() as an option in case stable framerate is important for some reason
  • When applying PositionAlpha and RotationAlpha, multiply them by the CurrentWeight after updating it

I have built this same system as a layer over what I feed into the FBIK effectors, but it requires copying a bunch of stuff around and several layers of abstraction that are quite ugly.

Having this on the effector would make a lot of sense – for everyone. It would make the node significantly better both in terms of functionality, usability, and getting great results from it.

I can attest to how good the results are when being able to interpolate limbs in and out this way.

EDIT: I would also recommend adding interpolation for the transform (probably allow it to snap without interpolation if weight is 0).

Adding both of these features would immediately give the FBIK functionality a massive boost in usability and get really nice results (I have tested).