“Solved” this by using a modified versions of the above functions that I modified to ignore the bones I don’t want to influence, through C++
Unfortunately, it doesn’t fix the issue entirely because even when I am not influencing the child bone through C++, when influencing the parent bone, the child bone still gets “nudged”. It was enough to irritate me so I went on a coding spree trying to find different ways to do this.
I ended up using a mix of this Physics Blend method and PhAT Angular Motors
Adjusting the Spring value of the motors at just the right time allowed me to make a bit jigglier version of the same system. It’s not as clean as the Physics Blend system but using a mix of both, I was able to get something workable.
I use the Physics Blend system when there aren’t any dismembered bones in the hit parent bone and use the PhAT Angular Motors system when there are. I even made sure that the systems switch over in case a bone is dismembered mid-simulation.
It’s still not as perfect as I’d want it to be but it’s good enough for me for now primarily because I got tired after working 18 hours on this.

