The rest of the rig
Five modifier kinds instead of two, in 3D as well as 2D. A track that keys vertices. One rig's clips on another. A ragdoll faded in halfway.

What landed
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Chain solvers and a spring.
modifier2dgainedfabrik,ccdikandjiggle. Jiggle has no target: it springs each bone toward the pose the clip left, so a plume trails a walk.modifier3dis the same five kinds, and is entirely new.
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Deform tracks.
polygon/deformkeys an offset per vertex, added before skinning. A mouth or a cape edge, without a bone for each. -
Retargeting. A
bone_mappairs canonical bone names with the paths they take on one rig. A rotation key is read as a turn away from the profile's rest, so a clip built for another skeleton still lands.
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Ragdolls.
physics2d.ragdoll(node)walks a rig into a body and a capsule per bone, hinged to its parent's. Ablendmixes the clip's pose with the simulated one. -
The panels. A Weights dock with Bind, Unbind, Normalise, Auto and Smooth. Mirror in both tools. Trace, over a texture's alpha. Bone names in the viewport.
Two bugs the spring taught us
Both need a hard shove. The test that found them teleports the rig three units sideways in one frame.
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It read its own answer. A jiggle bone springs toward the pose the clip wrote. Read that off the bone and you read the spring's last answer, because the spring wrote it. The two agree at any angle, upside down included, so one shove left the chain inverted.
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The point was held too tightly. It started out kept on the bone's own circle. But a point flung past the origin sits opposite the pose, where the pull is along the radius the projection cancels. It is a direction, not a joint.
The Animation manual has the tables and the TOML.
