Long overdue, since
@ClubJulze asked, I added the CycleForce and RythmForce implemented by geesp0t.
I was also trying to achieve a manual version of the motions, but it is way to complex to be usable efficiently.
So I tried to check the code of the
zone motion source (which is my favourite one for complex animations) and came up with a solution : you can now select any rigidbody of a person. Either
control rigid bodies (left picture) or
real rigid bodies (right picture).
I left the possibility to select all type of rigidbodies... because who am I to choose what you like. But I would strongly suggest that you use
real rigid bodies at the end of the list like
hip, pelvis, rHand etc...
The reason behind that is that,
controls are moving all over the place and can have a position that is way further from their origin point to move the real rigid body. On the other hand,
real rigid bodies are the "real position" of what you are trying to emulate with the launch. Which is going to result in a more contained motion and a better, smoother experience.
Feel free to give me some feedback.