I'm deciding whether a mechanical animation system should be built on a current state plus deltas, or modeled against an absolute offsets.
State plus delta is the easiest to model correctly but suffers from error accumulation, noise, and inability to jump to a given state.
Absolute offsets (like the normal Unity animation rigging does) allows jumping directly to given states and can participate in constraints. It can also suffer from error accumulation and introduces modelling oddities.

















