Added graph design ramblings.
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## Graph
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### 1. Support of math nodes (or non-AnimNodes in general)
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* Enables animators to add custom math for blend inputs or to adjust other inputs (e.g. LookAt or IK
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targets).
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**Open Issues**
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1. When to do the evaluation? Two types of subgraphs:
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a) Instant inputs (needed for blend node inputs) that have to be evaluated before
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UpdateConnections
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b) Processing nodes, e.g. for extracted bones.
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### 2. Support of multiple output sockets
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* E.g. extract Bone transform
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* Increases Node complexity:
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* AnimOutput
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* AnimOutput + Data
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* Data
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(Data = bool, float, vec3, quat, ...)
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**Open Issues**
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1. Unclear when this is actually needed. Using more specific nodes that perform the desired logic
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may be better (
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c.f. https://dev.epicgames.com/documentation/en-us/unreal-engine/animation-blueprint-bone-driven-controller-in-unreal-engine).
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Likely this is not crucial so should be avoided for now.
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### 3. Multi-skeleton evaluation
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Use case: riding on a horse, interaction between two characters.
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