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