Hey guys, I've worked around this issue but I'm very curious why it's happening:
If you use the "Verlet Framework" compound to do some jiggle using the thing to point to another target mesh, it seems that the jiggly bits are ahead of the non-jiggly parts. Any ideas why that is? I worked around it by subtracting PointVelocity from the PointPosition in Post-Simulation, and that makes it lag after, not ahead, and appears to look alright. Cheers, -- Alan

