If using the Avatar Joint Update, the arms of avatars lag behind while rotating using shiftlock

If using the Avatar Joint Update, the arms of avatars lag behind while rotating using shiftlock.
The place in the video is the Physically Simulated Characters Demo.

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This is expected behavior when using physically simulated limbs. In the demo place, the arm’s AnimationConstraints have IsKinematic disabled, so forces are used to drive the joints instead.
Shift-lock is a non-physical behavior, as it manually adjusts the cframe of your torso. The arms apply a force to “catch-up” to the torso as you spin around, so they appear to lag behind.

Please note that this is not the default behavior of enabling AvatarJointUpgrade, it only acts this way if a developer chooses to disable IsKinematic on the arm’s AnimationConstraints.

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Thank you for clarifying! Shouldn’t shift-lock behavior be made physical using constraints though?

We have no plans to change the current shift-lock behavior as this would be too disruptive to existing games. But we may begin introducing other modes/implementations that can be used.

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