(1) Original movements are sourced from an RBD simulation of the bucket tumbling over. This is then taken into Vellum used as a collision as the feathers are emitted. Custom orientation attributes are then made so high poly feathers can be instanced efficiently.
(2) The entire animation is trailed and timeshifted to the final frame producing a primitive representing each point from the original geometries position through time.
We we can use this to retime the animation using attributes. Because the points are joined together using a primitive, a smooth interpolation of any attributes from the reference simulation can be maintained whilst retiming without any stepping.
(3) Comparison between beginning and end.