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(+1)

Yeah. I found that input list shortly after posting this. I'm wondering if somehow that average bone rotation is resulting in a static rotation value on a creature like this. Depending on how the rotation of a single bone is determined, it seems like a wheel's average may just cancel itself out. If that's the case, then:
- distance from the ground is always the same
- current velocity has no direct correlation to current rotation, and may actually cause more harm than good
- rotational velocity has the same problems as current velocity
- number of points touching will always be the same
And we end up with no usable inputs.
It would be cool if there was an input list to select from, so that we could fine tune the creature's "senses", including multiple variants on rotation input, or even tying some of the inputs to a property of a specific bone or muscle.