Thank you! This says more than a thousand words.
I haven’t tried a lot of action scripting. But - as food for thought - I’ve played around with something, that in my opinion is a good enough approximation: Using the “middle” strategy (case B in the graphic) and then applying a smoothing function, e.g. “SmoothWaves” from Kingleon99’s Collection Strictly speaking, you can go with either strategy and then move the points if it is easier/quicker to find the start/end of movements than the middle.
Depending on the parameters you set, there is a small rest of flat movement (or none at all) around those points and steeper movement in between, approximating a sine with six points per period. Within the flat phases of the stroke the twist action can be inserted. What I have done is script the twist axis in the same manner (only middle points) and a 90° phase shift to the stroke axis to then smooth them also, albeit with different parameters. This results in a pretty quick way to approximate a HJ with a twist movement. Similar can be done with the pitch axis for a riding/grinding motion.
From the collection Thread:
As an example: Top is the stroke axis, bottom is the twist axis. As you can see, the endpoints of the twist are in the middle of the stroke action (=90° phase shift). After smoothing, once the stroke slows down, the twist goes to action.