I'm having trouble dealing with a rigid body attached to a fairly quick moving animated bone. The best way to illustrate the problem is to think of a baseball player at bat.
Frame 0: Player has the bat in a wind up position.
Frame 1: Player has the bat perpendicular to him (mid swing).
Frame 2: Player has the bat in a follow through motion.
Currently, before I update the Rigid body (the bat in my example above), I've simply been setting it's transform to the bone's world transform and setting the linear velocity of the body to the difference between it's previous position and it's new position. That solution works if the animation is slow enough (because the velocities generated are fairly small and you get more updates) - but it's definitely not ideal and doesn't work at all if the animation is quick, it also doesn't really capture the arc like movement of the animation.
What is the preferred way for dealing with a rigid body with quick movement? I've been reading about hkSweptTransform but wasn't sure if I was barking up the right tree and would appreciate some official direction. :)