Hey, I'm back
Right after sending the message, I set about redoing the animation frame by frame, to get it exactly right (well, as close as possible at least).
Fortunately, my animation was “only” 20 frames long. It took me about 1H20.
The result is ok. Here's my method for those who'd like to know:
1) I made a duplicate of my character, superposed them and copied the animation frame by frame (65% of the time) manually.
2) Once I'd copied the animation, I first arranged the start/end so that it could loop nicely (5% of the time).
3) Then I removed the physical constraints and did another shift, in the opposite direction.
Using the dopesheet, I looked at the highest and lowest points, which I copied, as well as the start and end frames, of course.
Using the dopesheet, I tried to redo the curve so that they were identical (30% of the time).
In the end, I've got an animation with around 6 keys per bone, which means I can slow it down or speed it up easily, whereas the frame-by-frame animation wasn't great, at least for this.
The 3) is optionnal though, it can be skipped. The animation is still not as great as the physics, but since I couldn't make the movement with the offset, we'll just have to deal with it (It's more a rope moving than a simple tail, there's multiple wave at the same time, it looked off every time I tryed to make it with offset)
It took a while, though, and I'd have appreciated a tool to do it automatically.
I used an automatic translator, so I'm sorry if some sentences are weird or a bit mean.
Have a nice day