Damped Track on object in armature moves in unexpected and irregular way A problem arises when I move the arm of a robot I am animating. A piston connected to (and a child of) this arm has a Damped Track on it. When the arm is moved using it's IK armature, the piston occasional glitches out of position, and then quickly realigns again as intended.
It seems there is some time needed to recalculate the right position. This would not be a problem for rendering a still image, but the glitching shows in 3D viewport movement and a rendered animation.

Exactly the same render of this particular animation yields a different result:

The arm is connected to a rotating platform (their bones are respectively child and parent). This platform has a child, a cylinder (recognizable by the two capsule shapes attached), that is also the target of the piston's Damped Track. I think this loop of constraints might be responsible, but i'm not sure how exactly. (And the cylinder also has Damped Track, with the piston as target; it also glitches, but not as often)
I also think my problem is similar to this one:
Damped Track constraint on bone lags
There may even be a proposed solution in the comments, but I'm not sure how to apply it to my situation.
The piston glitching or jittering is not intended or wanted. : )
I am interested in any solution to this problem, or any (other) reference to something that might help : )
A bit weird answering my own question but I found a solution. : )
I now believe the problem was due to the piston and cylinder being each-others Damped Track target. I suspect micro translations of their origins when moving caused it, but that is a guess.
I added an object, child of the platform, at the location of the cylinder origin. And also an object, child of the arm, at the location of the piston origin. I used those objects as targets for the Damped Track constrains, instead of the piston and cylinder objects themselves. It seems this has negated the glitching or jittering effect entirely.

Even though i found a satisfactory fix myself, still, thanks to anyone who gave this problem some thought.  : )