When I change pose of controll interpolation between frames isnt shortest path but contolate rotate 360 in all axis to target
Same issue.
I see you asked this back in February… This is going to be a huge problem. As I guess its not getting fixed anytime soon.
Same probskipoo.
I have same issue, anyone has any solution?
Are there any plans to fix this issue? There is a code in the engine code that improves rotation interpolation like the rotation interpolation of other general assets. Why is it not applied?
Doesn’t Epic want users to animate with Control Rig?
I think this is a problem with quaternions not Unreal. Things can be done to the Blueprint of the control rig to fix this, but I think an easier fix would be to add a keyframe between the two you got.
Unfortunately that often doesn’t fix the issue. When you add a keyframe in the middle, the problem occurs between the first keyframe and the new one. You can keep adding new keyframes, but the issue keeps happening between any two keyframes you’ll create