When the character’s aim direction(angle) becomes 180 to -180(when the character look back), the head turns backwards(like a ghost or something like creature).
If I made the character pose assets less dynamic(look -90 to 90), the head turns fine, but if the assets are made close to the backwards, head turn become weird.
I think the aimoffset finds the shortest path of the head, So When character looks back(aim direction’s sign become opposite), the aimoffset go to the shortest path(head turn backwards)
How can I solve this? Should I use the lerp or something?
Try using clamp nodes! You can specify a minimum and maximum and it will not allow the float to go past that range. You’d have one for the Z (Yaw) and one for the Y (pitch), between the Delta (Rotator) float output and the SET nodes. For Z you could do -80min to 80max or something like that so it doesn’t imitate an owl. For Y you could use -45min to 70 max. You can fine tune it once you get the clamps in!
I read over your post a few times before realizing the true issue- you’re not using an aim offset. You’re using a blendspace! those are two different things- an aim offset should natively prevent the over-rotation.
Check out this official how-to on how to make an aim offset and see if that helps you!
My problem was caused by the Weight Speed of Aim Offset.
Using only weight speed of aim offset or using weight speed and interpolation both can cause head turning backward.
With using interpolation and not using weight speed can solve my problem.