Thank you for replying. I have a IK hand rig and I want to do a forearm twist. I made 3 extra forearm bones and every one of them needs to rotate 1/3 times hand bone rotation in roll axis only. I tried bone driven rotation and transform bone in animation blueprint. They both work well. However, when I simply get rotation of the hand bone (or motion controller it’s attached to), I get inconsistent results, 180 degrees flips etc.
In pseudo code it’d be something like this:
Forearmbone.roll = Hand.roll * 0.3
Scale rotator also causes the flips to happen.
Please let me know if I explained it clearly, or would a video help?