Sequencer taking the long way around for a slight rotation

I find Sequencer does this every once in a while and its particularly annoying with some more complex animations. I’ll explain with these following images:

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The initial position for the hand is at rotation coordinates X 17.6 Y 18.2 Z 139.9
The next keyframe for the hand is at rotation coordinates X 17 Y 18 Z 140
The rotation has barely moved, as you can see.
However, if I see where the hand is directly between the two keyframes, the coordinates read X -162 Y 18.1 Z -40
There is no keyframe making Sequencer do this and no prior keyframe existed after it when this behavior started. The hand does a weird twist-flip between keyframes.
Any tips on both preventing this from happening and convince Sequencer to take the quickest route? Thank you for your help and I appreciate you taking your time to help me.

It does not seem to matter how many other key frames I put in between these two, even if its a keyframe with the exact coordinated one frame later, Sequencer is insisting that it do a 360 on the X and Z axis’. This is not the first time this has happened to me and I’m sure it won’t be the last.

Here is a video of it happening: Hand Rotation issues - YouTube

Additional information: When I delete both keyframes, Sequencer still wants to spin that hand 360 degrees over the next set of key binds. Sequencer is dead set on getting that hand spun around on the X and Z axis.

It was the Sequencer Curve. I have no explanation why Sequencer decided to 360 these curves, but simply grabbing the curve points and dragging them back down to where they should have been solves the issue.