IK movement creates very large rotation values
I have a character arm that I am trying to animate through IK. I move the IK target around, then add the rotation keys to the bones in the chain. However the rotation values grow very large, way over 360 degrees. As a result, the arm spins around several times between keyframes. Is there a way to avoid that?
I have a character arm that I am trying to animate through IK. I move the IK target around, then add the rotation keys to the bones in the chain. However the rotation values grow very large, way over 360 degrees. As a result, the arm spins around several times between keyframes. Is there a way to avoid that?