Possible to fix this Pose Morph rotation?


#1

I have a Pose Morph tag on a skeleton hierarchy to blend between 2 poses, but a few of the rotations on one of the skeletons are rotated +/- 360 degrees, so I get this awkward rotation (see vid). Is it possible in any way to get the Pose Morph to ignore this wrong rotation? I’m sure I’ve been able to blend between these 2 poses in other software without this problem… I know I could manually go in and add or subtract 360 degrees to the offending rotations, but that obviously takes more time and requires locating the offending joints etc etc, so I just wondered if I’m missing something that already exists within C4D that does this automatically…