Help with relative animation for weapon usage

Godot Version

Godot 4.3

Question

I have an arm object that can rotate 360 degrees based on where the mouse looks, and flips when it approaches a certain degree in my platformer. I instantiate either a ranged, melee, or magic weapon based off what is equipped and use signals to do so. Everytime I attack, I play the attack animation specific to that weapon, stored by the name string within the weapon’s data. This plays the animation on attack, however, the animation gets reversed when its played on the flipped side, and it also always starts with the initial rotation and position. I am trying to find a way with the animationPlayer to get it to play the animation relative, such that it fires and adjusts the animation from the current position and rotation of the arm. Ex, if arm is at 140 deg, and i shoot, i want it to go from 145 to 149 for recoil and fire a projectile at that angle (global_rotation + animation_value) or something like that. Is there anyway to do this within the animationPlayer or will I have to resort to doing some custom modifications?

It is not possible with animation player, you must need to use lerp or tween with some formula like transform.x * 1.5, etc.
You can also watch some tutorials on youtube for know how recoil works.
If you use lerp, then you need to define a variable of recoil_intensity or something else. But in tween, you not need to do this. Otherwise lerp is best for recoil.