Godot Version
v4.6.rc2.official [78c6632eb]
Question
As the title says, the time based interpolation for LookAtModifier3D does not seem to work correctly with the Relative option enabled.
I have an animated humanoid skeleton with a single LookAtModifier3D to control the head bone. The target is a Node3D that I move based on the camera orientation, such that the head of the character looks in the same direction the camera is facing. The basic functionality works. The issue is when exceeding the angle limitation and encountering the “flipping point“. With time based interpolation enabled, I expect the head bone to smoothly transition to the opposite angle limit. However, the transition is instant, unless I disable the “Relative” option. I can’t see any reason in the documentation that the interpolation will not work with the Relative option enabled, and right now this seems like a bug.
Here are my LookAtModifier3D settings:
With Relative = On:
Any ideas?
