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but can u be a bit more specific ... use 2 transforms meaning which ones x /y/ z
all do all. You switch over to the other transform when you get into a awkward locking the other and resume keying the original when your in a more safe place in your interpolation.
However the lock is quite rare for most animation needs if you pick sane start axes. Unless offcourse you happen to animate yoda.
QUOTE(patchious @ 04/28/09, 07:16 PM) [snapback]306919[/snapback]
also i suppose "quaternion interpolation" can be found in the attributes of the rotation...
Its a option in graph editor