Hi, another newbie question, I have a set of cubes that firstly tween towards the camera in Z, then all rotate in different directions. I've done this once fine but now doing it again, the blocks start rotating while zooming towards the camera, but then tween back and then rotate fully when I want them to. So basically they're rotating before the rotation tween even though the rotation doesn't change on the keyframes. Am I missing something obvious?
hopefully you figured it out days ago but it's all about theF-Curve view in the Timeline. C4D defaults to ease-in ease-out moves (like most programs) and that can cause movement overshoot, it's always possible to clamp the values when you want though.