Hey all.
Having an issue here that I can't find any documentation on. I am attempting to build a procedural animation system like this infamous GDC talk - where you blend key poses of animations based on a number of factors (namely, velocity). There's an amazing Youtube series of someone building the bones of a similar system in Godot here.
I've split my animation up into 4 seperate keyframes, two reach, and two pass poses. When playing the animation in my 3D software or as a "single" animation, it looks fine - but when using a blendspace to blend between seperate animations containing one keyframe each, I get this really strange "bouncing" on all positions.
You can see here the center of mass is all wrong, especially when looking at the head of the character.

Here, you can see the clear "arcs" its taking between keyframes.

As far as I can tell, it is not scaling issue - I have import scale set appropriately and the actual transforms are untouched.
I have been banging my head against this and I'm absolutely at a loss. Anyone have any ideas??!