[SOLVED] Tweening the rotation of a camera

Thank you so far for your help! Much appreciated :slight_smile:
Your example does look good and appears to be working, however I adopted your method and my demo still seems to break on the same cones;

That leads me to believe that it might be an issue with the glTF importer/blender Exporter? I also tried completely deleting those two cones and copying one of the ones that did work, with the same result as above.

And I just observed that if I rotate the last three cones in the same direction as the previous ones (anti-clockwise), this works perfectly fine.

//edit - code;

parseGroups() {
		for (let i = 0; i < this.world.camerapaths.length; i++) {
			for (let j = 0; j < this.world.camerapaths[i].length; j++) {
				const node = this.world.camerapaths[i][j];
				this._tweenVectorArray.push(new THREE.Vector4(node.position.x, node.position.y, node.position.z, node.rotation.y))
			}
		}		
	}

	createCameraTweens() {
		this.parseGroups();

		for (let i = 0; i < this._tweenVectorArray.length - 1; i++) {
			let t = new TWEEN.Tween(this._tweenVectorArray[i], this.tweens)
				.to(this._tweenVectorArray[i + 1].clone(), 1000)
				.onUpdate((val) => {
					common.camera.position.copy(val)
					common.camera.rotation.y = val.w;
					this.stage.add(new THREE.ArrowHelper(common.camera.getWorldDirection(new THREE.Vector3()), common.camera.position, 2, 0xFF0000));
				})
				.easing(TWEEN.Easing.Linear.None);

			this._cameraTweenGroups.push(t);
		}
	}