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Export the animation as a DMX file.
Decompile your model and take both into blender.
Clean up the animation, in blender (which might be easier) and re-export it as a DMX,
load that DMX animation back onto your model in SFM and test.
If it's in their position, you probably only want them to rotate anyway, so try removing the keyframes from the "pos" component of those bones and playheading them back to a default position in the motion editor.
will try that. could work but if i have to do this every time sfm decides to ♥♥♥♥ itself i dont know....
Its most likely something you're doing when you add animation in the Graph editor. Like not only having the bones you're working with selected when you add the animation or if using an ik rig when animating something it's an after shock effect, or it may even be the way you're inserting your keyframes. But thousands of ppl use the graph editor to animate and this effect is not seen in their animations. We just have to figure out what's causing it.
Does this happen in all your animations or just with certain models on certain maps?
Maybe posting a gif or mp4 of your process and linking us to it might point us at what the possible cause might be.
I always use your really big totallly black void and i dont think its connected to the problem, and yeah it kinda happens in all animations but i always use the same models so it's kinda futile to make that exception.
switched to blender about a year ago, but i kinda recall this a bit with SFM, i guess for anyone still having this issue yeah smooth is really the only option - having experience in more advanced software now i can tell you that it's not uncommon to appear in other engines, but there it's normally because of euler rotations working the way they do - you either get gimbal lock or the jitter which is a consequence of either FBX compression or euler values being stuck at a sweet spot between 360 and 0