Hey hey everyone!
I have an issue I keep coming across when using a transform constraint to make one bone influence the rotation of another bone. This gif should help show the issue:

Basically, whenever I have one bone inherit the rotation of another bone using a transform constraint, at a certain point of rotation the constrained bone "jumps" to a different rotation, which causes issues when animating. This only happens when I have the rotation mix set to anything below 100%, a full mix works ok, but I only want a small influence so I dont need to manually animate subtle movements like these.
I'm guessing this is something to do with spine incorrectly calculating the rotation related to the mix, or something, but is there are way to achieve the desired effect? Am I doing something wrong?
Thanks so much to anyone that may be able to help 😃