-179.9 and 180.1 are the same angle. So the angle isn't "incorrect" in any meaningful way. If the point is that it should be 179.9 and not 180.1, you need to make your code more robust.
Again, if you use quaternions during the interpolation, many problems will go away.
yes they are the same angle but Maya requires Euler angles. so the problem arises when maya translates between them.
The top is what I want but the bottom is what happens: (since it dose a whole 360 spin to get from negative 180 to postivie 180)
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