This question is related to this other discussion
(https://godotforums.org/d/35504-script-of-camera-and-movements-limits/)

Can mathematics (or code) improve this sudden change of direction?
I can't find a solution to make these movements more dynamic.
Does the movement need to be associated with a new animation or an external asset to the code?
Please let me know, any answers or assumptions!

    fatalox Can mathematics (or code) improve this sudden change of direction?

    I highly doubt that math can do it. Physics with math — maybe, but — a very complex simulation.

    Does the movement need to be associated with a new animation or an external asset to the code?

    Yep, it's probably just a simple animation change here.

    A smooth transition between animations is one of the hardest things to do.

    Thanks guys, I guess I deceived myself.
    My idea was a simple code that slowed down and adjusted the rotation by 45 degrees creating a fluid movement.
    I can't come up with a code that makes this possible.
    Use an external program like "Cascadeur" (thanks @Tomcat for letting me know) maybe I'll try it, even if I don't have great inspirations, I looking to do something simple.
    @retroshark I have already tried the animation tree,
    I had some difficulty with organizing a state machine (i will retry following some tutorials).
    I starting understand that it is the only direction to make the animations more fluid, for the moment thanks, now I get to work.

      fatalox My idea was a simple code that slowed down and adjusted the rotation by 45 degrees creating a fluid movement.

      Hmm… Probably it can be tried to realize… I do not know how it will look like, but I guess it is reasonable to try.

        fatalox I am looking, so far i traded only smoothness for dizziness

        This is a very interesting question. I have noted this topic and plan to investigate it. In a few months. Unless another military putsch happens in our country.

        Update solution found!
        With tears in my eyes I want to communicate that I made it.
        I achieved the result I wanted, a fluid movement of angular rotation using only the code.
        This is the code related to the rotation motion:

        @onready var visuals := $visuals as Node3D 
        #with inside skeleton and mesh
        
        var target_angle : float
        const ANGULAR_SPPED : float = TAU
        
        func _physics_process(delta: float) -> void:
           var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
           var direction := transform.basis * Vector3(input_dir.x, 0, input_dir.y).normalized()
        
           if input_dir.length_squared() > 0:
               target_angle = 0.75 * TAU - direction.signed_angle_to(Vector3(1,0,0), Vector3(0,1,0))
               var angle_diff := wrapf(target_angle - visuals.rotation.y, -PI, PI)
        
           if direction:
               visuals.rotation.y += clampf(delta * ANGULAR_SPPED, 0, absf(angle_diff)) * signf(angle_diff)

          fatalox I achieved the result I wanted, a fluid movement of angular rotation using only the code.

          Huge congratulations!! That looks extremely worthy!! 😻