Doubled rotation causes jitter on a 3D object

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:bust_in_silhouette: Asked By rogogo

Good day!
I have a weird problem where my left _hand object gets a doubled set of rotation vectors, which, I assume, causes jitter.

A snippet of code:

#HAND LERP PART 2
left_hand.global_position = lerp(left_hand.global_position, left_hand_pos.global_position, HANDLERP+0.2)
left_hand_pos.look_at(target_ray.get_collision_point())

#NOT USING GLOBAL_ROTATION BECAUSE IT DOESNT WORK WITH LERP_ANGLE
if target_ray.is_colliding() :
	left_hand.global_rotation.y = lerp_angle(left_hand.global_rotation.y, left_hand_pos.global_rotation.y, HANDLERP)
	left_hand.global_rotation.x = lerp_angle(left_hand.global_rotation.x, left_hand_pos.global_rotation.x, HANDLERP)
	left_hand.global_rotation.z = lerp_angle(left_hand.global_rotation.z, left_hand_pos.global_rotation.z, HANDLERP)
else:
	left_hand.global_rotation.y = lerp_angle(left_hand.global_rotation.y, camera.global_rotation.y, HANDLERP)
	left_hand.global_rotation.x = lerp_angle(left_hand.global_rotation.x, camera.global_rotation.x, HANDLERP)
	left_hand.global_rotation.z = lerp_angle(left_hand.global_rotation.z, camera.global_rotation.z, HANDLERP)

Everything is in _physics _process(delta)
The left_hand is on top and is getting rotation and position from left_hand_pos (child of a camera). I use this code for smooth movement of left_hand and to rotate it in the direction of the raycast collision (or camera, when there is no collision).

Here is the output from left_hand.global_rotation:
(0.056021, -2.278995, -0.006372)
(0.055987, -2.28117, -0.006375)
(0.05596, -2.282911, -0.006378)
(0.05596, -2.282911, -0.006378)

(0.055938, -2.284303, -0.00638)
(0.05592, -2.285417, -0.006381)
(0.055906, -2.286308, -0.006383)
(0.055895, -2.287021, -0.006384)
(0.055895, -2.287021, -0.006384)

(0.055886, -2.287591, -0.006384)

The bold lines are the doubled vectors, which I believe cause the jitter.
Neither left _hand _pos or camera nodes have these doubled vectors and they don’t have the jitter
I have tried moving everything to _process, increasing physics frames, doing all sorts of other physics related fixes, but nothing helped. I don’t believe the problem is in physics…

I do know that using Euler is not the best idea, but I just starting learning Godot and don’t want to fall into the rabbit hole of _transform.

Thanks in advance, I will to reply try as soon as I can if you have any questions.