My idea would be to have 2 such compasses. The first one for the current direction - the second for the target direction. The game designer would need to create a fitting animation for each situation. Also the player should not be allowed to click while the character turns. (a few milliseconds)
Sounds good. But we haven't two compasses already, right? So thats for a future version requires new implemented tools?
In Cinema4d sometimes I use "dummy" objects to align with. I'm smiling about an idea the character turns to an invisible object (or person) which changes the position every angle step... So it looks like the character turns to the target, but truly he's not...
And how can I break the loop animations? To start a new animation before the start- and at the end frame shouldn't work...Only for one-looped personal animations. I can start a new action from a frame. Otherwise the turn animation will start every loop, won't?