I actually came to report an issue contrary to this. Actually it's a three part bug report:
I've got some animations which should only be slight rotations of the individual bones, but it's causing them to wildly spin limbs around. I'm doing a cross over animation from a knee pointing to the left on a digitigrade character to the knee pointing right, necessitating rotation and counter rotation. The tweens however cause the leg to wig out and do a 350 spin into the body rather than do a slight angle change. It would be nice if the program read the intention of the motion when the keyframe is made, rather than optimising it incorrectly, or gave us a curve editor which let you specify the start/end point of the animation to force it to "go the long way".
I'm having problems exporting 2 of 15 animations. Most of them export properly, but the 2 refuse to export as separate PNGs, and crash on GIF export. I believe it's related to bug 3, which is...
In those two animations I encounter scenarios where bones or the sprite attached to them scale to 0 along one axis and for some reason get placed at 680000.00000 x and y. When this happens I can't edit anything about that particular item. There's no case where my animations go anywhere near the 600px point on any axis, let alone 680000.
I can provide my project if you'd like to look it over.
Addendum:
I'm using Spriter Pro r10 through Steam on an Alienware 17 r3 running Windows 10.