All animations are currently not interpolated because rotations had to be converted to Euler and flipping & gimbal lock occurs when these values are imported with interpolation.
This is problematic in the newest 'r3d2canm' version of animation files which uses keyframes, resulting in jerky and wobbly animation with no interpolation.
Although you can solve this in a 3D application by applying a Euler filter and interpolation manually it should be possible to implement this functionality directly into lol2dae.
Found an algorithm that produces nice interpolations in another maths library. Since it has similar functionality to Eigen it makes sense to convert everything over to this new library rather than use both.