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I've got a "flubber" like character model. I'm trying to animate the model along a path and add a playful rotation of the model at certain points along the path. I've successfully animated the character along the path using the 2 most common methods (a) parenting method (b) follow path constraint.

Ideally when the model descends at a point I would like to have a 360 degree spin, but Blender doesn't retain the keyframes I've placed. Is there solution for this?

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  • $\begingroup$ How exactly are you rotating and keyframing it? (this should be working). If you rotate with R the rotation will be normalized, which would make it appear as if nothing happened. If that is what's happening, try animating from the properties region (N) instead. $\endgroup$ – gandalf3 Jul 3 '14 at 19:55
  • $\begingroup$ I set a keyframe (I) at the start of where I want a spin and then set a keyframe (I) at the end of the spin. I use the Transform panel (n) to make my adjustments $\endgroup$ – user5071 Jul 3 '14 at 20:40
  • $\begingroup$ You can if none of the other solutions work, parent an empty to the curve then parent the object to the empty. $\endgroup$ – GiantCowFilms Jul 3 '14 at 20:43
  • $\begingroup$ That's how I have it currently configured. $\endgroup$ – user5071 Jul 3 '14 at 20:53
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    $\begingroup$ @user5071 When you set a keyframe, it stores the current transform values for that frame. If you make any changes after that you will have to set the keyframe again, since it doesn't auto update. $\endgroup$ – GiantCowFilms Jul 3 '14 at 22:36