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i got a Weird Problem since i updated to 2.91, then i try to loop my animation by changing the interpolation type to Linear the Result almost looks the same as Bezier, i did try it with a new scene and a simple Cube with a Armature and a single bone. the Animation seem to be faster with Linear but the end and start from every key frame is still eased in/out.

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The problem is that you're using Quaternion (WXYZ) Rotation, which is the default setting for bones in Pose Mode. Set the Rotation method to XYZ Euler and animate the Y Rotation from 0° to 360°.

You should also set the last keyframe with 360° on frame 101 instead of 100 if you want a looped animation from frames 1-100, because 0° = 360° and the animation would look as if it pauses for one frame.

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  • $\begingroup$ So this seem to work but why is Quaternion so smoothed out and Euler isnt? wouldn't it be more practical to use a Quaternion so i have axis lock in my Animation. $\endgroup$ Dec 8, 2020 at 14:56
  • $\begingroup$ It's not that the interpolation is smoothed, it's just that the way quaternion works result in a motion that, unlike euler, doesn't follow the 3D axes per say. $\endgroup$
    – L0Lock
    Dec 8, 2020 at 15:15
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So the reason why it never occurred to me before was because i was using less keyframes for my Animation, it seem to be the case that Quaternions starting to slow down and wooble a lot then your animation is longer than 100 Keyframes. So for the Future i will use Euler in Technical Animations for persistent Animation Cycles.

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