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I have this front flip animation that when I rotate it about the X axis as shown in the video linked below, the root and target bones flip all the way back around and then get to the finish pose.

  • This animation was originally a quaternion animation but has been since converted to XYZ euler

Video: https://streamable.com/w2wg3a

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  • $\begingroup$ hello, could you please share your file? pasteall.org/blend $\endgroup$
    – moonboots
    Apr 9 at 10:26
  • $\begingroup$ @moonboots Here ya go: pasteall.org/blend/b162d4c18ff540259dfaa0c638a0ce18 It will be the player flip animation. $\endgroup$
    – Derek Kwas
    Apr 9 at 12:37
  • $\begingroup$ could you please describe what you wanted to achieve? You would like the root bone to rotate 360°? for the moment from frame 56 to 64 it goes from 146° to 70° so he's flipping back $\endgroup$
    – moonboots
    Apr 9 at 12:49
  • $\begingroup$ @moonboots Correct. I am trying to get it to make a full 360° rotation to make it look like a front flip. (For a double jump) $\endgroup$
    – Derek Kwas
    Apr 9 at 12:51
  • $\begingroup$ So at frame 64 you need to type a number greater than 146°, like 250 or whatever $\endgroup$
    – moonboots
    Apr 9 at 13:33
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For the moment from frame 56 to 64, the root bone goes from 146° to 70°, so your character is flipping back. You need to make the bone rotate from 146 to 250 then 360° for example.

Also, it's better to create a root bone that is completely independent, at the bottom of the character, and not use the spine as the root. Instead parent the spine to the root you've created.

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