Animating a bone to turn 360° doesn't rotate correctly I'm animating a character to do a 360° spin jump in midair but on the last frame of the spin he rotates the opposite direction instead
It basically does this

I could make it work if I used a bunch of keyframes, but that's sloppy and makes the animation jittery.
I guess if you keyframe it in the 3D view it won't interpolate correctly because either it doesn't know in what direction it is supposed to go or Quaternion interpolation is messy, don't ask me why.
The easiest way to do it is to use the N &gt; Item &gt; Transform panel, switch Quaternion to XYZ Euler, and keyframe a rotation of 0/0/0° at frame 0, and 0/360/0° at frame X (I keyframed the bone in Pose mode, if you want to keyframe the armature in Object mode it will be 0/0/360°):