Front Flip Animation Messed Up Due To Quaternion I made a front flip animation for my character however when I play the animation, the character goes to the keyframes, but once it gets past the second to last keyframe and goes to the final pose, it rotates all the way back around the opposite way.
Now I was told that its due to the bones on the rig being set to quaternion and I needed to set them to euler, however, I have found when I did that it messed up the animation.
What could I do?
https://streamable.com/kphuab
Switch to pose mode and find and select the bone that rotates backwards. Go to the last keyframe in your animation (frame 80 it looks like), and negate the W, X, Y, Z of the rotation in the Bone Properties panel, ie. replace 0.1 with -0.1. Insert a keyframe to save the values. Your rotation should now work.
(I think there's an op that will do this automatically but I can't remember what it is...)