How can I have the bones of my armature find the most direct path when reseting their rotation? My character does a backflip and therefore the hip and abdomen bones have been rotated "360" degrees. Considering that the idle pose hasn't made these transformations if the end of the backflip animation were to be meshed back into the idle pose; the abdomen and hip bones would need to revert themselves by taking the long way around (i.e. rotate -"360" degrees) to reach their original orientation.

I tacked on a keyframe from the beginning of the animation to the end as a sample of what I assume would happen:


Is there any way to have the bones ignore the specifics of their original rotation to make a direct transition without needing to include a jump between two frames where I flip all the rotations manually? 
(I think that would disturb the physics if i did add a 1 frame jump to reset the rotations anyways) 
Or am I going about this wrong and there happens to be an option for this issue when animation meshing?
In this scenario I would try some workarounds, like having your backflip rotate from - 360 to 0, or create a copy of the idle in which the hip bones have a 360 rot vaue. But maybe a real Pro has a better answer!