Bone rotation quaternion issues I am attempting to make my character do a backflip. I rotate the hips 360º in the X axis with a couple of keyframes, then watch the animation. It doesn't work. Either it doesn't seem to move at all, or it rotates in all the wrong directions.

I believe this is due to quaternion rotation vs. Euler rotation. In extremely simple terms, what is the difference, and how would I use Quaternions efficiently in solving this issue?
I can't say about how to fix the rotation but might I suggest just adding an object like a circle and setting it's origin to the center of mass of your character then parenting the armature and it's hierarchy to that object and just going from there.