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How do I make a character do a 360 degree rotation, but reset the rotation back to 0 immediately after?
To make this straightforward, let's say I have a 2 minute animation with a ton of key frames.
And then I get the bright idea, "Hey, this animation would look great with a somersault right in the middle!"
So I add a 360 degree rotation in the middle of the animation, but I've run into a problem. It wants to rotate back to 0 for the keyframe immediately after. Even if I change that keyframe that comes after that 360 rotation, I'd then have to change the one after that and so on.
Not to mention if I transition into any other animations, it will want to rotate back to 0.
I'd like to handle this without using an animation event, but if that's the only way then so be it.
So my question is, is it possible to reset a 360 rotation back to 0 on the same keyframe within the animation window? Resetting the rotation back to 0 in a nearby keyframe isn't an option because it will look glitchy.
Or is my only option to use an animation event?
Update: After a little more googling, I've decided that this just isn't possible using the current Animation window. A big limitation of the animation window is it can't add rotations across separate animations. It always wants to reset it. Rather than add a 360 rotation from a previous rotation, it would rather reset back to 0 causing the whole character to rotate during a transition which is kind of silly. I think my solution will be to just make the somersault it's own animation, and I'll use an animation event to reset the transform's rotation to 0 in a script.
Answer by TheShadyColombian · Jun 21, 2015 at 03:40 AM
Set the rotation back to 0 the EXACT next frame, and make it a constant curve-type frame interpolation (go into the curves part of the animator) and it should be a seamless transition.
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