Best way to make full bone rotation?

Hey Blender friends !

I’m running into a recurrent problem when animating. How do you make sure a bone does a 360 degrees rotation ? Using quaternions is really painful to me because the bone may go to the keyframed rotation but usually snaps back in the other direction. Sometimes, I’ve also witnessed the bone rotating in order to minimize the path to the target angle.

Could someone share some advices ?

Thanks a lot !

Just manually key the rotations. If one key frame is 0 degrees and the next is 360 degrees, it will do one full rotation as the angle is interpolated between 0 and 360. You can always fine-tune values in the transform panel or graph editor.