Thanks for your suggestion, but I doubt that that was the problem because the legs, as far as I can tell, are symmetrical
My suggestion was for both legs to have a bit more knee bend… not just one leg and not the other…
But you have it correct that I that at least a bit of reworking or redoing of the keyframes was inorder…
Plus note that on the 3D window > bottom tool bar > on the far right > when your in pose mode with bones > are 3 copy and paste buttons… (little clipboard Icons) a copy button… a paste button… and a copy mirrored button (that is perfect for walk cycles because it will copy what you’ve already animated on one leg or arm bone to the opposite leg or arm… except mirrored… (on X-axis) so it makes quick work out of doing walk cycles…
also note… that the knee and elbow joints rarely need a Quarternion 4 variable treatment… in your case… XYZ Euler on that knee and then lock off Y and Z… that helps with flipping problems… you only need Quarternion Rotations in places like the hips and shoulders…
there are many situations where a joints to decides to flip…
but there is only one ‘reason’ for it to do so… it has hit the top of it’s mathmatical limit where 360* flips over to 0*…
the only solution for this is you have to help the computer under stand which way you want it to resolve the rotation… either by adding more degrees or subtracting more degrees…
this is even true with Quarternions (cept you don’t use degrees)