I have a run and walk animation sequence on a custom quadruped character control rig using Basic IK. No matter how I bake the animation sequence, putting them into a blendspace causes a 360 flip on the front right leg.
I have checked the curves for the foot controls for any flipping but there’s nothing, I have tried adjusting the curves offset from 0 rotation with no effect. I have been able to blend normally using a third animation to both of the problem animations successfully, as well as from a static pose, and between different variations of the same animation. Smoothing has no effect.
What causes joint flipping in blendspaces besides curves?