I have an animation clip which basically consists of the model doing a 360 turn about the y axis.
I’d think it would spin 360 degrees from the angle the model is facing when I run the clip. Instead it, first makes the model face at 0 degrees and then spins it 360.
Any idea why? Is this normal?
It’s how animations work (in pretty much every 3d package), they override properties they don’t add on top of them.
If you want to add on top of something just use parenting. You rotate the parent in any way and the child transform is animated.
Or use transform.RotateAround, that’s relative to the current rotation and will add to it.