Problems controlling rotation with animations and code at the same time

In my Solitaire game I was changing the rotation of the cards in my Update() method to simulate the card being flipped over which worked fine.

I then converted the card flip to using animations instead so I could start learning about animations.
This also worked but in my code I also reset the card back to “face down” without the animation.
It looks like once you add an Animator component you can no longer change the transform of the gameObject.

I found that I could use the “Apply Root Motion” checkbox to allow my code to work but then my animations appear to be stopping part of the way though. I’m guessing this is because my code and the animation rotation changes are conflicting.

Just looking for some general advice on how you’re supposed to work with things like position and rotation in cod and in an animation at the same time.

Thanks!

ETA: code example

For my Animation its simply rotation.y = 0 on the 1st key-frame and rotation.y = 180 on the last key-frame.
The transition is based on a bool.

This is the line that doesn’t work unless Apply Root Animation is turned on

CardModel.transform.localRotation = Quaternion.Euler(0, 180, 0);

Here’s my Card object layout

Card (GameObject)
- Collider Component
- Card. cs Script
- CardModel (GameObject, this is my Blender model)
	- Animator
	- Mesh Renderer

and card script attached to the parent

void Awake()
{
    Collider = GetComponent<Collider>();
    CardModel = transform.Find("cardModel").gameObject;
    MeshRenderer = CardModel.GetComponent<MeshRenderer>();
    Animator = CardModel.GetComponent<Animator>();
}

public void FlipUp()
{
    isFaceUp = true;
    Animator.SetBool("IsFaceUp", true);
}

public void FlipDown()
{
    isFaceUp = false;
    Animator.SetBool("IsFaceUp", false);
}

public void ResetCard()
{
    isFaceUp = false;
    transform.position = Vector3.zero;
    transform.rotation = Quaternion.identity;
    CardModel.transform.localRotation = Quaternion.Euler(0, 180, 0);
}

Perhaps you could provide a simple example of your own to illustrate exactly how you did it, as I see from your description that there are many possible configurations, which could lead to different outcomes.

Updated the OP with some code

From looking at your hierarchy structure, perhaps you can apply your control (position/rotation) of the card to Card , and apply your animation to CardModel .