Rotate animation at waypoint

This is using the mecanim and a navmesh. I have a char. and he is walking from waypoint to waypoint. Once he reaches the wayPoint an animation plays. The issue is, when he walks to the waypoint, the direction he is facing is the direction the animation will play as well. Is there a way to make the char rotate once reached the waypoint?

ex: walk to a chair(waypoint), when reach chair he will rotate when the sit animation plays. Else he will be sitting backwards (which he does now)

This is the part of script that controls the walking.

void Patrolling ()
	{
		// Set an appropriate speed for the NavMeshAgent.
		nav.speed = patrolSpeed;
		
		// If near the next waypoint or there is no destination...
		if(nav.remainingDistance < nav.stoppingDistance || waitTimeSet)
		{
			
			if(!waitTimeSet)
			{
				patrolWaitTime = Random.Range(20,40);
				anim.SetBool(patrolWayPoints[wayPointIndex].name, true);
				//Debug.Log (patrolWayPoints[wayPointIndex].name);
				patrolTimer = 0;
				waitTimeSet = true;
			}
			
			// ... increment the timer.
			patrolTimer += Time.deltaTime;
			
			//Debug.Log (patrolTimer);
			// If the timer exceeds the wait time...
			if(patrolTimer >= patrolWaitTime)
			{
				anim.SetBool(patrolWayPoints[wayPointIndex].name, false);
				if(wayPointIndex != null)
					lastPoint = wayPointIndex;
				
				wayPointIndex = Random.Range(0, patrolWayPoints.Length);
				//Debug.Log ("before last = " + lastPoint + " new = " + wayPointIndex);
				if(lastPoint == wayPointIndex)
				{
					int[] tempIntArray = new int[patrolWayPoints.Length - 1];
					int cnt = 0;
					for (int i = 0; i < patrolWayPoints.Length; i++)
					{
						if(i != lastPoint)
						{
							tempIntArray[cnt] = i;
							cnt ++;
						}
						wayPointIndex = tempIntArray[Random.Range (0,tempIntArray.Length)];
					}
					//Debug.Log ("after last = " + lastPoint + " new = " + wayPointIndex);
				}
				nav.destination = patrolWayPoints[wayPointIndex].position;
				waitTimeSet = false;
			}
		
		}
		else
		{
			patrolTimer = 0;
		}
	}

Hi Ouija,

this is a rather old post. But have you found an answer?