I've been mulling this over today. To have non-feet sliding animations (which is the only option for me) you have to have motion accumulation of some type.
is this due to your blending?
i've found that i'm able to sync animation walk/run speeds to character movement rates pretty well (better than madden 15 when they turn in place), as long as those speeds are known constant values. the major limitation is the resolution of the time for a frame (sometimes 4 frames between keyframes is a bit too fast and five is a bit too slow, that kind of idea) now that i've added all sorts of things that affect movement rate such as fatigue, damage, slope in the direction of travel, etc, i'm thinking of moving to a procedurally generated animation that takes movement rate as input. there was another thread a while back that discussed continuous variable speed stand/walk/run animations.
The problem is, if your turning animation starts at -1.1 degrees and ends up at 85 (so 86.1 total rotation), what do you set the rotation of the player to at the end? 85? If so, the next frame (frame zero after a loop) will immediately appear 1.1 degrees lower, 85-1.1 so that's what I'm currently trying to get my head around
that sounds like a simple case of needing "resting postions" between animations. in this case, its a resting direction though. it would seem to me that all turn animations should start with a player heading of zero.
Edit: thinking about this further, I think I have to set the player's yaw value to the last frame's less the first frame's.
i believe that would be the same idea.
It's simple maths of course but it always helps to write it out (especially when you're on a packed train daydreaming about animations!)
one often gains better understanding of a subject by explaining it to others. sometimes you just need someone to bounce ideas off of.