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My space ship's rotations (around X and Z axes) are controlled with two separate timelines. It's the method I got from NeonTheCoder.
One is rotations around X, it's 10 seconds long with default straight and level position at 5 seconds, 90 degrees up is at zero while 90 degrees down is at 10 secs. The playhead position is controlled by some logic that looks at my current Y rotation and works out how much authority to give the X and Y outputs from my left stick over the timeline position.
The other timeline is identical except is deals with rotations around the Z axis.
So both timelines go from 90 degree rotation at one end to 90 degree rotation at the other end, with zero rotation in the middle (at 5 seconds). When I test each timeline separately they are perfect (as long as only one of them is switched on at a time. But when both are active, I do not get 90 degree rotation, it stops around 45-50 degrees.
But I can see from having the timelines open during Test mode, and checking all the numbers that are being fed to them, that nothing is actually wrong. For instance, my Y timeline will receive a perfect +1 signal and the playhead will indeed move to the very end of the timeline but the ship only rotates about halfway.