As an example: Say you're animating a skateboard. The board has a nose and a tail. Normally, the nose points forward and the tail points backward. Now say you have two animations: idle and trick. The idle is animated with the nose pointing forward. The trick, however involves the board rotating 180°, ending with the nose pointing backward, functionally swapping the nose and tail. Now, if you were to blend the trick animation back into idle, the blend would rotate the board back around so the nose points forward, which would not be the intended behavior. The intended behavior would be for the animator to somehow know that the tail is now the forward facing orientation and animate as if the tail were the nose.
I'm competent but no expert with rigging/animation and I've been racking my brain trying to come up with either a way to cleverly rig the object to somehow work as intended or to be able to modify the animations procedurally in code or something, but I haven't been able to figure it out.
This seems like a problem that must come up somewhat frequently with game animation, but I haven't been able to find any specific resources.
I'm using Blender and Unity.
Edit: To be clear, I'm not talking about root motion or the animating object's position/rotation in the world, just the orientation of the bones being animated.