Yes, but I would just like to use the turn from any actual position of the person. E.g. after turning 180° I would like turn 180° again to stay in original position.
Ok, so first... The "actual position of the person", as far as the virt-a-mate environment has any knowledge of, is the position/rotation of the root controller.
If you created an animation where the person turns around, by changing every controller except the root, then no virt-a-mate plugin can know that the "actual position" of the person is facing the other direction. This is more like machine learning stuff. As far as the game engine goes, the position/rotation of the person is determined by the root controller, so, when the person turned around like that, for virt-a-mate it didn't change the person rotation: it changed pose.
So you have an animation that merely changes pose. It changes from a pose which we might call "facing forward" to a pose which we might call "facing backward". Each pose is a state: the first and the last states of your layer, respectively.
Now, this doesn't mean AnimationPoser doesn't get you covered if you want the character to turn around 180 degrees back to the original position.
The first way of doing that is VERY SIMPLE. Just add transitions going backward from each state to the previous! Now, when the character is facing backwards, you can switch to the "facing forward" state, and it will rotate back, playing the animation backwads.
Now, with this procedure, if the character goes from "facing forward" to "facing backward", say, clockwise, then it will go back from "facing backward" to "facing forward" counter-clockwise. This should be enough in most cases!
Now, if you need the character to go from "facing forward" to "facing backward" clockwise, and then go from "facing backward" to "facing forward" still clockwise, making a full circle, then you can create a new animation by the following scheme:
1- Call the beginning and final states of your animation "facing forward" and "facing backward", respectively.
2- Save the layer as "front-to-back.animposer".
3- Set the original position as the root state.
4- Rotate the root controller 180 degrees.
5- Go to the "Control & Physics 1" tab in virt-a-mate and select "Detach root control".
6- Rotate the root controller 180 degrees back to the original position.
7- Click "Capture state".
8- Rename the "facing forward" state to "facing backward", and vice-versa.
9- Save that new layer as "back-to-front.animposer", just to be safe.
Ok, now you have a new animation, which goes from the "facing back" position to the "facing forward" position.
Now, if you want to have BOTH animations in a way that you can easily toggle, here is what you can do:
1- If you are still with the "back-to-front" layer open, then load the "front-to-back" layer. Now you have both layers.
2- Merge the layers in the layers tab.
3- Now the states "facing backward" and "facing front" are duplicated. Delete one of each.
4- Add the missing transitions to make a full circle.
Now, when you are at the "facing front" state and switch to "facing backward", it will follow the animation to turn around 180 degrees clockwise. Now if you switch to "facing front" again, it will turn around 180 degrees STILL clockwise.
Now, I imagine that your original animation has some intermediate states between "facing forward" and "facing backward". Depending just on how many intermediate states you have, you can make the character stop at essentially any angle, so you can make it face any direction.
There is much more to this, but I don't want to overwhelm you right now. I'll do tutorials showing stuff like that. I want to know if that works for you. You can also share the animation with me so that I can give examples of what you can build out of it.
Also... "Walking" and "turning around" are the two most difficult things to do with the plugin right now (or any plugin really). That's because there is this sense of not only displacing the animation, but actually continuing it. In principle, it should be easy to extend a walking cycle so that the characters walks further, or to extend a "turning around" animation from 180 degrees to full 360 or even 720. Right now the merging layers procedure does the trick, but I'm thinking about a more powerful solution.