Yes, it could only be used for rotation by one axis in either direction and it would obviously defy physics for most parts.
Other way is to use a ball rotation with morphs and tweak rotation so that at the time of contact it is in sync with morph direction.
Which is not hard at all. You animate trajectory, hitting a surface, deformation and bouncing without any rotation.
When all looks good, you add the rotation in reverse - to all keys other than the key with deformation.
If you need more realism, you could probably add a couple morphs to highlight the "entering" and "exiting" main deformation state when rotation is added.
Watch out for curve editor. RL broke it after latest update. Curves cannot be deleted without crashing iclone.
If need to delete an entire curve, select all curve keys, but one. Delete and then delete remaining key.
Edited
18 minutes ago by
4u2ges