I made a model in 3ds Max containing some simple animation. Basically, I've got an object and the animation consists of it rotating about its pivot point. There are keyframes on frames 0, 3, 4, and 24. Frames 0 and 3 are identical. 4 is substantially different from 0 and 3 (i.e., the object is rotated quite a bit), while 24 is closer to 0 and 3 but still slightly different. I've exported the model as an FBX and imported it into Unity. The rig is set to "legacy" and I've split the animation into clips as follows: Idle: frames 0-3 (loop) - note that, as keyframes 0 and 3 are identical, this clip should entail no actual movement Move: frames 4-24 (ping pong) - this is just an animation of the object rotating back and forth between its positions on keyframes 4 and 24 I should also note that keyframe compression is turned off. The problem I'm having is that both animation clips contain a small "hiccup" (a random jerky movement that's not in the original animation as viewed in 3ds Max). In the idle clip, this hiccup occurs on frame 3 and makes the object appear to "flutter" rather than remain still if the idle animation is looped. If the idle clip is redefined as frames 0-2, no movement occurs (as intended). In the movement clip, the hiccup is on frame 4 (if this frame is removed from the clip, the animation is smooth, although the object doesn't rotate quite as much). Has anyone experienced this problem before? I can post an example file if that would help. Any suggestions would be appreciated!