Hello, I have a problem playing a clean/fluid animation loop with Mecanim. It seems to make a small pause (first I thought it was repeating a keyframe) after every cycle of a loop animation.I have searched for similar problems and ensured that I'm not in one of those cases (as far as I know, maybe I'm understanding something in a wrong way), before posting because my problem looked like previous posts or Unity answers. Some information: -The animation has 38 frames. -Frame 1 and Frame 38 are the same to ensure a good loop. -When importing into Unity I'm doing this through a fbx file (exported from blender). -When importing I'm taking care of the first and last keyframe being the same, so in the end range I Import one frame less, to avoid a duplication of the same key frame. -Loop Pose is checked. -The loop also makes the small pause in the preview window, so state transitions are discarded here. The small pause It's perfectly perceivable when setting the play time to a lower value (0.25 for example). Things I tried: -Import also the last frame (same as first one), just in case Unity is treating this as a especial case to perform loops. -Create also a keyframe for one previous frame to the last one imported to make sure that the last imported frame is also a keyframe. -Even removing more frames from the import (and breaking the clean loop on purpose) stills makes the small pause at the end. I don't know what could be causing this. I'm completely lost, I don't know If I'm doing something completely wrong or there exist a problem interpolating the last animation frames. Any suggestions? Thanks in advance for your answer.