incomplete animation from 3ds max

hello!
forgive me is this is the wrong place to post.
i’ve been trying to import a bone character and it’s animations (made in 3ds max 2010) into unity as my player. i have assigned the animations but after running the game, the walk/run animation is played with some gap before it loops again (as if there were some extra frames in the animation at the end).

On the whole, what unity appears to do is to add some extra frames to my animation before looping it again.

Thanks in advance!

Hey Yash,

I actually ran into an issue similar to this recently. Check the Animation Compression settings on your imported max file. The animation file name should be named Take 001, or something similar. If Anim. Compression is set to Keyframe Reduction, Unity will go through the animation and try to correct keyframes that are not needed. In my case, the object I was animating seemed to be wiggling back and forth when it was supposed to be still for a certain number of frames. So I set the Position Error to a really low number, like 0.01, and the “missing” keyframes appeared and the animation played fine. See if that is your issue