Mecanim adding rotations to character in clips.

When defining in and out points for my animation clip, Unity is adding a huge rotation to the shoulders at the last frame of the clip when I apply the settings in the animation tab. There are no curves in the FBX that would create this movement. The movement is tied to the outpoint of the animation. If I change the outpoint of the animation the rotation will occur at the last frame of the new outpoint. So it is definitely something Unity is adding to the animation. Anybody know what could be causing this?

Just to add a bit to the conditions that were contributing:
using mecanim, humanoid.

Thanks in advance.

Okay, I figured this out. My solution was to go back to Maya and take the last frame of animation out of the clip, export again and when creating clip in Unity make the end frame one frame after the actual end point of the FBX file’s animation.

I still don’t know exactly why the error occurred in the first place, but this is an acceptable fix for me.