Unity animation won't stop playing.

I’ve created a simple model with a simple animation in blender and imported them as fbx to Unity. The problem I’m having is that in my script I can’t stop the animation from playing. I’ve turned off the “play automatically” setting in Unity and my script does the following:

void Start() {
    an = animation["Take 001"];
    an.wrapMode = WrapMode.ClampForever;
    an.weight = 1.0f;
    an.enabled = true;
}

But the animation continues to play. If I check the normalizedTime value it is always zero, but what I’m seeing on screen says differently. Does anyone have an idea of what I’m doing wrong?

Disclaimer: I’m a programmer helping a friend but I know next to nothing of blender or unity.

is it looping, or just clamping? ClampForever will stay clamped to the last frame of the anim, try WrapMode.Once; Also, there’s a checkbox in the fbx importer called “loop”, I never use it, but I assume that might do it, if it’s accidentally checked. Also, how are you checking the normalized time? Create a var you can see in the inspector, then, in the update, say " myVar = animation[“Take 001”].normalizedTime". If it stays 0, it must be a different anim playing somehow (can’t imagine that being the case).

You can set the WrapMode to “Once” in the inspector to play the animation only once, and to stop it playing continuously.