Using the current FBX loader from -dev
My skeletal animations, loaded from a binary FBX, exported from Maya using the game exporter, are ending on the t-pose with a brief pause before looping.
I have investigated the issue and it appears that all the last position, rotation, scale, values in the animation clip’s tracks are all the same (I believe the t-pose, but can’t visualise it) regardless of the bone positions/rotations in the last frame of the animation when viewed in Maya.
reducing the duration of the clips by about 40%% seems to cut out the move to the t-pose, but I have had to get the animator to add a 40%% sacrificial buffer to the end of each clip. If I don’t add this buffer the animation is cropped, it is as if the last frame of the clip is being replaced with the t-pose.
I can’t share that model, but I have an example of a cube orbiting a point, which pauses at the t-pose (not really a t-pose) frame each loop.
I’ve seen the example (with the character running with its arms in the air) which works as expected, so assume there is a combination of export settings that is unsupported/should be avoided.