You’re right! In my case, the model had multiple LOD groups. I had to manually assign the root property in each of the renderers of each LOD group.
The new problem is that even though that fixed the issue causing animations not to work at all for the golem, some animations still have the pause before the loop. It may be an issue with the animation itself, but it’s weird that it works fine in Unity.
Edit: I just imported the walking animation for the Golem to show it has the same issues.
If you’re comfortable with using a 3D modeling application such as Blender. It’s relatively easy to manually copy/paste your keyframes (Blender animation frames) from 160-208 to say, minus 160 so it starts initially at 0. Which would be: 0-48 I believe.