This problem boggles my mind. I have an animation running on a face object (imported from Blender). At a few points in the animation, the normals switch direction! It causes the mesh to blink.
Of course this animation won't work in its current state. Even odder, I slowed down the animation sample in Unity to 1 so I could isolate the frames it happens on. There are no keyframes on the face when this happens!
What could be causing this? It only happens on this one animation. I can't find anything with extensive web searching. I've also tried recalculating normals and applying transformations, but it doesn't help.
These screen shots depict the same two frames, one frame before it happens (left) and the frame when it happens (right), just from different angles.
I'd very much appreciate any input or guidance to fixing this!