原文链接:http://answers.unity3d.com/questions/8172/how-to-add-new-curves-or-animation-events-to-an-im.html

unity4.3版本号

方法1:

You can use an editor script that copies over the curves from the original imported Animation Clip into the duplicated Animation Clip.

Here is such an editor script.

  • Place it in a folder called Editor, located somewhere inside the Assets folder.
  • The script assumes that you have already made a duplicate of the imported clip and called it the same name but with a *copy postfix. For example, if you have an imported clip called MyAnimation,
    it will search for *MyAnimation_copy*.
  • Select the original imported Animation Clip in the Project View.
  • You can now use the menu Assets -> Transfer Clip Curves to Copy

And the script:


  1. using UnityEditor;
  2. using UnityEngine;
  3. using System.Collections;
  4. public class CurvesTransferer {
  5. const string duplicatePostfix = "_copy";
  6. [MenuItem ("Assets/Transfer Clip Curves to Copy")]
  7. static void CopyCurvesToDuplicate () {
  8. // Get selected AnimationClip
  9. AnimationClip imported = Selection.activeObject as AnimationClip;
  10. if (imported == null) {
  11. Debug.Log("Selected object is not an AnimationClip");
  12. return;
  13. }
  14. // Find path of copy
  15. string importedPath = AssetDatabase.GetAssetPath(imported);
  16. string copyPath = importedPath.Substring(0, importedPath.LastIndexOf("/"));
  17. copyPath += "/" + imported.name + duplicatePostfix + ".anim";
  18. // Get copy AnimationClip
  19. AnimationClip copy = AssetDatabase.LoadAssetAtPath(copyPath, typeof(AnimationClip)) as AnimationClip;
  20. if (copy == null) {
  21. Debug.Log("No copy found at "+copyPath);
  22. return;
  23. }
  24. // Copy curves from imported to copy
  25. AnimationClipCurveData[] curveDatas = AnimationUtility.GetAllCurves(imported, true);
  26. for (int i=0; i<curveDatas.Length; i++) {
  27. AnimationUtility.SetEditorCurve(
  28. copy,
  29. curveDatas[i].path,
  30. curveDatas[i].type,
  31. curveDatas[i].propertyName,
  32. curveDatas[i].curve
  33. );
  34. }
  35. Debug.Log("Copying curves into "+copy.name+" is done");
  36. }
  37. }

方法2:

There is more simple variant. This script creates a new animation file itself and makes all copying operations.


  1. using UnityEditor;
  2. using UnityEngine;
  3. public class CurvesTransferer
  4. {
  5. const string duplicatePostfix = "_copy";
  6. static void CopyClip(string importedPath, string copyPath)
  7. {
  8. AnimationClip src = AssetDatabase.LoadAssetAtPath(importedPath, typeof(AnimationClip)) as AnimationClip;
  9. AnimationClip newClip = new AnimationClip();
  10. newClip.name = src.name + duplicatePostfix;
  11. AssetDatabase.CreateAsset(newClip, copyPath);
  12. AssetDatabase.Refresh();
  13. }
  14. [MenuItem("Assets/Transfer Clip Curves to Copy")]
  15. static void CopyCurvesToDuplicate()
  16. {
  17. // Get selected AnimationClip
  18. AnimationClip imported = Selection.activeObject as AnimationClip;
  19. if (imported == null)
  20. {
  21. Debug.Log("Selected object is not an AnimationClip");
  22. return;
  23. }
  24. // Find path of copy
  25. string importedPath = AssetDatabase.GetAssetPath(imported);
  26. string copyPath = importedPath.Substring(0, importedPath.LastIndexOf("/"));
  27. copyPath += "/" + imported.name + duplicatePostfix + ".anim";
  28. CopyClip(importedPath, copyPath);
  29. AnimationClip copy = AssetDatabase.LoadAssetAtPath(copyPath, typeof(AnimationClip)) as AnimationClip;
  30. if (copy == null)
  31. {
  32. Debug.Log("No copy found at " + copyPath);
  33. return;
  34. }
  35. // Copy curves from imported to copy
  36. AnimationClipCurveData[] curveDatas = AnimationUtility.GetAllCurves(imported, true);
  37. for (int i = 0; i < curveDatas.Length; i++)
  38. {
  39. AnimationUtility.SetEditorCurve(
  40. copy,
  41. curveDatas[i].path,
  42. curveDatas[i].type,
  43. curveDatas[i].propertyName,
  44. curveDatas[i].curve
  45. );
  46. }
  47. Debug.Log("Copying curves into " + copy.name + " is done");
  48. }
  49. }

方法3:

Guys, I loved this script so much, I went ahead and added a couple of features.

Here is a modified version of MaDDoX's edit that includes logic for automatically placing the animations into folders.

It first uses an animations folder to contain them all and then if the animation came from an FBX file, it will use the FBX's name to create a subfolder for those animations. Hopefully, this helps y'all keep things organized.



  1. using UnityEditor;
  2. using UnityEngine;
  3. using System.IO;
  4. using System.Collections;
  5. public class MultipleCurvesTransferer {
  6. const string duplicatePostfix = "Edit";
  7. const string animationFolder = "Animations";
  8. static void CopyClip(string importedPath, string copyPath) {
  9. AnimationClip src = AssetDatabase.LoadAssetAtPath(importedPath, typeof(AnimationClip)) as AnimationClip;
  10. AnimationClip newClip = new AnimationClip();
  11. newClip.name = src.name + duplicatePostfix;
  12. AssetDatabase.CreateAsset(newClip, copyPath);
  13. AssetDatabase.Refresh();
  14. }
  15. [MenuItem("Assets/Transfer Multiple Clips Curves to Copy")]
  16. static void CopyCurvesToDuplicate()
  17. {
  18. // Get selected AnimationClip
  19. Object[] imported = Selection.GetFiltered(typeof(AnimationClip), SelectionMode.Unfiltered);
  20. if (imported.Length == 0)
  21. {
  22. Debug.LogWarning("Either no objects were selected or the objects selected were not AnimationClips.");
  23. return;
  24. }
  25. //If necessary, create the animations folder.
  26. if (Directory.Exists("Assets/" + animationFolder) == false) {
  27. AssetDatabase.CreateFolder("Assets", animationFolder);
  28. }
  29. foreach (AnimationClip clip in imported) {
  30. string importedPath = AssetDatabase.GetAssetPath(clip);
  31. //If the animation came from an FBX, then use the FBX name as a subfolder to contain the animations.
  32. string copyPath;
  33. if (importedPath.Contains(".fbx")) {
  34. //With subfolder.
  35. string folder = importedPath.Substring(importedPath.LastIndexOf("/") + 1, importedPath.LastIndexOf(".") - importedPath.LastIndexOf("/") - 1);
  36. if (!Directory.Exists("Assets/Animations/" + folder)) {
  37. AssetDatabase.CreateFolder("Assets/Animations", folder);
  38. }
  39. copyPath = "Assets/Animations/" + folder + "/" + clip.name + duplicatePostfix + ".anim";
  40. } else {
  41. //No Subfolder
  42. copyPath = "Assets/Animations/" + clip.name + duplicatePostfix + ".anim";
  43. }
  44. Debug.Log("CopyPath: " + copyPath);
  45. CopyClip(importedPath, copyPath);
  46. AnimationClip copy = AssetDatabase.LoadAssetAtPath(copyPath, typeof(AnimationClip)) as AnimationClip;
  47. if (copy == null)
  48. {
  49. Debug.Log("No copy found at " + copyPath);
  50. return;
  51. }
  52. // Copy curves from imported to copy
  53. AnimationClipCurveData[] curveDatas = AnimationUtility.GetAllCurves(clip, true);
  54. for (int i = 0; i < curveDatas.Length; i++)
  55. {
  56. AnimationUtility.SetEditorCurve(
  57. copy,
  58. curveDatas[i].path,
  59. curveDatas[i].type,
  60. curveDatas[i].propertyName,
  61. curveDatas[i].curve
  62. );
  63. }
  64. Debug.Log("Copying curves into " + copy.name + " is done");
  65. }
  66. }
  67. }

....

进口fbx角色动画read-only解的更多相关文章

  1. CSS3图片翻转动画技术详解

    CSS动画非常的有趣:这种技术的美就在于,通过使用很多简单的属性,你能创建出漂亮的消隐效果.其中代表性的一种就是CSS图片翻转效果,能让你看到一张卡片的正反两面上的内容.本文就是要用最简单的方法向大家 ...

  2. iOS:核心动画的详解介绍:CAAnimation(抽象类)及其子类

    核心动画的详解介绍:CAAnimation(抽象类)   1.核心动画基本概念 Core Animation是一组非常强大的动画处理API,使用它能做出非常炫丽的动画效果,而且往往是事半功倍! 使用它 ...

  3. Android Animations 视图动画使用详解!!!

    转自:http://www.open-open.com/lib/view/open1335777066015.html Android Animations 视图动画使用详解 一.动画类型 Andro ...

  4. pygame 笔记-3 角色动画及背景的使用

    上二节,已经知道如何控制基本的运动了,但是只有一个很单调的方块,不太美观,本节学习如何加载背景图,以及角色的动画. 素材准备:(原自github) 角色动画的原理:动画都是一帧帧渲染的,比如向左走的动 ...

  5. POPSpring动画参数详解

    POPSpring动画参数详解 效果 源码 https://github.com/YouXianMing/Animations // // POPSpringParameterController.m ...

  6. 【Salvation】——怪物角色动画&主角碰撞死亡动画

    写在前面:这个动画功能同样也是使用JavaScript编写脚本,在Unity3D游戏引擎的环境中实现,在怪物的角色动画中,很多与人物相同,这里不再重复. 一.设计敌人 拖一个精英sprite到层次面板 ...

  7. Unity3D NGUI UIPlayTween(原UIButtonTween)动画事件详解

    http://blog.csdn.net/asd237241291/article/details/8507817 原创文章如需转载请注明:转载自 脱莫柔Unity3D学习之旅 Unity3D引擎技术 ...

  8. Android基础夯实--重温动画(五)之属性动画 ObjectAnimator详解

    只有一种真正的英雄主义 一.摘要 ObjectAnimator是ValueAnimator的子类,它和ValueAnimator一样,同样具有计算属性值的功能,但对比ValueAnimator,它会更 ...

  9. RocketMQ——角色与术语详解

    原文地址:http://jaskey.github.io/blog/2016/12/15/rocketmq-concept/ RocketMQ——角色与术语详解 2016-12-15 THU 15:4 ...

随机推荐

  1. Context Switch and System Call

    How many Context Switches is “normal”? This depends very much on the type of application you run. If ...

  2. Java数据结构系列之——栈(2):栈的链式存储结构及其操作

    package Stack; import LinkList.SinglyLinkList; public class LinkListStack { private SinglyLinkList&l ...

  3. 使用JavaMail发送和接收电子邮件

    一. 为什么要学习JavaMail 为什么要学习JavaMail开发? 如今非常多WEB应用在开发时都须要集成邮件发送功能.比如: 1. 给新注冊的用户自己主动发送一封包括其注冊信息的欢迎E-Mail ...

  4. hadoop的一些名词解释

    在网上收集了一些mapreduce中常用的一些名词的解释,分享一下: Shuffle(洗牌):当第一个map任务完成后,节点可能还要继续执行更多的map 任务,但这时候也开始把map任务的中间输出交换 ...

  5. WEB网站性能优化

    最近做了一个WEB现场.幸运的是,一开始.但后来越来越慢,特别是在调试模式,,这肯定是我们的代码有问题.但是即使业务不是非常复杂的也非常慢,我们就想当然的觉得我们的代码没问题,可最后证明还是我们的代码 ...

  6. 分享几个免费的开源邮件server软件

    因为企业的须要,我们非常可能须要架设一个邮件server,微软的Exchange太复杂?GOOGLE出来的又收费!头大了吧,OK,贾芸斐在这里给大家分享推荐几个免费的开源的邮件server软件.希望你 ...

  7. IOS加强知识(1)理解力Objective-C

    一直想写一般Objective-C帖子,总是没时间.所以,我希望有一个巨大的知识更小.温馨提示小的变化.写一点点,每天.东西把他们的学习分享,好了废话不多. 1.一门动态的语言OC Object-C( ...

  8. C#Process执行批处理后如何获取返回值?

    代码如下   p.StartInfo = new System.Diagnostics.ProcessStartInfo(path, pwd); p.Start();其中path是个BAT的路径!我想 ...

  9. Zookeeper分享

    Zookeeper: 是一个分布式的,为分布式应用提供数据一致性服务的程序. Zookeeper是怎么来的? 分布式系统:是一个硬件或软件组件分布在不同的网络计算机上,彼此之间仅仅通过消息传递进行通信 ...

  10. 解决iOS app集成共享QQ场地,微信的朋友,朋友等功能圈,不能采用苹果公司的审计问题

    最近提交的应用程序App Store时刻,由于App综合QQ登录.份额QQ场地.微信等功能.被拒绝.很郁闷:在最佳.想想办法,这个问题是可以解决. 当共享平台列表显示.根据推断当前设备被安装在一节Ap ...