进口fbx角色动画read-only解
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:
- using UnityEditor;
- using UnityEngine;
- using System.Collections;
- public class CurvesTransferer {
- const string duplicatePostfix = "_copy";
- [MenuItem ("Assets/Transfer Clip Curves to Copy")]
- static void CopyCurvesToDuplicate () {
- // Get selected AnimationClip
- AnimationClip imported = Selection.activeObject as AnimationClip;
- if (imported == null) {
- Debug.Log("Selected object is not an AnimationClip");
- return;
- }
- // Find path of copy
- string importedPath = AssetDatabase.GetAssetPath(imported);
- string copyPath = importedPath.Substring(0, importedPath.LastIndexOf("/"));
- copyPath += "/" + imported.name + duplicatePostfix + ".anim";
- // Get copy AnimationClip
- AnimationClip copy = AssetDatabase.LoadAssetAtPath(copyPath, typeof(AnimationClip)) as AnimationClip;
- if (copy == null) {
- Debug.Log("No copy found at "+copyPath);
- return;
- }
- // Copy curves from imported to copy
- AnimationClipCurveData[] curveDatas = AnimationUtility.GetAllCurves(imported, true);
- for (int i=0; i<curveDatas.Length; i++) {
- AnimationUtility.SetEditorCurve(
- copy,
- curveDatas[i].path,
- curveDatas[i].type,
- curveDatas[i].propertyName,
- curveDatas[i].curve
- );
- }
- Debug.Log("Copying curves into "+copy.name+" is done");
- }
- }
方法2:
There is more simple variant. This script creates a new animation file itself and makes all copying operations.
- using UnityEditor;
- using UnityEngine;
- public class CurvesTransferer
- {
- const string duplicatePostfix = "_copy";
- static void CopyClip(string importedPath, string copyPath)
- {
- AnimationClip src = AssetDatabase.LoadAssetAtPath(importedPath, typeof(AnimationClip)) as AnimationClip;
- AnimationClip newClip = new AnimationClip();
- newClip.name = src.name + duplicatePostfix;
- AssetDatabase.CreateAsset(newClip, copyPath);
- AssetDatabase.Refresh();
- }
- [MenuItem("Assets/Transfer Clip Curves to Copy")]
- static void CopyCurvesToDuplicate()
- {
- // Get selected AnimationClip
- AnimationClip imported = Selection.activeObject as AnimationClip;
- if (imported == null)
- {
- Debug.Log("Selected object is not an AnimationClip");
- return;
- }
- // Find path of copy
- string importedPath = AssetDatabase.GetAssetPath(imported);
- string copyPath = importedPath.Substring(0, importedPath.LastIndexOf("/"));
- copyPath += "/" + imported.name + duplicatePostfix + ".anim";
- CopyClip(importedPath, copyPath);
- AnimationClip copy = AssetDatabase.LoadAssetAtPath(copyPath, typeof(AnimationClip)) as AnimationClip;
- if (copy == null)
- {
- Debug.Log("No copy found at " + copyPath);
- return;
- }
- // Copy curves from imported to copy
- AnimationClipCurveData[] curveDatas = AnimationUtility.GetAllCurves(imported, true);
- for (int i = 0; i < curveDatas.Length; i++)
- {
- AnimationUtility.SetEditorCurve(
- copy,
- curveDatas[i].path,
- curveDatas[i].type,
- curveDatas[i].propertyName,
- curveDatas[i].curve
- );
- }
- Debug.Log("Copying curves into " + copy.name + " is done");
- }
- }
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.
- using UnityEditor;
- using UnityEngine;
- using System.IO;
- using System.Collections;
- public class MultipleCurvesTransferer {
- const string duplicatePostfix = "Edit";
- const string animationFolder = "Animations";
- static void CopyClip(string importedPath, string copyPath) {
- AnimationClip src = AssetDatabase.LoadAssetAtPath(importedPath, typeof(AnimationClip)) as AnimationClip;
- AnimationClip newClip = new AnimationClip();
- newClip.name = src.name + duplicatePostfix;
- AssetDatabase.CreateAsset(newClip, copyPath);
- AssetDatabase.Refresh();
- }
- [MenuItem("Assets/Transfer Multiple Clips Curves to Copy")]
- static void CopyCurvesToDuplicate()
- {
- // Get selected AnimationClip
- Object[] imported = Selection.GetFiltered(typeof(AnimationClip), SelectionMode.Unfiltered);
- if (imported.Length == 0)
- {
- Debug.LogWarning("Either no objects were selected or the objects selected were not AnimationClips.");
- return;
- }
- //If necessary, create the animations folder.
- if (Directory.Exists("Assets/" + animationFolder) == false) {
- AssetDatabase.CreateFolder("Assets", animationFolder);
- }
- foreach (AnimationClip clip in imported) {
- string importedPath = AssetDatabase.GetAssetPath(clip);
- //If the animation came from an FBX, then use the FBX name as a subfolder to contain the animations.
- string copyPath;
- if (importedPath.Contains(".fbx")) {
- //With subfolder.
- string folder = importedPath.Substring(importedPath.LastIndexOf("/") + 1, importedPath.LastIndexOf(".") - importedPath.LastIndexOf("/") - 1);
- if (!Directory.Exists("Assets/Animations/" + folder)) {
- AssetDatabase.CreateFolder("Assets/Animations", folder);
- }
- copyPath = "Assets/Animations/" + folder + "/" + clip.name + duplicatePostfix + ".anim";
- } else {
- //No Subfolder
- copyPath = "Assets/Animations/" + clip.name + duplicatePostfix + ".anim";
- }
- Debug.Log("CopyPath: " + copyPath);
- CopyClip(importedPath, copyPath);
- AnimationClip copy = AssetDatabase.LoadAssetAtPath(copyPath, typeof(AnimationClip)) as AnimationClip;
- if (copy == null)
- {
- Debug.Log("No copy found at " + copyPath);
- return;
- }
- // Copy curves from imported to copy
- AnimationClipCurveData[] curveDatas = AnimationUtility.GetAllCurves(clip, true);
- for (int i = 0; i < curveDatas.Length; i++)
- {
- AnimationUtility.SetEditorCurve(
- copy,
- curveDatas[i].path,
- curveDatas[i].type,
- curveDatas[i].propertyName,
- curveDatas[i].curve
- );
- }
- Debug.Log("Copying curves into " + copy.name + " is done");
- }
- }
- }
....
进口fbx角色动画read-only解的更多相关文章
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 【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 ...
- 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 ...
- 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 ...
- 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
- myeclipse中,项目上有个叉报错,文件没有错误
同事将他的java项目交接给了我.和平时的交接一样.他把他最新的源码.打成压缩包,发给我. 我解压后.使用myeclipse开发工具.通过导入,将项目导入到我的开发工具中.这个时候有一个问题出现了.在 ...
- CSS计数器妙用
做web的经常会遇到类似排行榜的需求, 特别是要求前n名的样式和后面人不一样. 通常大多数人对于这个需求的做法都是在后端处理好排名名次, 在前端填入内容, 然后针对前n名做特殊的样式处理. 但是这样有 ...
- 用XAML做网页!!—终结篇
原文:用XAML做网页!!-终结篇 迄今为止的设计都很顺利,但这次就不得不接触我前面所说的非常糟糕的流文档了,但在此之前先来把标题弄好: <Border BorderBrush="#6 ...
- SignalR技术
Asp.net SignalR快速入门 一.前言 之前半年时间感觉自己有点浮躁,导致停顿了半年多的时间没有更新博客,今天重新开始记录博文,希望自己可以找回初心,继续沉淀.由于最近做的项目中用到Sign ...
- poj2761(treap入门)
给n个数,然后m个询问,询问任意区间的第k小的数,特别的,任意两个区间不存在包含关系, 也就是说,将所有的询问按L排序之后, 对于i<j , Li < Lj 且 Ri < Rj ...
- Windows Phone开发(43):推送通知第一集——Toast推送
原文:Windows Phone开发(43):推送通知第一集--Toast推送 好像有好几天没更新了,抱歉抱歉,最近"光荣"地失业,先是忙于寻找新去处,唉,暂时没有下文.而后又有一 ...
- core graphics path
当UIKit无法满足画图需求的时候.就须要用到Core Graphics API.当中最普遍的就是path. 一些重要的概念 graphics context 能够理解成canvas.在ios里相应C ...
- Leet code —Jump Game
问题叙述性说明: Given an array of non-negative integers, you are initially positioned at the first index of ...
- Cocos2d-x 脚本语言Lua中的面向对象
Cocos2d-x 脚本语言Lua中的面向对象 面向对象不是针对某一门语言,而是一种思想.在面向过程的语言也能够使用面向对象的思想来进行编程. 在Lua中,并没有面向对象的概念存在,没有类的定义和子类 ...
- Gitblit配置
Gitblit的安装配置及访问-windows (2013-09-11 11:52:31) 转载▼ 分类: android基础 Git 是现在很流行的分布式版本控制工具,github更是人人皆知. ...