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Question by LuizBeenoculus · Jun 27, 2018 at 08:20 PM · animationeditoreditor-scriptingbones

Applying values from an animationClip to bones of a skinnedMesh via code?

Hello guys!

I'm creating a custom editor and I need to get all the values of an animationClip in the first keyframe of the animation and apply those values to the respective bones of a skinnedMesh (it already has the rig).

I was able to get AnimationClip values through:

 var allbindlings =  AnimationUtility.GetCurveBindings(animClip);
         
         foreach(var bind in allbindlings)
         {
             var keyframes = AnimationUtility.GetObjectReferenceCurve(animClip,bind);
             if (keyframes!=null)
             {
                 Debug.Log( bind.path + "/" + bind.propertyName +", keys" + keyframes.Length );
             } 
             else
             {
                 var curves = AnimationUtility.GetEditorCurve(animClip,bind);
                 string s = null;
                 for(var i = 0; i<curves.length; i++)
                 {
                     if (s!=null) s+="-";
                     s+= "(" + curves[i].time + ":" + curves[i].value +")";
                 }
                 Debug.Log(bind.propertyName + " " + bind.type + " " + s);
             }
         }

But I do not know now how to apply these data to the bones of a SkinnedMesh!

Someone know how to do that?

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