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Question by thor_tillas · Dec 10, 2012 at 01:21 PM · animationanimationclipimport model

How to configure an animation by script during import?

Hi every body!

I try to improve our animation importing process by using post/pre processor script on the FBX importer.

In fact, I am currently able to change the global animation import parameter like "animationCompression", "animationType", etc. But when I try to access the "clipAnimations" property, the array is empty... How could I get an access to the imported animations?

I spend my morning searching through the several animation importer threads/answers and I found nothing about changing the default import parameter of an animation with a post process function... I am sure that I have missed some "answer" or forum thread which describe what I try to archive but no way to find them. Could anybody pointed me the way?

Here is my current Pre/Post processor :

     private void OnPreprocessModel()
     {
         UnityEditor.ModelImporter importer = this.assetImporter as UnityEditor.ModelImporter;
 
         importer.animationCompression = UnityEditor.ModelImporterAnimationCompression.Off;
         importer.animationType = UnityEditor.ModelImporterAnimationType.Human;
         importer.generateAnimations = UnityEditor.ModelImporterGenerateAnimations.GenerateAnimations;
 
         UnityEngine.Debug.Log("clipAnimations : " + importer.clipAnimations.Length);
         UnityEngine.Debug.Log("referencedClips : " + importer.referencedClips.Length);
     }
 
     private void OnPostprocessModel(UnityEngine.GameObject gameObject)
     {
         UnityEditor.ModelImporter importer = this.assetImporter as UnityEditor.ModelImporter;
 
         UnityEngine.Debug.Log("clipAnimations : " + importer.clipAnimations.Length);
         UnityEngine.Debug.Log("referencedClips : " + importer.referencedClips.Length);
                 
         for (int index = 0; index < importer.clipAnimations.Length; ++index)
         {
             UnityEngine.Debug.Log("Animation : " + importer.clipAnimations[index].name);
             importer.clipAnimations[index].keepOriginalOrientation = true;
             importer.clipAnimations[index].keepOriginalPositionXZ = true;
             importer.clipAnimations[index].keepOriginalPositionY = true;
 
             importer.clipAnimations[index].lockRootHeightY = true;
             importer.clipAnimations[index].lockRootPositionXZ = true;
             importer.clipAnimations[index].lockRootRotation = true;
         }
     }

Thanks in advance for any hints!

Cheers! Flo

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Answer by hyagogow · Apr 25, 2016 at 04:29 AM

For Human types animations, you must use importer.defaultClipAnimations to get all animations.

By the way, defaultClipAnimations is a property, so you need first assign it to a local variable. After that you may change their values and reassign the local variable to importer.clipAnimations.

Here a example where I set loop for all animations which has loop in the name:

 private void OnPostprocessModel(GameObject gameobject)    {
         ModelImporterClipAnimation[] animations = importer.defaultClipAnimations;
         foreach (ModelImporterClipAnimation animation in animations)
         {
             Debug.Log("Animation : " + animation.name);
             animation.keepOriginalOrientation = true;
             animation.keepOriginalPositionXZ = true;
             animation.keepOriginalPositionY = true;
 
             animation.lockRootHeightY = true;
             animation.lockRootPositionXZ = true;
             animation.lockRootRotation = true;
 
             if (animation.name.Contains("Loop") ||
                 animation.name.Contains("loop"))
                 animation.loopTime = true;
         }
 
         importer.clipAnimations = animations;
     }

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