Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Baroque · Jan 12, 2014 at 09:10 AM · animationmecanimassetpostprocessoranimationutility

Access MecAnim animation clips in a AssetPostprocessor

With the legacy animation system, one used to be able to implement a subclass of AssetPostprocessor and in the OnPostProcessModel function do something like:

 public void OnPostprocessModel(GameObject rootObj)
 {
     AnimationClip[] clips = AnimationUtility.GetAnimationClips(rootObj);
     // do something with clips...
 }

We're using this to do some processing on our character animations. We'd like to do the same for MecAnim but this function returns an empty array. Is this still possible with MecAnim and, if so, how?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
2

Answer by JensRestemeier · Mar 16, 2014 at 04:16 PM

I found that you can get these AnimationClips with Object.FindObjectsOfType (typeof(AnimationClip)). In a test with the legacy system this seems to return the same objects as AnimationUtility.GetAnimationClips(rootObj), though it includes a few additional animation clips used for the editor. In my case I was able to pick the clips I was interested in by name.

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Baroque · Mar 18, 2014 at 12:35 PM 0
Share

Does this work during the OnPostprocess$$anonymous$$odel phase during import? It's a good suggestion--although a horrible work-around!

avatar image JensRestemeier · Mar 18, 2014 at 12:39 PM 2
Share

Aparently yes. The code I'm using at the moment is

             List<AnimationClip> animationClipList = new List<AnimationClip>(AnimationUtility.GetAnimationClips(g));
             if (animationClipList.Count == 0) {
                 AnimationClip[] objectList = UnityEngine.Object.FindObjectsOfType (typeof(AnimationClip)) as AnimationClip[];
                 animationClipList.AddRange(objectList);
             }

... to make sure it'll work if AnimationUtility.GetAnimationClips gets fixed.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

19 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Can the mecanim animators Controller var be set in code? 1 Answer

Using Override Animation Controllers (NOT WORKING) 0 Answers

Random float parameter for idle animations 1 Answer

Multiple Animation Events Parameter Mecanim 1 Answer

Adding an eyeblink animation layer 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges