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Question by funxer · Jun 20, 2014 at 11:19 PM · mecanimmotionstateclip

SetAnimationClip on mecanim State using script

I have an AnimatorController and I'm trying to set the motions used on each of its states using an editor script. The issue is that I'm getting the clip animation from a model importer, and I can't find a way to use these as AnimationClip.

     UnityEditorInternal.AnimatorController ac =  AssetDatabase.LoadAssetAtPath(sourcePath, typeof(UnityEditorInternal.AnimatorController))as UnityEditorInternal.AnimatorController;
     
     UnityEditorInternal.StateMachine sm = ac.GetLayer(0).stateMachine;
     UnityEditorInternal.State state = sm.GetState(0);
     
     ModelImporter mi = AssetImporter.GetAtPath(fbxPath) as ModelImporter;
     ModelImporterClipAnimation[] clips = mi.clipAnimations;
     
     state.SetAnimationClip(clips[0]);


I get 2 errors: The best overloaded method match for UnityEditorInternal.State.SetAnimationClip(UnityEngine.AnimationClip)' has some invalid arguments Argument #1' cannot convert UnityEditor.ModelImporterClipAnimation' expression to type UnityEngine.AnimationClip'

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avatar image Helical · Dec 04, 2014 at 10:57 AM 0
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tell me if you succeeded in editing the motion clips of states dynamically. However I think the better approach is to just edit the AnimatorController on the Animator component dinamically.

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