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Question by DannyZ · Apr 01, 2015 at 08:26 AM · importanimationclipassetpostprocessor

Rename a clip using AssetPostProcessor

When an animation is imported from an FBX, it creates a clip named "take 001." I would like to rename "take 001" to the name of the FBX automatically on import using AssetPostProcessor. We've successfully renamed clips by doing this:

 ModelImporter importer = assetImporter as ModelImporter;
 importer.clipAnimations = ClipsWithNewName();

but that overrides all the clip settings, including time range. All my fbx's have the exact time range I need and unity detects that time range automatically. So if I could access the time range that unity sets automatically from the FBX's time range, I could successfully recreate the clip.

Ideally, I would like to rename "take 001" in 'OnPostprocessModel' without affecting the other clip settings or having to recreate the clip settings in the ModelImporter.

I am using Unity 4.6, so it appears I dont have access to 'defaultClipAnimations', which possibly could help me, though Im not sure exactly how that works.

Any help would be much appreciated, thanks!

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Answer by christian-schulze · Jun 25, 2018 at 10:48 AM

I had a similar problem (importing and renaming Cinema 4D clips) and stumbled upon this post. In case someone else wants to do this as well, here is my solution:

 using UnityEngine;
 using UnityEditor;
 
 public class C4DModelClipImporter : AssetPostprocessor {
     
     void OnPreprocessAnimation() {
         ModelImporter modelImporter = assetImporter as ModelImporter;
         if(modelImporter.clipAnimations.Length > 0) {
             // we already have non-default clip animations set, so we don't change anything
             return;
         }
         ModelImporterClipAnimation[] clipAnimations = modelImporter.defaultClipAnimations;
         if(clipAnimations.Length == 1 && clipAnimations[0] != null && clipAnimations[0].name.Contains("CINEMA")) {
             // only rename if we have exactly one clip that contains "CINEMA"
             clipAnimations[0].name = GetAssetName();
             modelImporter.clipAnimations = clipAnimations;
         }
     }
 
     private string GetAssetName() {
         int begin = assetPath.LastIndexOf('/');
         if(begin < 0) {
             begin = 0;
         }
         int end = assetPath.LastIndexOf('.');
         if(end < 0) {
             end = assetPath.Length - 1;
         }
         return assetPath.Substring(begin + 1, end - begin - 1);
     }
 }

Tested only with 2018.1

Cheers,

Chris

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