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Question by TEBindustries · Jul 03, 2012 at 03:15 PM · animationcopyframesseparate

Is it possible to copy selected key frames?

I downloaded a creature off the asset store, and it came with one 10 second long animation, which is a string of different animations including resting, walking, running, jumping and a few more. Is there any way to copy the key frames for each part of this long animation to separate it into a few different animations so that I could call upon them separately in a script? Alternately in a script could I use some code to specify that when resting I want it to loop the first 2 seconds of this long animation? Cheers

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Answer by dannyskim · Jul 03, 2012 at 07:33 PM

As far as I know, you can't edit animation curves from an imported model. You need to duplicate the curves first into their own animation file, apply it to a gameobject, and then you can proceed to edit them as they are now read/write instead of read only. To duplicate animation curves, see this post:

http://answers.unity3d.com/questions/8172/how-to-add-new-curves-or-animation-events-to-an-im.html

Then you can proceed to do whatever you want with the animation. As far as looping the animation when resting, you could probably use Unity's animation event system to do this:

http://docs.unity3d.com/Documentation/Components/animeditor-AnimationEvents.html

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Answer by protoben · Apr 07, 2016 at 07:41 AM

you can't copy and paste keyframes from one parameter to another in the animation pallet. but for some reason you can copy and paste curves!

enjoy

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