• 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 gstock · Jun 09, 2014 at 09:04 PM · animationassetpostprocessormodelimporter

Change AnimationClip settings during import

I have a group of animations that need to have the LoopTime set to True (Idle, Walk, Run). I would like to set this setting during import time using an AssetPostprocessor.

I've already tried using OnPreprocessModel and OnPostprocessModel but haven't had luck with them. Basically I noticed that I could do:

 ModelImporter modelImporter = assetImporter as ModelImporter;

and access modelImporter.clipAnimations, but this array is always empty. I managed to populate it using

 ModelImporterClipAnimation clipAnimation = new ModelImporterClipAnimation();

 clipAnimation.firstFrame = [FIRST_FRAME]
 clipAnimation.lastFrame = [LAST_FRAME]
 clipAnimation.name = [ANIM_NAME]
 clipAnimation.loopTime = true;
                           
 ModelImporterClipAnimation[] clips = new ModelImporterClipAnimation[1];
 clips[0] = clipAnimation
                
 modelImporter.clipAnimations = clips;

But I cannot find a way to get the values for [FIRST_FRAME], [LAST_FRAME] and [ANIM_NAME].

I'm using just one animation per FBX, so basically the length of the clip gets detected by Unity automatically

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 codeage · Jun 30, 2016 at 02:30 PM

You can get the clips from ModelImporter.defaultClipAnimations, modify the import settings and then assign it back to ModelImporter.clipAnimations.

 ModelImporter modelImporter = AssetImporter.GetAtPath(file) as ModelImporter;
 var defaultClipAnimations = modelImporter.defaultClipAnimations;
 foreach (var clipAnimation in defaultClipAnimations)
 {
     clipAnimation.loop = true;
     clipAnimation.loopTime = true;
     clipAnimation.loopPose = true;
 }
 modelImporter.clipAnimations = defaultClipAnimations;
 modelImporter.SaveAndReimport();
Comment
Add comment · 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

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.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

22 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 avatar image avatar image avatar image

Related Questions

How to make the ModelImporter NOT to play automatically animations ? 1 Answer

Bone of human avatar is out of reference with asset post processor 0 Answers

Empty animation clips when copying to Prefab 1 Answer

How to check if FBX has a color when importing it? 1 Answer

Access MecAnim animation clips in a AssetPostprocessor 1 Answer


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