http://www.cnblogs.com/leng-yuye/archive/2013/01/11/2856144.html
由于模型是由第三方的软件制作的,用unity不能直接编辑模型里的动画文件(read-ony),比如为动画绑定事件,所以要把模型中的动画文件抽取出来,这样文件是可写的了。抽取动画文件的脚本非本人所写,贴在此处大家分享。---unity3d
using UnityEditor;
using UnityEngine;
using System.IO;
public class CurvesTransferer
{
[MenuItem("Character Generator/Transfer Clip Curves to Copy")]
static void CopyClip()
{
foreach (Object o in Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets))
{
if (!(o is GameObject)) continue;
if (!o.name.Contains("@")) continue;
GameObject animationFBX = (GameObject)o;
AnimationClip srcClip = animationFBX.animation.clip;
AnimationClip newClip = new AnimationClip();
newClip.name = srcClip.name;
// Create directory to store generated materials.
if (!Directory.Exists(AnimationsPath(animationFBX)))
Directory.CreateDirectory(AnimationsPath(animationFBX));
string animationPath = AnimationsPath(animationFBX) + newClip.name + ".anim";
AssetDatabase.CreateAsset(newClip, animationPath);
AssetDatabase.Refresh();
AnimationClipCurveData[] curveDatas = AnimationUtility.GetAllCurves(srcClip, true);
for (int i = 0; i < curveDatas.Length; i++)
{
AnimationUtility.SetEditorCurve(newClip, curveDatas[i].path, curveDatas[i].type, curveDatas[i].propertyName, curveDatas[i].curve);
}
}
}
// Returns the path to the directory that holds the specified FBX.
static string CharacterRoot(GameObject character)
{
string root = AssetDatabase.GetAssetPath(character);
return root.Substring(0, root.LastIndexOf('/') + 1);
}
// Returns the path to the directory that holds materials generated
// for the specified FBX.
public static string AnimationsPath(GameObject character)
{
return CharacterRoot(character) + "Copy Animations/";
}
}