Unity动态分割动画片段

目标:将一个动画片段分割成一帧一份文件。

查阅unity文档 通过AnimationUtility.GetCurveBindings(curClip) 返回当前储存在剪辑中的所有浮点曲线绑定.文档地址:(https://www.taikr.com/docs/UnityDocumentation_2019.1/ScriptReference/AnimationUtility.GetCurveBindings.html

故收录所有帧信息

 foreach (EditorCurveBinding binding in AnimationUtility.GetCurveBindings(curClip))
        {
            AnimationCurve curve = AnimationUtility.GetEditorCurve(curClip, binding);
        }

由于收录的所有帧都是各个顶点各个时间点的信息,所以需要将所有的信息收录处理(按照帧时间点)

Dictionary<float, List<AnimationKeyInfo>> keyDic = new Dictionary<float, List<AnimationKeyInfo>>();
        for (int i = 0; i < allKeyInfo.Count; i++)
        {
            if (keyDic.ContainsKey(allKeyInfo[i].time))
                keyDic[allKeyInfo[i].time].Add(allKeyInfo[i]);
            else
            {
                List<AnimationKeyInfo> list = new List<AnimationKeyInfo>
                {
                    allKeyInfo[i]
                };
                keyDic.Add(allKeyInfo[i].time, list);
            }
        }

在新动画文件上添加已经处理好的帧信息,通过接口AnimationUtility.SetEditorCurve

  Keyframe temp = new Keyframe(farmeItem.time, farmeItem.value, farmeItem.inTangent, farmeItem.outTangent, farmeItem.inWeight, farmeItem.outWeight);

                Keyframe[] keyframes = new Keyframe[] { temp };
                AnimationCurve newcurve = new AnimationCurve(keyframes);

                AnimationUtility.SetEditorCurve(newClip, item.Value[i].curveBinding, newcurve);

组合起来代码如下

using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;

public class AnimationTranslate
{
    [MenuItem("Assets/分割动画片段")]
    public static void DoTranslate()
    {
        if (Selection.activeInstanceID < 0)
        {
            Debug.LogError("请选中需要解析的动画片段");
            return;
        }
        string fullPath = AssetDatabase.GetAssetPath(Selection.activeInstanceID);
        string name = Path.GetFileName(fullPath);
        string path = fullPath.Replace(name, "");
        string[] arr = name.Split('.');
        if (arr[1] != "anim")
        {
            Debug.LogError("请选正确的动画文件类型!!");
            return;
        }
        AnimationClip curClip = Selection.activeObject as AnimationClip;

        List<AnimationKeyInfo> allKeyInfo = new List<AnimationKeyInfo>();
        foreach (EditorCurveBinding binding in AnimationUtility.GetCurveBindings(curClip))
        {
            AnimationCurve curve = AnimationUtility.GetEditorCurve(curClip, binding);
            for (int i = 0; i < curve.length; i++)
            {
                AnimationKeyInfo item = new AnimationKeyInfo
                {
                    animationCurve = curve,
                    curveBinding = binding,
                    index = i,
                    value = curve[i].value,
                    time = curve[i].time
                };
                allKeyInfo.Add(item);
            }
        }
        Dictionary<float, List<AnimationKeyInfo>> keyDic = new Dictionary<float, List<AnimationKeyInfo>>();
        for (int i = 0; i < allKeyInfo.Count; i++)
        {
            if (keyDic.ContainsKey(allKeyInfo[i].time))
                keyDic[allKeyInfo[i].time].Add(allKeyInfo[i]);
            else
            {
                List<AnimationKeyInfo> list = new List<AnimationKeyInfo>
                {
                    allKeyInfo[i]
                };
                keyDic.Add(allKeyInfo[i].time, list);
            }
        }
        foreach (var item in keyDic)
        {
            AnimationClip newClip = new AnimationClip();
            string filePath = $"{path}{arr[0]}";
            if (!Directory.Exists(filePath)) Directory.CreateDirectory(filePath);
            AssetDatabase.Refresh();
            AssetDatabase.CreateAsset(newClip, $"{filePath}/{arr[0]}_{item.Key / curClip.length}%.anim");
            for (int i = 0; i < item.Value.Count; i++)
            {
                var farmeItem = item.Value[i].animationCurve[item.Value[i].index];
                Keyframe temp = new Keyframe(farmeItem.time, farmeItem.value, farmeItem.inTangent, farmeItem.outTangent, farmeItem.inWeight, farmeItem.outWeight);

                Keyframe[] keyframes = new Keyframe[] { temp };
                AnimationCurve newcurve = new AnimationCurve(keyframes);

                AnimationUtility.SetEditorCurve(newClip, item.Value[i].curveBinding, newcurve);
            }
        }

    }
}

public class AnimationKeyInfo
{
    public AnimationCurve animationCurve;
    public EditorCurveBinding curveBinding;
    public int index;
    public float time;
    public float value;
}
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