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/"; } }