Unity 从fbx提取animclip

 从3Dmax中导出动画时,只能导出fbx文件,如果我们只需要用到动画资源时,可以看到里面包含了其它我们不需要包含的资源;可以使用Ctrl+D来提取单个动画文件,但是如果想要批量从一个文件夹下提取所有的资源文件,就需要一个工具了,如下所示,最重要的接口就是EditorUtility.CopySerialized(),做序列化数据的拷贝;

using UnityEngine;
using UnityEditor;
using System.IO;

public class ArtFBX2AnimWindow : EditorWindow
{
    public static string assetSrcFolderPath = "Assets/Art/AvatarEquip/Animation";
    public static string assetDstFolderPath = "Assets/Art/AvatarEquip";
    [MenuItem ("====Tools====/Animation/FBX中提取animationclip")]
    public static void ShowWindow () {
        EditorWindow thisWindow = EditorWindow.GetWindow(typeof(ArtFBX2AnimWindow));
        thisWindow.titleContent = new GUIContent("fbx动画资源提取");
        thisWindow.position = new Rect(Screen.width/2, Screen.height/2, 600, 800);
    }

    void OnGUI()
    {
        EditorGUILayout.BeginHorizontal();
        EditorGUILayout.LabelField("选择源文件夹");
        EditorGUILayout.TextField(assetSrcFolderPath);
        if (GUILayout.Button("选择"))
        {
            assetSrcFolderPath = EditorUtility.OpenFolderPanel("选择文件夹", assetSrcFolderPath, "");
        }
        EditorGUILayout.EndHorizontal();

        EditorGUILayout.BeginHorizontal();
        EditorGUILayout.LabelField("选择源文件夹");
        EditorGUILayout.TextField(assetDstFolderPath);
        if (GUILayout.Button("选择"))
        {
            assetDstFolderPath = EditorUtility.OpenFolderPanel("选择文件夹", assetDstFolderPath, "");
        }
        EditorGUILayout.EndHorizontal();
 
        if (GUILayout.Button("开始提取") && assetSrcFolderPath != null && assetDstFolderPath != null)
        {
            Seperate();
        }
    }
    private static void Seperate(){
        assetSrcFolderPath = PathUtil.GetAbsolutePath(assetSrcFolderPath);
        var files = Directory.GetFiles(assetSrcFolderPath, "*.fbx");
        string dstPath = PathUtil.GetRelativePath(assetDstFolderPath);
        foreach (var file in files)
        {
            if (!file.Contains("@"))
                continue;
            string srcPath = PathUtil.GetRelativePath(file);
            AnimationClip srcclip = AssetDatabase.LoadAssetAtPath(srcPath, typeof(AnimationClip)) as AnimationClip;
            if (srcclip == null)
                continue;

            AnimationClip dstclip = AssetDatabase.LoadAssetAtPath(dstPath, typeof(AnimationClip)) as AnimationClip;
            if (dstclip != null)
                AssetDatabase.DeleteAsset(dstPath);

            AnimationClip tempclip = new AnimationClip();
            EditorUtility.CopySerialized(srcclip, tempclip);
            AssetDatabase.CreateAsset(tempclip, dstPath + "/" + srcclip.name + ".anim");
        }
    }
}

 

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