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/";}
}