Animation clips to split animation into.
Note: This is an editor class. To use it you have to place your script in Assets/Editor inside your project folder. Editor classes are in the UnityEditor namespace so for C# scripts you need to add "using UnityEditor;" at the beginning of the script.
See Also: ModelImporter.clipAnimations.
| takeName |
Take name |
| name |
Clip name |
| firstFrame |
First frame of the clip |
| lastFrame |
Last frame of the clip |
| wrapMode |
The wrap mode of the animation |
| loop |
Is the clip a looping animation? |
| rotationOffset |
Offset in degrees to the root rotation. |
| heightOffset |
Offset to the vertical root position. |
| cycleOffset |
Offset to the cycle of a looping animation, if a different time in it is desired to be the start. |
| loopPose |
Enable to make the motion loop seamlessly. |
| lockRootRotation |
Enable to make root rotation be baked into the movement of the bones. Disable to make root rotation be stored as root motion. |
| lockRootHeightY |
Enable to make vertical root motion be baked into the movement of the bones. Disable to make vertical root motion be stored as root motion. |
| lockRootPositionXZ |
Enable to make horizontal root motion be baked into the movement of the bones. Disable to make horizontal root motion be stored as root motion |
| keepOriginalOrientation |
Keeps the vertical position as it is authored in the source file. |
| keepOriginalPositionY |
Keeps the vertical position as it is authored in the source file. |
| keepOriginalPositionXZ |
Keeps the vertical position as it is authored in the source file. |
| heightFromFeet |
Keeps the feet aligned with the root transform position. |
| mirror |
Mirror left and right in this clip. |
| keepAdditionalBonesAnimation |
Imports all non-humanoid bones that are in the the file |