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Animation.AddClip

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public function AddClip(clip: AnimationClip, newName: string): void;
public void AddClip(AnimationClip clip, string newName);

Description

Adds a clip to the animation with name newName.

var walkClip: AnimationClip;
var anim: Animation;

function Start() { anim = GetComponent.<Animation>(); anim.AddClip(walkClip, "walk"); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public AnimationClip walkClip; public Animation anim; void Start() { anim = GetComponent<Animation>(); anim.AddClip(walkClip, "walk"); } }

public function AddClip(clip: AnimationClip, newName: string, firstFrame: int, lastFrame: int, addLoopFrame: bool = false): void;
public void AddClip(AnimationClip clip, string newName, int firstFrame, int lastFrame, bool addLoopFrame = false);

Parameters

addLoopFrame Should an extra frame be inserted at the end that matches the first frame? Turn this on if you are making a looping animation.

Description

Adds clip to the only play between firstFrame and lastFrame. The new clip will also be added to the animation with name newName.

If a clip with that name already exists it will be replaced with the new clip.

    var anim: Animation;

function Start() { anim = GetComponent.<Animation>();

// Split the default clip into a shoot, walk and idle animation anim.AddClip(anim.clip, "shoot", 0, 10);

// walk and idle will add an extra looping frame at the end anim.AddClip(anim.clip, "walk", 11, 20, true); anim.AddClip(anim.clip, "idle", 21, 30, true); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Animation anim; void Start() { anim = GetComponent<Animation>(); anim.AddClip(anim.clip, "shoot", 0, 10); anim.AddClip(anim.clip, "walk", 11, 20, true); anim.AddClip(anim.clip, "idle", 21, 30, true); } }