How to split animations via script in Unity3D Editor

If you’ve purchased a set of 3D models (let’s say, a pack of zombie models) that come with an animation list, then you know what a pain it is to sit and add each animation name/start/end frame in the editor.  It’s not always necessary, but in this particular occasion, I had to do it for each model.

Thanks to someone over at Automation Systems Group, I was able to use one of their scripts ( with a slight edit for an error due to legacy code ) in the editor to add the animation clips via a text file.

The code below explains everything essentially, including how to format the txt file:

 

// FbxAnimListPostprocessor.cs : Use an external text file to import a list of

// splitted animations for FBX 3D models.
//
// Put this script in your "Assets/Editor" directory. When Importing or
// Reimporting a FBX file, the script will search a text file with the
// same name and the ".txt" extension.
// File format: one line per animation clip "firstFrame-lastFrame loopFlag animationName"
// The keyworks "loop" or "noloop" are optional.
// Example:
// 0-50 loop Move forward
// 100-190 die

using UnityEngine;
using UnityEditor;
using System.Collections;
using System.IO;
using System.Text.RegularExpressions;
using System;

public class FbxAnimListPostprocessor : AssetPostprocessor
{
 public void OnPreprocessModel()
 {
 if (Path.GetExtension(assetPath).ToLower() == ".fbx"
 && !assetPath.Contains("@"))
 {
 try
 {
 // Remove 6 chars because dataPath and assetPath both contain "assets" directory
 string fileAnim = Application.dataPath + Path.ChangeExtension(assetPath, ".txt").Substring(6);
 StreamReader file = new StreamReader(fileAnim);

 string sAnimList = file.ReadToEnd();
 file.Close();

 if (EditorUtility.DisplayDialog("FBX Animation Import from file",
 fileAnim, "Import", "Cancel"))
 {
 System.Collections.ArrayList List = new ArrayList();
 ParseAnimFile(sAnimList, ref List);

 ModelImporter modelImporter = assetImporter as ModelImporter;
 modelImporter.clipAnimations = (ModelImporterClipAnimation[])
 List.ToArray(typeof(ModelImporterClipAnimation));

 EditorUtility.DisplayDialog("Imported animations",
 "Number of imported clips: "
 + modelImporter.clipAnimations.GetLength(0).ToString(), "OK");
 }
 }
 catch {}
 // (Exception e) { EditorUtility.DisplayDialog("Imported animations", e.Message, "OK"); }
 }
 }

 void ParseAnimFile(string sAnimList, ref System.Collections.ArrayList List)
 {
 Regex regexString = new Regex(" *(?<firstFrame>[0-9]+) *- *(?<lastFrame>[0-9]+) *(?<loop>(loop|noloop| )) *(?<name>[^\r^\n]*[^\r^\n^ ])",
 RegexOptions.Compiled | RegexOptions.ExplicitCapture);

 Match match = regexString.Match(sAnimList, 0);
 while (match.Success)
 {
 ModelImporterClipAnimation clip = new ModelImporterClipAnimation();

 if (match.Groups["firstFrame"].Success)
 {
 clip.firstFrame = System.Convert.ToInt32(match.Groups["firstFrame"].Value, 10);
 }
 if (match.Groups["lastFrame"].Success)
 {
 clip.lastFrame = System.Convert.ToInt32(match.Groups["lastFrame"].Value, 10);
 }
 if (match.Groups["loop"].Success)
 {
 clip.loop = match.Groups["loop"].Value == "loop";
 }
 if (match.Groups["name"].Success)
 {
 clip.name = match.Groups["name"].Value;
 }

 List.Add(clip);

 match = regexString.Match(sAnimList, match.Index + match.Length);
 }
 }
}
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