最近要弄角色的动画animator,美术给了一批fbx文件,动画文件比较多,点击fbx中的anim文件,悬 ctrl+d也是可以一个个把文件搞出来,比较麻烦,这里用了个批量处理的文件,比较方便些
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Text.RegularExpressions;
public class FBX2AnimWindow : EditorWindow
{
public static string assetSrcFolderPath = "Assets/Res/Unit/Characters/Vopi/FBX";
public static string assetDstFolderPath = "Assets/Res/Unit/Characters/Vopi/Animations";
[MenuItem ("Tools/Animation/FBX中提取animationclip")]
public static void ShowWindow () {
EditorWindow thisWindow = EditorWindow.GetWindow(typeof(FBX2AnimWindow));
thisWindow.titleContent = new GUIContent("fbx动画资源提取");
thisWindow.position = new Rect(Screen.width/2, Screen.height/2, 600, 200);
}
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("选择目标文件夹");
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 = PathTools.GetAbsolutePath(assetSrcFolderPath);//先获取这个文件路径的绝对路径
var files = Directory.GetFiles(assetSrcFolderPath, "*.FBX");
string dstPath = PathTools.GetRelativePath(assetDstFolderPath);
foreach (var file in files)
{
string srcPath = PathTools.GetRelativePath(file);
AnimationClip srcclip = AssetDatabase.LoadAssetAtPath(srcPath, typeof(AnimationClip)) as AnimationClip;
if (srcclip == null)
continue;
//本身有这个文件的话就删掉
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");
}
}
}
public class PathTools
{
public static string GetRelativePath(string path){
string srcPath = path.Replace("\\", "/");
var retPath = Regex.Replace(srcPath, @"\b.*Assets", "Assets");
return retPath;
}
public static string GetAbsolutePath(string path){
string srcPath = path.Replace("\\", "/");
var retPath = Regex.Replace(srcPath, @"\b.*Assets", Application.dataPath);
return retPath;
}
}