AddSelectedAnimationsToRig

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(C# - SelectMainCamera.cs)
Line 28: Line 28:
 
     {
 
     {
 
              
 
              
        if(!rig.animation){
+
      helpString = "Add selected animations to the rig...";
        // Disable the wizard create button
+
isValid = false;
+
+
// And tell the user why
+
helpString = "Choose a rig with an animation component already attached to it.";
+
        } else {
+
                helpString = "Add selected animations to the rig...";
+
        }
+
 
          
 
          
 
     }
 
     }
Line 46: Line 38:
 
         foreach (Animation an in objs)
 
         foreach (Animation an in objs)
 
         {
 
         {
rig.animation.AddClip(an.clip,an.name);             
+
rig.animation.AddClip(an.clip,an.name);             
 
         }
 
         }
 
          
 
          

Revision as of 00:41, 7 May 2009

Author: Jeff Murray (psychicparrot)

Description

A wizard to add multiple animations to a rig in one go.

Usage

Place this script in YourProject/Assets/Editor and a menu item will automatically appear in the Custom menu after it is compiled.

Select all the animations, then open the wizard and select a rig to apply them to. Hit the button. Boom! You're done!

C# - SelectMainCamera.cs

<csharp>using UnityEngine; using UnityEditor;

public class AddSelectedAnimationsToRig : ScriptableWizard {

   public GameObject rig;
  
   [MenuItem ("Custom/Add selected animations to rig")]
   static void DoSet()
   {
       ScriptableWizard.DisplayWizard("Add selected animations to rig", typeof(AddSelectedAnimationsToRig), "Set animations...");
      
   }
  
   void OnWizardUpdate()
   {
   	        
      helpString = "Add selected animations to the rig...";
       
   }
  
   void OnWizardCreate()
   {
       Object[] objs = Selection.GetFiltered(typeof(Animation), SelectionMode.Unfiltered);
      
       foreach (Animation an in objs)
       {

rig.animation.AddClip(an.clip,an.name);

       }
       
       Selection.activeObject=rig;
       
       // bit of clean up
       objs=null;
       rig=null;
       
   }   

} </csharp>

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