AddSelectedAnimationsToRig

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(Usage)
(C# - AddSelectedAnimationsToRig.cs)
Line 19: Line 19:
 
     static void DoSet()
 
     static void DoSet()
 
     {
 
     {
         ScriptableWizard.DisplayWizard("Add selected animations to rig", typeof(AddSelectedAnimationsToRig), "Set animations...");
+
         ScriptableWizard.DisplayWizard("Add selected animations to rig", typeof(AddSelectedAnimationsToRig), "Set animations...");
     
+
 
     }
 
     }
 
    
 
    
 
     void OnWizardUpdate()
 
     void OnWizardUpdate()
     {
+
     {        
           
+
       helpString = "Add selected animations to the rig...";    
       helpString = "Add selected animations to the rig...";
+
       
+
 
     }
 
     }
 
    
 
    
Line 43: Line 40:
 
         // bit of clean up
 
         // bit of clean up
 
         objs=null;
 
         objs=null;
         rig=null;
+
         rig=null;  
       
+
 
     }   
 
     }   
 
}
 
}
 
</csharp>
 
</csharp>

Revision as of 00:46, 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 your animations, open the wizard and select a rig to apply them to. Hit the button. Boom! You're done!

C# - AddSelectedAnimationsToRig.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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