由于模型数量有点多,并且都要修改参数,还有从里面提取动画。就搜搜查查,搞了个小工具,批量的修改 fbx 模型的 参数,以及提取动画相关。
using unityeditor;
using unityengine;
using system.io;
using system.collections;
using system.collections.generic;
public class modifymoidel : editor
{
[menuitem("benben/修改模型modelscal")]
public static void modifymoidelscale()
{
list<string> paths = new list<string>();
foreach (object o in selection.getfiltered(typeof(object), selectionmode.assets))
{
debug.log(o.name);
//非对象不继续
if (!(o is gameobject))
continue;
//将o作为模型存储在mod中
//debug.logwarning(o.name);
gameobject mod = o as gameobject;
//将mod模型路径存储在path中
string path = assetdatabase.getassetpath(mod);
modelimporter modelimporter = modelimporter.getatpath(path) as modelimporter;
if (!modelimporter)
{
unityengine.debug.logerror(string.format("path-->{0}<---不是modelimporter", path));
continue;
}
//修改model 下的scale factor
modelimporter.globalscale = 10;
paths.add(path);
assetdatabase.importasset(path);
}
assetdatabase.refresh();
creatnewanimations(paths);
}
private static void creatnewanimations(list<string> paths)
{
unityeditor.animations.animatorcontroller animatorcontroller = null;
unityeditor.animations.animatorcontrollerlayer layer = null;
unityeditor.animations.animatorstatemachine asm = null;
debug.log(paths.count);
for (int i = 0; i < paths.count; i++)
{
paths[i].replace("\", "/");
animationclip newclip = new animationclip();
animationclip clip = assetdatabase.loadassetatpath(paths[i], typeof(animationclip)) as animationclip;
if (!clip)
{
unityengine.debug.logerror(string.format("path-->{0}<--不包含animationclip", paths[i]));
continue;
}
string fbxname = path.getfilenamewithoutextension(paths[i]);
fbxname = fbxname.substring(fbxname.lastindexof("_") + 1);
//新的animationclip名字
var newclipname = getaniname(int.parse(fbxname)) + ".anim";
string directorypath = paths[i].replace(path.getfilename(paths[i]), "animationclip/");
if (!directory.exists(directorypath))
{
directory.createdirectory(directorypath);
}
editorcurvebinding[] binding = animationutility.getcurvebindings(clip);
for (int j = 0; j < binding.length; j++)
{
animationcurve animationcurve = animationutility.geteditorcurve(clip, binding[j]);
animationutility.seteditorcurve(newclip, binding[j], animationcurve);
}
//非legacy动画使用getcurvebindings、geteditorcurve和seteditorcurve方法
//legacy要使用getobjectreferencecurvebindings、getobjectreferencecurve和setobjectreferencecurve方法
//设置animationclipsettings
animationutility.setanimationclipsettings(newclip, animationutility.getanimationclipsettings(clip));
string newclippath = directorypath + newclipname;
assetdatabase.createasset(newclip, newclippath);
//生成animator
if (!animatorcontroller)
{
animatorcontroller = unityeditor.animations.animatorcontroller.createanimatorcontrolleratpath(directorypath + "animator.controller");
layer = animatorcontroller.layers[0];
asm = layer.statemachine;
}
//添加到animator中
unityeditor.animations.animatorstate state = asm.addstate(newclip.name);
state.motion = newclip;
//如果是idle 动画,设置loop
if (newclip.name == "idle")
{
animationclipsettings animationclipsettings = animationutility.getanimationclipsettings(newclip);
animationclipsettings.looptime = true;
animationutility.setanimationclipsettings(newclip, animationclipsettings);
layer.statemachine.defaultstate = state;
}
assetdatabase.importasset(paths[i]);
}
assetdatabase.refresh();
}
private static string getaniname(int count)
{
switch (count)
{
case 1:
return "idle";
case 2:
return "2-1";
case 3:
return "2-2";
case 4:
return "2-3";
case 5:
return "2-4";
default:
return "";
}
}
}
如果有更简单的实现方法欢迎各位大佬留言。
补充:unity 动态修改prefab 同步fbx
有时候我们想prefab和fbx无缝切换怎么办,也就是在unity里调完效果后不满意,返回dcc如阿健修改模型,但是prefab上又挂载了东西,不想重拖怎么办?这时候prefab variant就又用途了

建立变体,把变体拖到场景里。
或者先拖fbx到场景,再选择变体放置。
然后修改好模型后,直接再在文件浏览器里替换同名prefab
貌似需要到prefab模式里再revert一下
这样就可以实现“动态”修改perfab了。没改变的话可以右键相关属性revert

嗯

以上为个人经验,希望能给大家一个参考,也希望大家多多支持。如有错误或未考虑完全的地方,望不吝赐教。
别闹丶这是个认真的玩笑