The character has been humanoid, so its animation can be used on other models, that is, it can share a set of model animations, but have you found that the animation is tied to the fbx model? It doesn’t matter you can Select these animation files and press Contrl+D to extract them, and then you can delete the entire fbx model. The newly generated animation is no longer based on fbx, which can greatly reduce the resource size.
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.IO;
public class AnimationClipTool
{
[MenuItem("AnimationClip/GetFilteredtoAnim &1", true)]
static bool NotGetFiltered()
{
return Selection.activeObject;
}
[MenuItem("AnimationClip/GetFilteredtoAnim &1")]
static void GetFiltered()
{
string targetPath = Application.dataPath + "/AnimationClip";
if (!Directory.Exists(targetPath))
{
Directory.CreateDirectory(targetPath);
}
Object[] SelectionAsset = Selection.GetFiltered(typeof(Object), SelectionMode.Unfiltered);
Debug.Log(SelectionAsset.Length);
foreach (Object Asset in SelectionAsset)
{
AnimationClip newClip = new AnimationClip();
EditorUtility.CopySerialized(Asset, newClip);
AssetDatabase.CreateAsset(newClip, "Assets/AnimationClip/" + Asset.name + ".anim");
}
AssetDatabase.Refresh();
}
}
Select the animation clip, click the AnimationClip/GetFilteredtoAnim option on the menu bar (shortcut ALT+1), the animation clip generated by the code will appear in the Assets/AnimationClip folder
(If you select other resource files instead of animation clips, Source and Destination Types do not match error will appear)