Hey guys, I'm trying to figure out how the Mecanim system works and how we can use it for our model pipeline. We've created an importer inside of the Unity Pro editor so our modelling department can easily import their FBX-files for different types of items (they have additional information inside the user data that we read and apply to the model). Once this importer is completed, an asset bundle is created from the model that can later be downloaded and used by our main application. I want to do as much work inside this importer as preparation for the model, so that our amin application can easily work with it. As of now, we are working with the old animation system and I'm trying to let Mecanim work with the importer, but I encountered some things that you can hopefully help me with: When I import a model with an animation backed into it, how can I automatically attach it to the Animator component? What I understand from the tutorial is that Unity automatically creates an Animator component to the root of the model, and I need to add an Animator Controller (RuntimeAnimatorController?) to it, which has the imported animation clip attached to that. But how can I do this within Editor code? Since I can't find the animation clip and I can't seem to create the RuntimeAnimatorController. Thanks in advance!