I have a .fbx model which is imported into Unity. (version 2019.3) There is one animation clip attached to the model. I want to cut the animation clip into multiple clips based on some separation data that I have (the start and end frames of each piece). I want to do this automatically and the process which I would follow manually goes like this: * Click on the model file. On the inspector, go under the Animation tab and modify the start and end frames of the animation. * Click on APPLY * Expand the fbx file on the project window. Then duplicate the animation clip file. That's one clip. I want to automate this procedure. I found that I don't have access to a clip's start and end frame. So I tried to use ModelImporter to access the import settings of the model and mimic the procedure above. Using that, I tried to also use ModelImporterClipAnimation and then change the fields firstFrame and lastFrame. Then, I use Instantiate() to copy the newly modified animation clip and save that copied clip somewhere else. My problem is that the clip doesn't seem to be modified. When I use Instantiate(), the whole clip is copied without any change to its start and end frames. I tried using SerializedObject as an attempt to mimic the pressing of the APPLY button in the model settings window, but I had no success. Any ideas about how to simplify the process or of what I am doing wrong?