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Question How to add curves to fbx via editor script?

Discussion in 'Editor & General Support' started by a690089735, Dec 16, 2022.

  1. a690089735

    a690089735

    Joined:
    Dec 3, 2022
    Posts:
    10
    I want to use a script to implement the manual operations in the following images in batch(In the fbx import settings screen, click the plus sign to add curves, and change the name),can use "AssetDatabase.LoadAssetAtPath<GameObject>" to load this resource, but there is no other way to modify it,and I didn't find a suitable example or command in the documentation..
    What commands do I need to do this?
    test.gif
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,947
    Pretty sure anything related to an asset import will be done by implementing a custom asset importer.

    These are also known as scripted importers.
     
  3. a690089735

    a690089735

    Joined:
    Dec 3, 2022
    Posts:
    10
    According to your hints, I found a class called ModelImporter , but when I use it according to a certain logic, it does not work as expected. Do you know how to use these commands correctly? (I'm a rookie)
    Code (CSharp):
    1.  
    2.         string assetPath = "Assets/Test_Assets/Animation.FBX";
    3.         ModelImporter modelImporter = ModelImporter.GetAtPath(assetPath) as ModelImporter;
    4.         foreach (ModelImporterClipAnimation clip in modelImporter.clipAnimations)
    5.         {
    6.             Debug.Log(clip.name);
    7.             ClipAnimationInfoCurve curve = new ClipAnimationInfoCurve();
    8.             curve.name = "Test_III";
    9.             List<ClipAnimationInfoCurve> curves = new List<ClipAnimationInfoCurve>();
    10.             foreach (ClipAnimationInfoCurve c in clip.curves)
    11.             {
    12.                 curves.Add(c);
    13.             }
    14.             curves.Add(curve);
    15.             clip.curves = curves.ToArray();
    16.         }
    17.         AssetDatabase.ImportAsset(assetPath);
    18.  
     
  4. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,947
    I am no custom inspector wizard, but they are made of code so they can be debugged.

    First place I would look is to find out if any of the above code is even executing.

    Then find out if any of the animations you expect to process and adjust are even "going through" the above code.

    It might be best to create a fresh test FBX with a known format and content.

    What you find from that will guide further investigation.

    You must find a way to get the information you need in order to reason about what the problem is.

    Once you understand what the problem is, you may begin to reason about a solution to the problem.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling
    Debug.Log()
    statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as
    Debug.Log("Problem!",this);


    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494

    When in doubt, print it out!(tm)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.
     
  5. a690089735

    a690089735

    Joined:
    Dec 3, 2022
    Posts:
    10
    Thank you for your willingness to talk so much to the rookies.
    Yes, I used debug.log, but everything is fine and there are no errors. I just didn't add curves.
    The documentation says that ModelImporterClipAnimation.curves can get and set, I just copied the original array, added an item, and set the new array to clip.curves, but nothing happened, everything is fine, as if I did nothing.
    In short, I "get&print" what my want, but my "set" have no effect at all, but there are no errors either.
    I uploaded a zip file with fbx and cs files, which should reproduce what I'm experiencing on everyone's computer. (maybe need to change the fbx path in the cs file)
     

    Attached Files:

    • Test.zip
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      170.1 KB
      Views:
      60