Hi, I'm trying out to clean up paths in animations so I can be worry-less about animation importing. I'd like to manipulate the original FBX file. In the worst case, I can import in scene rename objects and create a prefab. I attached the script I tried. It goes over FBX bones but it doesn't really manipulate the file. Can someone suggest a better solution? Code (csharp): using UnityEngine; using UnityEditor; using System.Collections.Generic; using System.Linq; using UnityEditor.Animations; using System.IO; public class MixamoCleanFBX : MonoBehaviour { [MenuItem("Assets/Mixamo clean bone names", true)] static public bool MixamoCleanValidate() => Selection.activeObject == null ? false : Path.GetExtension(AssetDatabase.GetAssetPath(Selection.activeObject)) == ".fbx"; [MenuItem("Assets/Mixamo clean bone names")] static public void MixamoClean() { GameObject go = (GameObject)Selection.activeObject; if (go == null) { return; } UnityEngine.Object[] objects = AssetDatabase.LoadAllAssetsAtPath(AssetDatabase.GetAssetPath(Selection.activeObject)); string newName; bool pastCol; foreach (UnityEngine.Object obj in objects) { if (obj.name.Contains("mixamorig")) { newName = ""; pastCol = false; for (int i = 0; i < obj.name.Length; i++) { if (pastCol) { newName += obj.name[i]; } else if (obj.name[i] == ':') { pastCol = true; } } obj.name = newName; Debug.Log(newName); } } EditorUtility.SetDirty(go); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); } }