AnimationClip in AssetBundle can't load correctly

Hi everybody, I want build AnimationClip to AssetBundle, then I can dynamic use the AnimationClip when I load AssetBundle. but when I loading AnimationClip after build the AssetBundle, I can get the AnimationClip object, but the internal data in the object is wrong, and my character can’t play it.

if I build other resource like AudioClip in AssetBundle, I can use it perfect. is humanoid AnimationClip can’t build in AssetBundle or someting i used in wrong way? :frowning:

Does Unity can build Mecanim AnimationClip into AssetBundle or not?

detail:

  1. I use Mecanim Animation System. AnimationType is humanoid.
  2. I get AnimationClip(.anim file) from FBX, use Ctrl+D seperate the AnimationClip
  3. if I place the AnimationClip in Resouces folder, I can use Resources.Load load correctly, but if build in AssetBundle it won’t works.
  4. My Unity3d version is 4.5.5f1

need you help, thank you everybody!

up

build code:

BuildPipeline.BuildAssetBundle( null, kvp.Value.ToArray(), path, BuildAssetBundleOptions.CompleteAssets | BuildAssetBundleOptions.CollectDependencies, BuildTarget.StandaloneWindows );

load code:

byte[] binary = use System.IO read Asetbundle;
AssetBundle ab = AssetBundle.CreateFromMemoryImmediate( binary );
if( ab != null )
{
    if( ab.Contains( name ) )
    {
        Object asset = ab.Load (name, typeof(AnimationClip));
        return asset as AnimationClip;
    }
}

Have you solved it?