it happened with 4 assets that I purchased from the Unity asset store that the developer created big sub-state machines with many animations, and users want to replace the animations with their own.
I would like to ask if there is an easy way to replace them without having to do everything manually.
In my desperation, I tried locating the animation names in the Unity project files in order to replace them with a text search, but I didn’t even find the animation names in any of the files.
Thank you. I was hoping for a click-and-select solution.
I think the AnimatorOverrideController is just as time-taking as replacing the animations manually.
Can you tell me in which file the used animation names are stored? Then I could parse them and replace them and perhaps even make a selection window myself.
To edit them you will to switch your editor setting asset serialization mode to Force Text
in each AnimatorState block there is a m_Motion field that define which animation clip is used.
You will need to find those fileid and change them.
unfortunatelly they are not saved simply as a name but as fileid
here a controller example with one state called WIN00
it everywhere in your asset file,for animation clip you need to open the asset file containing your animation clip, inside this file you shoudl find the fileid.
in the previous example you can see the fileid of the animation state WIn00 at line 24
— !u!1102 &1102719403726666966
and referenced at line 56 in the animationstate list
and line 67 as the defautl state
Tim from Ootii has solved this problem excellently. He found a way to serialize entire blendtrees. It was shown in one of his videos, but I currently don’t find it, there are too many of his videos on YouTube.