Existing animations in FBX files are marked read only when exported from Blender as well.
I was able to add an event marker to an existing animation, but not select the function it calls (or erase the event marker after I placed it).
I was able to add a new animation, and to add and edit AnimationEvents and keyframes to it the way I assume they would work with the existing animations as exported from Blender. This was using a Windows XP operating system, on a PC.
I believe you are supposed to associat existing fbx anim sequences with a new anim sequence/.anim file? - that you create in the anim editor. The new anim seems to still be associated with the .anim file when the anim is re-opened in the editor…
Like you noted, imported animations are read-only. This is true for all imported animations, and the reason is that being able to modify them would not be a good idea since every re-import would overwrite the modifications, leaving the work wasted. The read-only state also means that animation events can’t be added either.
In order to be able to modify an animation clip (including adding animation events) you have to make a duplicate of the imported clip. You can copy and paste it inside Unity, or use Duplicate in the Edit menu.
Duplicated animation clips will no longer be linked to the original imported animation, so any changes made to the imported animation will not be reflected in the duplicated one. It’s possible though to make an editor script that will copy over all curves from one animation to another, which could be used to keep a duplicated animation in sync with the original.
If you was able to add animation events to an imported clip, that is actually a bug. I’d appreciate if you could write a bug report with reproduction steps on how to do it, using Help → Report a Problem in Unity.
I’ve been doing this for months in order to save prefabs with rigidbodies and shared materials, guess that was a pretty big clue as to what was going on with the animations. :roll:
I’ll try to do this, likely on Friday. Thanks for the explanation.
It copies over all the curves from one clip to another. I’m not sure if that is what you asked for, but I think that is what the thread starter wanted.
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Not an AnimationClip, but a whole Animation component, containing already split AnimationClips, so that we just would have to Resources.Load it at runtime once, instead of putting as much AddClip as there are.
I know this is an old thread, and the workaround on here works, but it’s still pretty shoddy in my view, and I’m fairly sure Unity could fix this (they could store the events in another file associated with the .fbx).
I’m trying to remove the rotation of an animation that I downloaded from the Unity Store, but when I duplicate the original animation the copy is still labeled as “Read Only”. The duplication of the original animation did not unlock the duplicate for editing. Am I approaching this problem wrong or can someone guide me in the right direction. Thanks
This method no longer seems to work 4.6.2. Duplicated the asset containing animations, and the duplicate was still read only. I am allowed to remove events on the read only animations, but the next time I open Unity the deleted events reappear. Is there another way to edit FBX animations in the Unity animation editor? I am using non legacy animations. Thanks!