OnPostProcessModel vs OnPostprocessGameObjectWithUserProperties

I’m using Unity 3.5.6f4, and I’ve been working on a way to import an fbx animation and grab a particular object/keyframe to create an animation event. While working on a PostProcess script, I tried using OnPostprocessGameObjectWithUserProperties to grab the particular object that had two custom attributes added to it in Maya. I could pull the name and values of the two custom attributes, but I couldn’t actually pull any keyframe data out of the gameObject, and kept giving a null reference error.

I ended up using OnPostProcessModel and didn’t have any problems accessing the curve data from the gameObject, and looks like it’s going to work for my needs, but looking at the documentation on the two methods they look like there shouldn’t be any difference in the gameObject from one to the other.

Is this expected behavior, or a bug? Was this resolved in a later release? Am I misunderstanding what they do?

Thanks

How were you able to access the curve data from the gameObject? While I can see the clip on the gameObject’s animation component, I’m struggling to figure out where the extra curves are stored.

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Yes, hbs-steve, please let us know how you were able to get the curves of custom properties. So far as I can tell, they get stripped out before the curves can be accessed.