Read-Only Animation by Default

Hello

For me the common way to use the new animation editor in Unity would be to modify imported animation from my 3D package and objects they was imported over FBX data exchange.

In the manual book its written:

“The Animation View in Unity 2.6 allows you create and modify Animation Clips directly inside Unity. It is meant to be a powerful and easy tool that can supplement external 3D animation programs or even be used instead”
“If a game object don’t have an animation clip, you can generate a new”.

But there are already animation clips on my game objects but >>WHY CAN’T THEY BE MODIFIED?? (even though the animation record mode is clearly ON)
Why are they “READ-ONLY”? And how can this be changed?

All this questions wouldn’t be necessary if some hints about this would stay in the manual book…

Thanks for a help to all of us, who don’t check that out by experimenting hours over hours…

Roman

Hello, >visualizer,

From my experience, this is what I can tell you to help:

The reason you can’t modify any animation that comes straight from a imported model, like a FBX file, is because they are contained inside the model, thus, Unity cannot modify them.

There is a solution, though. You can select the animations you wish to modify, and duplicate them (Ctrl+D, if you’re on Windows).
Drop the imported model on the scene, and associate the duplicated animations.
Then you can modify these ones through the Animation window.

Hope it helps you!

There is another reason you can’t modify them: If the original was changed you would never again be allowed to modify the model outside which is a big no go for any reasonable usage.
cloning the clip and do your custom animation on a secondary clip thats unbound to the model updating is much smoother for you and your artist and project stability :slight_smile: