Version: 5.6 (switch to 2017.1b)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

ModelImporterClipAnimation.ConfigureMaskFromClip

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public function ConfigureMaskFromClip(ref mask: AvatarMask): void;
public void ConfigureMaskFromClip(ref AvatarMask mask);

Parameters

mask AvatarMask to which the masking values will be saved.

Description

Copy the current masking settings from the clip to an AvatarMask.

When writing an AssetPostprocessor, use this method to copy the AvatarMask from your clip configuration so that you can modify it.

Note: you will need to use ModelImporterClipAnimation.ConfigureClipFromMask to apply the AvatarMask back on the ModelImporterClipAnimation

See also: ModelImporterClipAnimation.ConfigureClipFromMask.

no example available in JavaScript
public class CopyAvatarMask : AssetPostprocessor
{
    void OnPreprocessAnimation()
    {
        var modelImporter = assetImporter as ModelImporter;

//Create a new AvatarMask to edit the mask var mask = new AvatarMask(); var clips = modelImporter.clipAnimations;

//Acquire the mask from the clip clips[0].ConfigureMaskFromClip(ref mask);

//Filter out the first non-root (0) bone mask.SetTransformActive(1, false);

//Apply the mask back to the clip clips[0].ConfigureClipFromMask(mask);

//Apply the clips back to the ModelImporter modelImporter.clipAnimations = clips;

//Destroy the AvatarMask since we're not using it anymore DestroyImmediate(mask); } }