Animation.AddClip Manual     Reference     Scripting  
Scripting > Runtime Classes > Animation
Animation.AddClip

function AddClip (clip : AnimationClip, newName : string) : void

Description

Adds a clip to the animation with name newName.

JavaScripts
var walkClip : AnimationClip;
animation.AddClip(walkClip, "walk");

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
public AnimationClip walkClip;
void Awake() {
animation.AddClip(walkClip, "walk");
}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

public walkClip as AnimationClip

def Awake():
animation.AddClip(walkClip, 'walk')

function AddClip (clip : AnimationClip, newName : string, firstFrame : int, lastFrame : int, addLoopFrame : bool = false) : void

Description

Adds clip to the only play between firstFrame and lastFrame. The new clip will also be added to the animation with name newName.

addLoopFrame: Should an extra frame be inserted at the end that matches the first frame? Turn this on if you are making a looping animation. If a clip with that name already exists it will be replaced with the new clip.

JavaScripts
// Split the default clip into a shoot, walk and idle animation
animation.AddClip(animation.clip, "shoot", 0, 10);
// walk and idle will add an extra looping frame at the end
animation.AddClip(animation.clip, "walk", 11, 20, true);
animation.AddClip(animation.clip, "idle", 21, 30, true);

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
void Awake() {
animation.AddClip(animation.clip, "shoot", 0, 10);
animation.AddClip(animation.clip, "walk", 11, 20, true);
animation.AddClip(animation.clip, "idle", 21, 30, true);
}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

def Awake():
animation.AddClip(animation.clip, 'shoot', 0, 10)
animation.AddClip(animation.clip, 'walk', 11, 20, true)
animation.AddClip(animation.clip, 'idle', 21, 30, true)