The role has already been human (humanoid), so its animation can be used on other models, that is, a set of model animations can be shared, but have you found that the animation is tied to the fbx model? It doesn't matter. You can select these animation files and press contrl + D to extract them, then you can delete the entire fbx model, and the newly generated animation is no longer based on fbx, which can greatly reduce the resource size.
If you are a programmer, you may think about the implementation code.
using UnityEngine;using UnityEditor;using System.Collections;using System.IO;public class AnimationClipTool{ [MenuItem("AnimationClip/GetFilteredtoAnim &1", true)] static bool NotGetFiltered() { return Selection.activeObject; } [MenuItem("AnimationClip/GetFilteredtoAnim &1")] static void GetFiltered() { string targetPath = Application.dataPath + "/AnimationClip"; if (!Directory.Exists(targetPath)) { Directory.CreateDirectory(targetPath); } Object[] SelectionAsset = Selection.GetFiltered(typeof(Object), SelectionMode.Unfiltered); Debug.Log(SelectionAsset.Length); foreach (Object Asset in SelectionAsset) { AnimationClip newClip = new AnimationClip(); EditorUtility.CopySerialized(Asset, newClip); AssetDatabase.CreateAsset(newClip, "Assets/AnimationClip/" + Asset.name + ".anim"); } AssetDatabase.Refresh(); }}
Select an animation clip and click the animationclip/getfilteredtoanim option on the menu bar (shortcut: Alt + 1). The generated animation clip will appear in the assets/animationclip folder.
(If you choose NOT an animation clip but another resource file, the Source and Destination types do not match error will occur)
Reference http://tieba.baidu.com/p/2700101781