So I am messing around with adding custom events to my animations that I bring in from Max. I cant add event keys in unity directly to the animations fbx since they are read only, I can get around this by making a copy of the animation file and removing it from the fbx. That is fine until I need to tweak that animation and…
What we do is we write various AssetPostProcessors that "automatically" set up the extra stuff for us. The interesting bit about the "readonly" on imported animations is, during the import process it's perfectly valid to mess with them. When you do your tweaks in max and reimport the animation, the post processor will just…