public void ChangeSaveAnimationState(
     string animName = "",
     HandPose.HandPoseType selectedHandAnim = HandPose.HandPoseType.NoSelection,
     AnimationClip handPoseAnim             = null)
 {
     this.animName         = animName;
     this.selectedHandAnim = selectedHandAnim;
     if (handPoseAnim is null)
     {
         handPoseAnim = HandPose.GetHandAnimationClip(this.selectedHandAnim);
     }
     this.handPoseAnim = handPoseAnim;
 }
        /// <summary>
        /// 指定したBlendShapeのアニメーションファイルを作成する
        /// </summary>
        public static AnimationClip CreateBlendShapeAnimationClip(string fileName, string saveFolderPath, List <SkinnedMesh> skinnedMeshList, HandPose.HandPoseType selectedHandAnim, List <string> exclusions)
        {
            AnimationClip animClip = new AnimationClip();

            if (fileName == "")
            {
                fileName = "face_emotion";
            }

            foreach (var skinnedMesh in skinnedMeshList)
            {
                if (!skinnedMesh.isOpenBlendShapes)
                {
                    continue;
                }

                string path = GetHierarchyPath(skinnedMesh.renderer.gameObject);

                for (int i = 0; i < skinnedMesh.blendShapeNum; i++)
                {
                    var blendshape = skinnedMesh.blendshapes[i];

                    if (!blendshape.isExclusion && blendshape.isContains)
                    {
                        float keyValue = skinnedMesh.renderer.GetBlendShapeWeight(blendshape.id);

                        Keyframe startKeyframe = new Keyframe(0, keyValue);
                        Keyframe endKeyframe   = new Keyframe(1 / 60.0f, keyValue);

                        AnimationCurve curve = new AnimationCurve();

                        curve.AddKey(startKeyframe);
                        curve.AddKey(endKeyframe);

                        animClip.SetCurve(path, typeof(SkinnedMeshRenderer), "blendShape." + blendshape.name, curve);
                    }
                }
            }

            // 特定の手の形を追加する
            if (selectedHandAnim != HandPose.HandPoseType.None)
            {
                HandPose.AddHandPoseAnimationKeys(animClip, selectedHandAnim);
            }

            AssetDatabase.CreateAsset(animClip, AssetDatabase.GenerateUniqueAssetPath(saveFolderPath + fileName + ".anim"));
            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();

            return(animClip);
        }
        /// <summary>
        /// 表情用のAnimationClipを作成する
        /// </summary>
        public static void CreateAndSetAnimClip(string animFileName, string saveFolderPath, List <SkinnedMesh> skinnedMeshList, ref AnimatorOverrideController controller, HandPose.HandPoseType selectedHandAnim, List <string> exclusions)
        {
            var animClip = CreateBlendShapeAnimationClip(animFileName, saveFolderPath, skinnedMeshList, selectedHandAnim, exclusions);

            if (selectedHandAnim != HandPose.HandPoseType.None)
            {
                controller[HANDANIMS[(int)selectedHandAnim - 1]] = animClip;
            }
        }