# ConfigureClipFromMask(AvatarMask)

> Copy the mask settings from an AvatarMask to the clip configuration.

## Definition

* **Type:** Method
* **Namespace:** [UnityEditor](/engine/6000.7/script-reference/unityeditor.md)
* **Assembly:** UnityEditor.CoreModule

```csharp
public void ConfigureClipFromMask(AvatarMask mask)
```

### Parameters

**** (\[AvatarMask]\(/engine/6000.7/script-reference/unityengine/avatarmask)): [AvatarMask](/engine/6000.7/script-reference/unityengine/avatarmask.md) from which the mask settings will be imported.

### Remarks

When writing an [AssetPostprocessor](/engine/6000.7/script-reference/unityeditor/assetpostprocessor.md), use this method to copy an [AvatarMask](/engine/6000.7/script-reference/unityengine/avatarmask.md) to your clip configuration.

See also: [ModelImporterClipAnimation.ConfigureMaskFromClip](/engine/6000.7/script-reference/unityeditor/modelimporterclipanimation/configuremaskfromclip.md).

### Examples

```csharp
using UnityEditor;
using UnityEngine;

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
        Object.DestroyImmediate(mask);
    }
}
```
