Automatically duplicate animation from imported file

Been trying to figure this out for a few days now and have hit a roadblock in my script. I am trying to import in multiple Maya baked animations files, each file has a single animation on it, and trying to put them on one character all automatically. I am using the AssetPostprocessor class and OnPreprocessModel() function and get about 90% of the way there but the last part I want it to automatically do is duplicate the animation clip from the import and put it in the animation folder.

public void OnPreprocessModel()
	{

		ModelImporter modelImporter = (ModelImporter) assetImporter;                    
        
		modelImporter.globalScale = 1;   
		modelImporter.animationWrapMode = UnityEngine.WrapMode.Loop;  
		modelImporter.animationPositionError = 0.05f;
		modelImporter.animationRotationError = 0.05f;
		modelImporter.animationScaleError = 0.05f;

\\ This part I cannot figure out
		ModelImporterClipAnimation[] anim = new ModelImporterClipAnimation[0];
		

		modelImporter.clipAnimations = anim;
		
		AnimationClip bob = (AnimationClip) modelImporter.clipAnimations;
		
	    Debug.Log(anim);
	}

I have tried to find the name of the imported animation, but have constantly gotten errors.

You can try this script:

using UnityEngine;
using UnityEditor;
using System.IO;

public class DuplicateAnimations : AssetPostprocessor {
	void OnPostprocessModel (GameObject g) {
		Animation anim = g.GetComponent <Animation> ();
		AnimationClip[] clips = AnimationUtility.GetAnimationClips (anim);
		foreach( AnimationClip clip in clips ){
			DuplicateAnimationClip(clip);
		}
	}
	void DuplicateAnimationClip (AnimationClip sourceClip){
        if (sourceClip != null)
        {
            string path = AssetDatabase.GetAssetPath(sourceClip);
            path = Path.Combine(Path.GetDirectoryName(path), sourceClip.name) + ".anim";
            string newPath = AssetDatabase.GenerateUniqueAssetPath (path);
            AnimationClip newClip = new AnimationClip();
            EditorUtility.CopySerialized(sourceClip, newClip);
            AssetDatabase.CreateAsset(newClip, newPath);
        }
    }
}

string path = AssetDatabase.GetAssetPath(sourceClip);
but when Debug.Log(path), I found path is empty,you should think of other ways