public StudioMdlWriter AssembleModel(Folder characterAssets, AvatarScale scale)
        {
            StudioMdlWriter meshBuilder = new StudioMdlWriter();

            // Build Character
            Folder import   = RBXM.LoadFromAsset(R15AssemblyAsset);
            Folder assembly = import.FindFirstChild <Folder>("ASSEMBLY");

            assembly.Parent = characterAssets;

            Part    head        = assembly.FindFirstChild <Part>("Head");
            Vector3 avatarScale = GetAvatarScale(scale);

            foreach (Instance asset in characterAssets.GetChildren())
            {
                if (asset.IsA("Part"))
                {
                    Part existing = assembly.FindFirstChild <Part>(asset.Name);
                    if (existing != null)
                    {
                        existing.Destroy();
                    }

                    asset.Parent = assembly;
                }
                else if (asset.IsA("Accoutrement"))
                {
                    PrepareAccessory(asset, assembly);
                }
                else if (asset.IsA("DataModelMesh"))
                {
                    OverwriteHead(asset, head);
                }
            }

            // Avatar Scaling

            foreach (Part part in assembly.GetChildrenOfClass <Part>())
            {
                Limb limb = GetLimb(part);
                if (limb != Limb.Unknown)
                {
                    part.Size *= avatarScale;

                    foreach (Attachment attachment in part.GetChildrenOfClass <Attachment>())
                    {
                        attachment.CFrame = CFrame.Scale(attachment.CFrame, avatarScale);
                    }
                }
            }

            Part torso = assembly.FindFirstChild <Part>("LowerTorso");

            torso.CFrame = new CFrame();

            BoneKeyframe keyframe = AssembleBones(meshBuilder, torso);
            List <Bone>  bones    = keyframe.Bones;

            // Build File Data.
            Rbx2Source.Print("Building Geometry...");
            Rbx2Source.IncrementStack();
            foreach (Bone bone in bones)
            {
                BuildAvatarGeometry(meshBuilder, bone);
            }

            Rbx2Source.DecrementStack();
            return(meshBuilder);
        }