public ModelLoaderData Load(Engine.GraphicFactory factory, Engine.GraphicInfo info, string Name)
        {
            modelNames.Add(Name);
            ModelLoaderData ModelLoaderData = new ModelLoaderData();
            Model           model           = factory.GetModel(Name);

            Matrix[] m = new Matrix[model.Bones.Count];
            model.CopyAbsoluteBoneTransformsTo(m);

            for (int i = 0; i < model.Meshes.Count; i++)
            {
                String name = model.Meshes[i].Name.Substring(5);

                for (int j = 0; j < model.Meshes[i].MeshParts.Count; j++)
                {
                    Matrix tr = m[model.Meshes[i].ParentBone.Index];

                    Vector3    scale;
                    Vector3    pos;
                    Quaternion ori;
                    tr.Decompose(out scale, out ori, out pos);

                    ObjectInformation mi = new ObjectInformation();
                    mi.modelName     = name;
                    mi.meshPartIndex = j;
                    mi.meshIndex     = i;
                    mi.position      = pos;
                    mi.scale         = scale;
                    mi.rotation      = ori;

                    mi.ellasticity     = -1;
                    mi.dinamicfriction = -1;
                    mi.staticfriction  = -1;
                    mi.collisionType   = "TriangleMesh";
                    mi.mass            = 10;

                    ModelBuilderHelper.Extract(m, model.Meshes[i].MeshParts[j], out mi.batchInformation);
                    mi.batchInformation.ModelLocalTransformation = m[model.Meshes[i].ParentBone.Index];

                    mi.textureInformation = new Modelo.TextureInformation(false, factory, null, null, null, null);
                    mi.textureInformation.LoadTexture();

                    Effect      effect      = model.Meshes[i].MeshParts[j].Effect;
                    BasicEffect BasicEffect = effect as BasicEffect;
                    if (BasicEffect != null)
                    {
                        mi.textureInformation.SetTexture(BasicEffect.Texture, TextureType.DIFFUSE);
                    }
                    ModelLoaderData.ModelMeshesInfo.Add(mi);
                }
            }


            return(ModelLoaderData);
        }