Beispiel #1
0
        static FLVER.FaceSet generateBasicFaceSet()
        {
            FLVER.FaceSet ans = new FLVER.FaceSet();
            ans.CullBackfaces = true;
            ans.TriangleStrip = false;
            ans.Unk06         = 1;
            ans.Unk07         = 0;
            ans.IndexSize     = 16;

            return(ans);
        }
Beispiel #2
0
    static void ExportModel(MenuCommand menuCommand)
    {
        if (Selection.activeObject == null)
        {
            return;
        }
        var assetPath = AssetDatabase.GetAssetPath(Selection.activeObject);

        if (!assetPath.ToUpper().EndsWith(".FBX"))
        {
            EditorUtility.DisplayDialog("Invalid asset", "Please select an fbx asset", "Ok");
        }

        // Load the FBX as a prefab
        //GameObject obj = PrefabUtility.LoadPrefabContents(assetPath);
        GameObject obj = AssetDatabase.LoadAssetAtPath <GameObject>(assetPath);

        // Go through everything and strip the prefixes fbx exporters love to add
        Stack <GameObject> gameObjects = new Stack <GameObject>();
        GameObject         bonesRoot   = null;
        GameObject         meshesRoot  = null;

        gameObjects.Push(obj);
        while (gameObjects.Count > 0)
        {
            var o = gameObjects.Pop();
            o.name = o.name.Split(':').Last();
            if (o.name == "Bones")
            {
                bonesRoot = o;
            }
            if (o.name == "Meshes")
            {
                meshesRoot = o;
            }
            for (int i = 0; i < o.transform.childCount; i++)
            {
                gameObjects.Push(o.transform.GetChild(i).gameObject);
            }
        }

        // Load the source c0000 and target flvers

        /*var sourceBnd = BND4.Read($@"{DarkSoulsTools.Interroot}\chr\c0000.chrbnd.dcx");
         * var sourceFlver = FLVER.Read(sourceBnd.Files.Where(x => x.Name.ToUpper().EndsWith(".FLVER")).First().Bytes);
         * var targetBnd = BND4.Read($@"{DarkSoulsTools.Interroot}\parts\lg_m_9000.partsbnd.dcx");
         * var targetFlver = FLVER.Read(targetBnd.Files.Where(x => x.Name.ToUpper().EndsWith(".FLVER")).First().Bytes);*/
        var sourceBnd   = BND4.Read($@"{DarkSoulsTools.Interroot}\chr\c4033.chrbnd.dcx");
        var sourceFlver = FLVER.Read(sourceBnd.Files.Where(x => x.Name.ToUpper().EndsWith(".FLVER")).First().Bytes);
        var targetBnd   = BND4.Read($@"{DarkSoulsTools.Interroot}\chr\c4033.chrbnd.dcx");
        var targetFlver = FLVER.Read(targetBnd.Files.Where(x => x.Name.ToUpper().EndsWith(".FLVER")).First().Bytes);

        // Build a bone reindexing table
        Dictionary <string, int> SourceBoneTable = new Dictionary <string, int>();

        for (int i = 0; i < sourceFlver.Bones.Count; i++)
        {
            if (!SourceBoneTable.ContainsKey(sourceFlver.Bones[i].Name))
            {
                SourceBoneTable.Add(sourceFlver.Bones[i].Name, i);
            }
        }

        if (meshesRoot == null)
        {
            throw new Exception("Could not find Meshes group for this FBX");
        }

        if (bonesRoot == null)
        {
            throw new Exception("Could not find Bones group for this FBX");
        }

        //sourceFlver.Bones.Add(targetFlver.Bones[29]);
        var templateMesh = targetFlver.Meshes.First();

        targetFlver.Bones = sourceFlver.Bones;
        targetFlver.Meshes.Clear();
        //targetFlver.SekiroUnk = sourceFlver.SekiroUnk;

        for (var meshIdx = 0; meshIdx < meshesRoot.transform.childCount; meshIdx++)
        {
            // Get the mesh object
            var meshObj = meshesRoot.transform.GetChild(meshIdx).gameObject;

            // Get the skin and mesh
            var meshSkin = meshObj.GetComponent <SkinnedMeshRenderer>();
            var bones    = meshSkin.bones;
            var mesh     = meshSkin.sharedMesh;

            // Remap table to recover source bone indices
            var boneRemap = new int[bones.Length];
            for (int i = 0; i < bones.Length; i++)
            {
                var name = bones[i].gameObject.name;
                if (SourceBoneTable.ContainsKey(name))
                {
                    boneRemap[i] = SourceBoneTable[name];
                }
                else
                {
                    boneRemap[i] = 0;
                }
            }

            // Build the submesh's bone table
            HashSet <int> usedBones = new HashSet <int>();
            foreach (var weight in mesh.boneWeights)
            {
                if (weight.boneIndex0 >= 0)
                {
                    usedBones.Add(boneRemap[weight.boneIndex0]);
                }
                if (weight.boneIndex1 >= 0)
                {
                    usedBones.Add(boneRemap[weight.boneIndex1]);
                }
                if (weight.boneIndex2 >= 0)
                {
                    usedBones.Add(boneRemap[weight.boneIndex2]);
                }
                if (weight.boneIndex3 >= 0)
                {
                    usedBones.Add(boneRemap[weight.boneIndex3]);
                }
            }

            // Bad hack
            for (int i = 0; i < targetFlver.Bones.Count(); i++)
            {
                usedBones.Add(i);
            }

            var submeshBones      = usedBones.OrderBy(x => x).ToArray();
            var meshToSubmeshBone = new Dictionary <int, int>();
            for (int i = 0; i < submeshBones.Count(); i++)
            {
                meshToSubmeshBone.Add(submeshBones[i], i);
            }

            // Finally port the mesh to the target
            //var fmesh = targetFlver.Meshes[0];
            var fmesh = new FLVER.Mesh(templateMesh);
            fmesh.BoneIndices = sourceFlver.Meshes[0].BoneIndices; //submeshBones.ToList();
            var min = mesh.bounds.min;
            var max = mesh.bounds.max;
            //fmesh.BoundingBoxMax = sourceFlver.Header.BoundingBoxMax;
            //fmesh.BoundingBoxMin = new System.Numerics.Vector3(max.x*100, max.y*100, max.z*100);
            //fmesh.BoundingBoxMin = sourceFlver.Header.BoundingBoxMin;
            //fmesh.MaterialIndex = 0;
            //targetFlver.Header.BoundingBoxMin = sourceFlver.Header.BoundingBoxMin;
            //targetFlver.Header.BoundingBoxMax = sourceFlver.Header.BoundingBoxMax;

            /*foreach (var b in usedBones)
             * {
             *  targetFlver.Bones[b].Unk3C = 8;
             * }*/
            foreach (var b in targetFlver.Bones)
            {
                if (b.Unk3C == 2)
                {
                    b.Unk3C = 8;
                }
            }
            //targetFlver.Bones[140].Unk3C = 4;
            //targetFlver.Bones[140].Name = "LG_M_9000";

            // Port vertices
            fmesh.Vertices.Clear();
            fmesh.Vertices.Capacity = mesh.vertexCount;

            var mverts = mesh.vertices;
            var mnorms = mesh.normals;
            var mtangs = mesh.tangents;
            var muvs   = mesh.uv;
            var mbones = mesh.boneWeights;

            for (int i = 0; i < mesh.vertexCount; i++)
            {
                var vert = new FLVER.Vertex();
                var pos  = mverts[i];
                vert.Positions.Add(new System.Numerics.Vector3(pos.x, pos.y, pos.z));
                var normal = mnorms[i];
                vert.Normals.Add(new System.Numerics.Vector4(-normal.x, -normal.y, -normal.z, -1.0f));
                var tangent = mtangs[i];
                vert.Tangents.Add(new System.Numerics.Vector4(-tangent.x, -tangent.y, -tangent.z, -tangent.w));
                vert.Tangents.Add(new System.Numerics.Vector4(-tangent.x, -tangent.y, -tangent.z, -tangent.w));
                var color = new Color32(0xFF, 0xFF, 0x00, 0xFF); //mesh.colors32[i];
                vert.Colors.Add(new FLVER.Vertex.Color(color.a, color.r, color.g, color.b));

                /*vert.UVs.Add(new System.Numerics.Vector3(0.0f, 0.0f, 0.0f));
                *  vert.UVs.Add(new System.Numerics.Vector3(0.0f, 0.0f, 0.0f));
                *  vert.UVs.Add(new System.Numerics.Vector3(0.0f, 0.0f, 0.0f));
                *  vert.UVs.Add(new System.Numerics.Vector3(0.0f, 0.0f, 0.0f));*/
                var uv = muvs[i];
                vert.UVs.Add(new System.Numerics.Vector3(uv.x, 1.0f - uv.y, 0.0f));
                vert.UVs.Add(new System.Numerics.Vector3(uv.x, 1.0f - uv.y, 0.0f));
                vert.UVs.Add(new System.Numerics.Vector3(uv.x, 1.0f - uv.y, 0.0f));
                vert.UVs.Add(new System.Numerics.Vector3(uv.x, 1.0f - uv.y, 0.0f));
                vert.BoneIndices = new int[4];
                vert.BoneWeights = new float[4];
                var bone = mbones[i];
                //vert.Tangents.Add(new System.Numerics.Vector4(bone.weight0, bone.weight1, bone.weight2, bone.weight3));
                vert.BoneWeights[0] = bone.weight0;
                vert.BoneWeights[1] = bone.weight1;
                vert.BoneWeights[2] = bone.weight2;
                vert.BoneWeights[3] = bone.weight3;
                vert.BoneIndices[0] = meshToSubmeshBone[boneRemap[bone.boneIndex0]];
                vert.BoneIndices[1] = meshToSubmeshBone[boneRemap[bone.boneIndex1]];
                vert.BoneIndices[2] = meshToSubmeshBone[boneRemap[bone.boneIndex2]];
                vert.BoneIndices[3] = meshToSubmeshBone[boneRemap[bone.boneIndex3]];
                for (int b = 0; b < 3; b++)
                {
                    if (vert.BoneIndices[b] == -1)
                    {
                        vert.BoneIndices[b] = 0;
                    }
                }

                fmesh.Vertices.Add(vert);
            }

            // Port faceset
            var fset  = new FLVER.FaceSet(fmesh.FaceSets[0]);
            var tris  = new uint[mesh.triangles.Count()];
            var mtris = mesh.triangles;
            for (int i = 0; i < tris.Count(); i++)
            {
                tris[i] = ((uint)mtris[i]);
            }
            fset.Vertices      = tris;
            fset.CullBackfaces = false;
            fset.TriangleStrip = false;

            fmesh.FaceSets.Clear();
            var fset2 = new FLVER.FaceSet(FLVER.FaceSet.FSFlags.LodLevel1, false, false, fset.Unk06, fset.Unk07, fset.IndexSize, fset.Vertices);
            var fset3 = new FLVER.FaceSet(FLVER.FaceSet.FSFlags.LodLevel2, false, false, fset.Unk06, fset.Unk07, fset.IndexSize, fset.Vertices);
            var fset4 = new FLVER.FaceSet(FLVER.FaceSet.FSFlags.Unk80000000, false, false, fset.Unk06, fset.Unk07, fset.IndexSize, fset.Vertices);
            fmesh.FaceSets.Add(fset);
            fmesh.FaceSets.Add(fset2);
            fmesh.FaceSets.Add(fset3);
            fmesh.FaceSets.Add(fset4);
            fmesh.MaterialIndex = meshIdx;
            //fmesh.MaterialIndex = 0;

            targetFlver.Meshes.Add(fmesh);
            //targetFlver.BufferLayouts
        }

        //targetFlver.Materials[0].MTD = $@"M[ARSN].mtd";

        targetFlver.Materials[0].MTD = "C[ARSN].mtd";
        targetFlver.Materials[0].Textures[0].Type = "g_DiffuseTexture";
        targetFlver.Materials[0].Textures[0].Path = "c5020_shrek_a.dds";
        targetFlver.Materials[0].Textures[1].Path = "";
        targetFlver.Materials[0].Textures[2].Path = "";
        targetFlver.Materials[0].Textures[3].Type = "g_BumpmapTexture";
        targetFlver.Materials[0].Textures[3].Path = "SYSTEX_DummyNormal.tga";
        targetFlver.Materials.Add(new FLVER.Material("shrek2", "C[ARSN].mtd", targetFlver.Materials[0].Flags, targetFlver.Materials[0].GXBytes));
        targetFlver.Materials[1].MTD = "C[ARSN].mtd";
        targetFlver.Materials[1].Textures.Add(new FLVER.Texture(targetFlver.Materials[0].Textures[0]));
        targetFlver.Materials[1].Textures.Add(new FLVER.Texture(targetFlver.Materials[0].Textures[1]));
        targetFlver.Materials[1].Textures.Add(new FLVER.Texture(targetFlver.Materials[0].Textures[2]));
        targetFlver.Materials[1].Textures.Add(new FLVER.Texture(targetFlver.Materials[0].Textures[3]));
        targetFlver.Materials[1].Textures[0].Type = "g_DiffuseTexture";
        targetFlver.Materials[1].Textures[0].Path = "c5020_shrekshirt_a.dds";
        targetFlver.Materials[1].Textures[1].Path = "";
        targetFlver.Materials[1].Textures[2].Path = "";
        targetFlver.Materials[1].Textures[3].Type = "g_BumpmapTexture";
        targetFlver.Materials[1].Textures[3].Path = "SYSTEX_DummyNormal.tga";

        // Finally save
        targetBnd.Files.Where(x => x.Name.ToUpper().EndsWith(".FLVER")).First().Bytes = targetFlver.Write();
        //targetBnd.Write($@"{DarkSoulsTools.ModProjectDirectory}\parts\lg_m_9000.partsbnd.dcx", DCX.Type.SekiroDFLT);
        targetBnd.Write($@"{DarkSoulsTools.ModProjectDirectory}\chr\c4033.chrbnd.dcx", DCX.Type.DarkSouls3);
    }
Beispiel #3
0
        //Current, best version can load FBX, OBJ, DAE etc.
        //Use assimp library
        static void importFBX()
        {
            AssimpContext importer = new AssimpContext();

            // importer.SetConfig(new NormalSmoothingAngleConfig(66.0f));

            //m_model.Meshes[0].Bones[0].VertexWeights[0].
            var    openFileDialog2 = new OpenFileDialog();
            string res             = "";

            if (openFileDialog2.ShowDialog() != DialogResult.OK)
            {
                return;
            }
            res = openFileDialog2.FileName;


            //Prepare bone name convertion table:
            string assemblyPath = Path.GetDirectoryName(System.Reflection.Assembly.GetExecutingAssembly().Location);
            string convertStr   = File.ReadAllText(assemblyPath + "\\boneConvertion.ini");

            //Console.WriteLine("Test reading" + convertStr);
            string[] convertStrlines = convertStr.Split(
                new[] { "\r\n", "\r", "\n" },
                StringSplitOptions.None
                );
            Dictionary <string, string> convertionTable = new Dictionary <string, string>();

            for (int i2 = 0; i2 + 1 < convertStrlines.Length; i2++)
            {
                string target = convertStrlines[i2];
                if (target == null)
                {
                    continue;
                }
                if (target.IndexOf('#') == 0)
                {
                    continue;
                }
                Console.WriteLine(target + "->" + convertStrlines[i2 + 1]);
                convertionTable.Add(target, convertStrlines[i2 + 1]);
                i2++;
            }

            //Table prepartion finished

            Scene md = importer.ImportFile(res, PostProcessSteps.CalculateTangentSpace);// PostProcessPreset.TargetRealTimeMaximumQuality

            MessageBox.Show("Meshes count:" + md.Meshes.Count + "Material count:" + md.MaterialCount + "");

            boneParentList = new Dictionary <String, String>();
            //Build the parent list of bones.

            printNodeStruct(md.RootNode);

            //First, added a custom default layout.
            int layoutCount = targetFlver.BufferLayouts.Count;

            FLVER.BufferLayout newBL = new FLVER.BufferLayout();

            newBL.Add(new FLVER.BufferLayout.Member(0, 0, FLVER.BufferLayout.MemberType.Float3, FLVER.BufferLayout.MemberSemantic.Position, 0));
            newBL.Add(new FLVER.BufferLayout.Member(0, 12, FLVER.BufferLayout.MemberType.Byte4B, FLVER.BufferLayout.MemberSemantic.Normal, 0));
            newBL.Add(new FLVER.BufferLayout.Member(0, 16, FLVER.BufferLayout.MemberType.Byte4B, FLVER.BufferLayout.MemberSemantic.Tangent, 0));
            newBL.Add(new FLVER.BufferLayout.Member(0, 20, FLVER.BufferLayout.MemberType.Byte4B, FLVER.BufferLayout.MemberSemantic.Tangent, 1));

            newBL.Add(new FLVER.BufferLayout.Member(0, 24, FLVER.BufferLayout.MemberType.Byte4B, FLVER.BufferLayout.MemberSemantic.BoneIndices, 0));
            newBL.Add(new FLVER.BufferLayout.Member(0, 28, FLVER.BufferLayout.MemberType.Byte4C, FLVER.BufferLayout.MemberSemantic.BoneWeights, 0));
            newBL.Add(new FLVER.BufferLayout.Member(0, 32, FLVER.BufferLayout.MemberType.Byte4C, FLVER.BufferLayout.MemberSemantic.VertexColor, 1));
            newBL.Add(new FLVER.BufferLayout.Member(0, 36, FLVER.BufferLayout.MemberType.UVPair, FLVER.BufferLayout.MemberSemantic.UV, 0));

            targetFlver.BufferLayouts.Add(newBL);

            int     materialCount       = targetFlver.Materials.Count;
            Boolean flipYZ              = false;
            Boolean setTexture          = false;
            Boolean setAmbientAsDiffuse = false;
            Boolean setLOD              = false;

            var confirmResult = MessageBox.Show("Do you want to switch YZ axis values? \n It may help importing some fbx files.",
                                                "Set",
                                                MessageBoxButtons.YesNo);

            if (confirmResult == DialogResult.Yes)
            {
                flipYZ = true;
            }

            var confirmResult2 = MessageBox.Show("Auto set texture pathes?",
                                                 "Set",
                                                 MessageBoxButtons.YesNo);

            if (confirmResult2 == DialogResult.Yes)
            {
                setTexture = true;


                /* var res3 = MessageBox.Show("Auto ambient texture as diffuse texture?",
                 *                  "Set",
                 *                  MessageBoxButtons.YesNo);
                 *
                 * if (res3 == DialogResult.Yes)
                 * {
                 *   setAmbientAsDiffuse = true;
                 * }*/
            }

            var confirmResult3 = MessageBox.Show("Set LOD level? (Only neccssary if this model need to be viewed far away)",
                                                 "Set",
                                                 MessageBoxButtons.YesNo);

            if (confirmResult3 == DialogResult.Yes)
            {
                setLOD = true;
            }



            foreach (var mat in md.Materials)
            {
                FLVER.Material matnew = new JavaScriptSerializer().Deserialize <FLVER.Material>(new JavaScriptSerializer().Serialize(targetFlver.Materials[0]));
                matnew.Name = res.Substring(res.LastIndexOf('\\') + 1) + "_" + mat.Name;
                // mat.HasTextureDiffuse

                if (setTexture)
                {
                    if (setAmbientAsDiffuse)
                    {
                        if (mat.HasTextureEmissive)
                        {
                            SetFlverMatPath(matnew, "g_DiffuseTexture", FindFileName(mat.TextureEmissive.FilePath) + ".tif");
                        }
                    }
                    else
                    if (mat.HasTextureDiffuse) //g_DiffuseTexture
                    {
                        //  MessageBox.Show("Diffuse mat is" + FindFileName( mat.TextureDiffuse.FilePath));
                        SetFlverMatPath(matnew, "g_DiffuseTexture", FindFileName(mat.TextureDiffuse.FilePath) + ".tif");
                    }
                    if (mat.HasTextureNormal)//g_BumpmapTexture
                    {
                        //MessageBox.Show("Diffuse mat is" + FindFileName(mat.TextureNormal.FilePath));
                        SetFlverMatPath(matnew, "g_BumpmapTexture", FindFileName(mat.TextureNormal.FilePath) + ".tif");
                    }
                    if (mat.HasTextureSpecular)//g_SpecularTexture
                    {
                        /// MessageBox.Show("Specualr mat is" + FindFileName(mat.TextureSpecular.FilePath));
                        SetFlverMatPath(matnew, "g_SpecularTexture", FindFileName(mat.TextureSpecular.FilePath) + ".tif");
                    }
                }
                targetFlver.Materials.Add(matnew);
            }


            //mn.MaterialIndex = materialCount;

            foreach (var m in md.Meshes)
            {
                /* MessageBox.Show("Name:" + m.Name + "\nHas bones:" + m.HasBones + "\nHas normal:" + m.HasNormals + "\nHas tangent" + m.HasTangentBasis +
                 *   "\nVrtices count: " + m.VertexCount
                 *   );*/


                FLVER.Mesh mn = new FLVER.Mesh();
                mn.MaterialIndex = 0;
                mn.BoneIndices   = new List <int>();
                mn.BoneIndices.Add(0);
                mn.BoneIndices.Add(1);
                mn.BoundingBoxMax   = new Vector3(1, 1, 1);
                mn.BoundingBoxMin   = new Vector3(-1, -1, -1);
                mn.BoundingBoxUnk   = new Vector3();
                mn.Unk1             = 0;
                mn.DefaultBoneIndex = 0;
                mn.Dynamic          = true;
                mn.VertexBuffers    = new List <FLVER.VertexBuffer>();
                mn.VertexBuffers.Add(new FLVER.VertexBuffer(0, layoutCount, -1));
                mn.Vertices = new List <FLVER.Vertex>();

                List <List <int> >   verticesBoneIndices = new List <List <int> >();
                List <List <float> > verticesBoneWeights = new List <List <float> >();


                //If it has bones, then record the bone weight info
                if (m.HasBones)
                {
                    for (int i2 = 0; i2 < m.VertexCount; i2++)
                    {
                        verticesBoneIndices.Add(new List <int>());
                        verticesBoneWeights.Add(new List <float>());
                    }

                    for (int i2 = 0; i2 < m.BoneCount; i2++)
                    {
                        string boneName  = m.Bones[i2].Name;
                        int    boneIndex = 0;

                        if (convertionTable.ContainsKey(m.Bones[i2].Name))
                        {
                            boneName = convertionTable[boneName];
                            // m.Bones[i2].Name = convertionTable[m.Bones[i2].Name];
                            boneIndex = findFLVER_Bone(targetFlver, boneName);
                        }
                        else
                        {
                            Console.WriteLine("Cannot find ->" + boneName);
                            //If cannot find a corresponding boneName in convertion.ini then
                            //Try to find org bone's parent, check if it
                            boneIndex = findFLVER_Bone(targetFlver, boneName);


                            //if such bone can not be found in flver, then check its parent to see if it can be convert to its parent bone.
                            //check up to 5th grand parent.
                            for (int bp = 0; bp < boneFindParentTimes; bp++)
                            {
                                if (boneIndex == -1)
                                {
                                    if (boneParentList.ContainsValue(boneName))
                                    {
                                        if (boneParentList[boneName] != null)
                                        {
                                            boneName = boneParentList[boneName];
                                            if (convertionTable.ContainsKey(boneName))
                                            {
                                                boneName = convertionTable[boneName];
                                            }
                                            boneIndex = findFLVER_Bone(targetFlver, boneName);
                                        }
                                    }
                                }
                            }
                        }


                        if (boneIndex == -1)
                        {
                            boneIndex = 0;
                        }
                        for (int i3 = 0; i3 < m.Bones[i2].VertexWeightCount; i3++)
                        {
                            var vw = m.Bones[i2].VertexWeights[i3];

                            verticesBoneIndices[vw.VertexID].Add(boneIndex);
                            verticesBoneWeights[vw.VertexID].Add(vw.Weight);
                        }
                    }
                }

                // m.Bones[0].VertexWeights[0].
                for (int i = 0; i < m.Vertices.Count; i++)
                {
                    var vit = m.Vertices[i];
                    //m.TextureCoordinateChannels[0]
                    var channels = m.TextureCoordinateChannels[0];

                    var uv1 = new Vector3D();
                    var uv2 = new Vector3D();

                    if (channels != null && m.TextureCoordinateChannelCount > 0)
                    {
                        uv1   = getMyV3D(channels[i]);
                        uv1.Y = 1 - uv1.Y;
                        uv2   = getMyV3D(channels[i]);
                        uv2.Y = 1 - uv2.Y;
                        if (m.TextureCoordinateChannelCount > 1)
                        {
                            // uv2 = getMyV3D((m.TextureCoordinateChannels[1])[i]);
                        }
                    }

                    var normal = new Vector3D(0, 1, 0);
                    if (m.HasNormals && m.Normals.Count > i)
                    {
                        normal = getMyV3D(m.Normals[i]).normalize();
                    }



                    //Vector3D tangent = new Vector3D( crossPorduct( getMyV3D(m.Tangents[i]).normalize().toXnaV3() , normal.toXnaV3())).normalize();
                    //var tangent = RotatePoint(normal.toNumV3(), 0, (float)Math.PI / 2, 0);
                    var tangent = new Vector3D(1, 0, 0);
                    if (m.Tangents.Count > i)
                    {
                        tangent = getMyV3D(m.Tangents[i]).normalize();
                    }
                    else
                    {
                        //Calculate tanget instead
                        if (m.HasNormals && m.Normals.Count > i)
                        {
                            tangent = new Vector3D(crossPorduct(getMyV3D(m.Normals[i]).normalize().toXnaV3(), normal.toXnaV3())).normalize();
                        }
                    }

                    FLVER.Vertex v = generateVertex(new Vector3(vit.X, vit.Y, vit.Z), uv1.toNumV3(), uv2.toNumV3(), normal.toNumV3(), tangent.toNumV3(), 1);

                    if (flipYZ)
                    {
                        v = generateVertex(new Vector3(vit.X, vit.Z, vit.Y), uv1.toNumV3(), uv2.toNumV3(),
                                           new Vector3(normal.X, normal.Z, normal.Y), new Vector3(tangent.X, tangent.Z, tangent.Y), 1);
                    }


                    if (m.HasBones)
                    {
                        for (int j = 0; j < verticesBoneIndices[i].Count && j < 4; j++)
                        {
                            v.BoneIndices[j] = (verticesBoneIndices[i])[j];
                            v.BoneWeights[j] = (verticesBoneWeights[i])[j];
                        }
                    }
                    mn.Vertices.Add(v);
                }



                List <uint> faceIndexs = new List <uint>();
                for (int i = 0; i < m.FaceCount; i++)
                {
                    if (flipYZ)
                    {
                        if (m.Faces[i].Indices.Count == 3)
                        {
                            faceIndexs.Add((uint)m.Faces[i].Indices[0]);
                            faceIndexs.Add((uint)m.Faces[i].Indices[1]);
                            faceIndexs.Add((uint)m.Faces[i].Indices[2]);
                        }
                        else if (m.Faces[i].Indices.Count == 4)
                        {
                            faceIndexs.Add((uint)m.Faces[i].Indices[0]);
                            faceIndexs.Add((uint)m.Faces[i].Indices[1]);
                            faceIndexs.Add((uint)m.Faces[i].Indices[2]);

                            faceIndexs.Add((uint)m.Faces[i].Indices[2]);
                            faceIndexs.Add((uint)m.Faces[i].Indices[3]);
                            faceIndexs.Add((uint)m.Faces[i].Indices[0]);
                        }
                    }
                    else
                    {
                        if (m.Faces[i].Indices.Count == 3)
                        {
                            faceIndexs.Add((uint)m.Faces[i].Indices[0]);
                            faceIndexs.Add((uint)m.Faces[i].Indices[2]);
                            faceIndexs.Add((uint)m.Faces[i].Indices[1]);
                        }
                        else if (m.Faces[i].Indices.Count == 4)
                        {
                            faceIndexs.Add((uint)m.Faces[i].Indices[0]);
                            faceIndexs.Add((uint)m.Faces[i].Indices[2]);
                            faceIndexs.Add((uint)m.Faces[i].Indices[1]);

                            faceIndexs.Add((uint)m.Faces[i].Indices[2]);
                            faceIndexs.Add((uint)m.Faces[i].Indices[0]);
                            faceIndexs.Add((uint)m.Faces[i].Indices[3]);
                        }
                    }
                }
                //
                mn.FaceSets = new List <FLVER.FaceSet>();
                //FLVER.Vertex myv = new FLVER.Vertex();
                //myv.Colors = new List<FLVER.Vertex.Color>();

                mn.FaceSets.Add(generateBasicFaceSet());
                mn.FaceSets[0].Vertices = faceIndexs.ToArray();
                if (mn.FaceSets[0].Vertices.Length > 65534)
                {
                    MessageBox.Show("There are more than 65535 vertices in a mesh , switch to 32 bits index size mode.");
                    mn.FaceSets[0].IndexSize = 32;
                }


                if (setLOD == true)
                {
                    //Special thanks to Meowmaritus
                    {
                        FLVER.FaceSet fs = generateBasicFaceSet();
                        fs.Flags     = SoulsFormats.FLVER.FaceSet.FSFlags.LodLevel1;
                        fs.IndexSize = mn.FaceSets[0].IndexSize;
                        fs.Vertices  = (uint[])(mn.FaceSets[0].Vertices.Clone());
                        mn.FaceSets.Add(fs);
                    }

                    {
                        FLVER.FaceSet fs = generateBasicFaceSet();
                        fs.Flags     = SoulsFormats.FLVER.FaceSet.FSFlags.LodLevel2;
                        fs.IndexSize = mn.FaceSets[0].IndexSize;
                        fs.Vertices  = (uint[])(mn.FaceSets[0].Vertices.Clone());
                        mn.FaceSets.Add(fs);
                    }
                    //unk8000000000 is the motion blur
                    {
                        FLVER.FaceSet fs = generateBasicFaceSet();
                        fs.Flags     = SoulsFormats.FLVER.FaceSet.FSFlags.Unk80000000;
                        fs.IndexSize = mn.FaceSets[0].IndexSize;
                        fs.Vertices  = (uint[])(mn.FaceSets[0].Vertices.Clone());
                        mn.FaceSets.Add(fs);
                    }

                    {
                        FLVER.FaceSet fs = generateBasicFaceSet();
                        fs.Flags     = SoulsFormats.FLVER.FaceSet.FSFlags.LodLevel1 | SoulsFormats.FLVER.FaceSet.FSFlags.Unk80000000;
                        fs.IndexSize = mn.FaceSets[0].IndexSize;
                        fs.Vertices  = (uint[])(mn.FaceSets[0].Vertices.Clone());
                        mn.FaceSets.Add(fs);
                    }

                    {
                        FLVER.FaceSet fs = generateBasicFaceSet();
                        fs.Flags     = SoulsFormats.FLVER.FaceSet.FSFlags.LodLevel2 | SoulsFormats.FLVER.FaceSet.FSFlags.Unk80000000;
                        fs.IndexSize = mn.FaceSets[0].IndexSize;
                        fs.Vertices  = (uint[])(mn.FaceSets[0].Vertices.Clone());
                        mn.FaceSets.Add(fs);
                    }
                }


                mn.MaterialIndex = materialCount + m.MaterialIndex;


                targetFlver.Meshes.Add(mn);
            }

            MessageBox.Show("Added a custom mesh! PLease click modify to save it!");
            updateVertices();
        }