Beispiel #1
0
        /// <summary>
        /// Get for each vertex the weights for all influence objects, including zero weights.
        /// </summary>
        /// <param name="vertexWeights"></param>
        /// <param name="influenceObjects"></param>
        /// <param name="meshPath"></param>
        private static void GetMeshWeightData(List <MDoubleArray> vertexWeights, MDagPathArray influenceObjects, MDagPath meshPath)
        {
            var fnMesh = new MFnMesh(meshPath);

            // Get any attached skin cluster
            var hasSkinCluster = false;

            // Search the skin cluster affecting this geometry
            var kDepNodeIt = new MItDependencyNodes(MFn.Type.kSkinClusterFilter);

            // Go through each skin cluster in the scene until we find the one connected to this mesh
            while (!kDepNodeIt.isDone && !hasSkinCluster)
            {
                MGlobal.displayInfo("Processing skin cluster...");
                var kObject         = kDepNodeIt.thisNode;
                var kSkinClusterFn  = new MFnSkinCluster(kObject);
                var uiNumGeometries = kSkinClusterFn.numOutputConnections;
                kSkinClusterFn.influenceObjects(influenceObjects);
                MGlobal.displayInfo("\t uiNumGeometries : " + uiNumGeometries);
                MGlobal.displayInfo("\t influenceOBjects number : " + influenceObjects.Count);

                // Go through each connection on the skin cluster until we get the one connecting to this mesh
                MGlobal.displayInfo("Mesh we are looking for : " + fnMesh.fullPathName);
                for (uint uiGeometry = 0; uiGeometry < uiNumGeometries && !hasSkinCluster; uiGeometry++)
                {
                    var uiIndex       = kSkinClusterFn.indexForOutputConnection(uiGeometry);
                    var kInputObject  = kSkinClusterFn.inputShapeAtIndex(uiIndex);
                    var kOutputObject = kSkinClusterFn.outputShapeAtIndex(uiIndex);
                    if (!kOutputObject.hasFn(MFn.Type.kMesh))
                    {
                        continue;
                    }
                    var fnOutput = new MFnMesh(MDagPath.getAPathTo(kOutputObject));
                    MGlobal.displayInfo("Output object : " + fnOutput.fullPathName);

                    if (fnOutput.fullPathName != fnMesh.fullPathName)
                    {
                        continue;
                    }

                    hasSkinCluster = true;
                    MGlobal.displayInfo("\t==> A connected skin cluster has been found.");

                    // Go through each vertex (== each component) and save the weights for each one
                    var kGeometryIt = new MItGeometry(kInputObject);
                    while (!kGeometryIt.isDone)
                    {
                        var  kComponent      = kGeometryIt.currentItem;
                        var  kWeightArray    = new MDoubleArray();
                        uint uiNumInfluences = 0;
                        kSkinClusterFn.getWeights(meshPath, kComponent, kWeightArray, ref uiNumInfluences);
                        vertexWeights.Add(kWeightArray);

                        kGeometryIt.next();
                    }
                }
                kDepNodeIt.next();
            }
        }
Beispiel #2
0
		public maTranslator()
		{
			fBrokenConnSrcs = new MPlugArray();
			fBrokenConnDests = new MPlugArray();

			fDefaultNodes = new MObjectArray();

			fInstanceChildren = new MDagPathArray();
			fInstanceParents = new MDagPathArray();

			fParentingRequired = new MDagPathArray();
		}
        public override void doIt(MArgList args)
        {
            // parse args to get the file name from the command-line
            //
            parseArgs(args);
            uint count = 0;

            // Iterate through graph and search for skinCluster nodes
            //
            MItDependencyNodes iter = new MItDependencyNodes( MFn.Type.kInvalid);
            for ( ; !iter.isDone; iter.next() )
            {
                MObject obj = iter.item;
                if (obj.apiType == MFn.Type.kSkinClusterFilter)
                {
                    count++;

                    // For each skinCluster node, get the list of influence objects
                    //
                    MFnSkinCluster skinCluster = new MFnSkinCluster(obj);
                    MDagPathArray infs = new MDagPathArray();
                    uint nInfs;
                    try
                    {
                        nInfs = skinCluster.influenceObjects(infs);
                    }
                    catch (Exception)
                    {
                        MGlobal.displayInfo("Error getting influence objects.");
                        continue;
                    }
                    if (0 == nInfs)
                    {
                        MGlobal.displayInfo("Error: No influence objects found.");
                        continue;
                    }

                    // loop through the geometries affected by this cluster
                    //
                    uint nGeoms = skinCluster.numOutputConnections;
                    for (uint ii = 0; ii < nGeoms; ++ii)
                    {
                        uint index;
                        try
                        {
                            index = skinCluster.indexForOutputConnection(ii);
                        }
                        catch (Exception)
                        {
                            MGlobal.displayInfo("Error getting geometry index.");
                            continue;
                        }

                        // get the dag path of the ii'th geometry
                        //
                        MDagPath skinPath = new MDagPath();
                        try{
                        skinCluster.getPathAtIndex(index,skinPath);
                        }
                        catch (Exception)
                        {
                            MGlobal.displayInfo("Error getting geometry path.");
                            continue;
                        }

                        // iterate through the components of this geometry
                        //
                        MItGeometry gIter = new MItGeometry(skinPath);

                        // print out the path name of the skin, vertexCount & influenceCount
                        //
                        UnicodeEncoding uniEncoding = new UnicodeEncoding();
                        string res = String.Format("{0} {1} {2}\n",skinPath.partialPathName,gIter.count,nInfs);
                        file.Write(uniEncoding.GetBytes(res),0,uniEncoding.GetByteCount(res));

                        // print out the influence objects
                        //
                        for (int kk = 0; kk < nInfs; ++kk)
                        {
                            res = String.Format("{0} ", infs[kk].partialPathName);
                            file.Write(uniEncoding.GetBytes(res),0,uniEncoding.GetByteCount(res));
                        }
                        res = "\n";
                        file.Write(uniEncoding.GetBytes(res), 0, uniEncoding.GetByteCount(res));

                        for ( /* nothing */ ; !gIter.isDone; gIter.next() ) {
                            MObject comp;
                            try
                            {
                                comp = gIter.component;
                            }
                            catch (Exception)
                            {
                                MGlobal.displayInfo("Error getting geometry path.");
                                continue;
                            }

                            // Get the weights for this vertex (one per influence object)
                            //
                            MDoubleArray wts = new MDoubleArray();
                            uint infCount = 0;
                            try
                            {
                                skinCluster.getWeights(skinPath, comp, wts, ref infCount);
                            }
                            catch (Exception)
                            {
                                displayError("Error getting weights.");
                                continue;
                            }
                            if (0 == infCount)
                            {
                                displayError("Error: 0 influence objects.");
                            }

                            // Output the weight data for this vertex
                            //
                            res = String.Format("{0} ",gIter.index);
                            file.Write(uniEncoding.GetBytes(res), 0, uniEncoding.GetByteCount(res));
                            for (int jj = 0; jj < infCount ; ++jj )
                            {
                                res = String.Format("{0} ", wts[jj]);
                                file.Write(uniEncoding.GetBytes(res), 0, uniEncoding.GetByteCount(res));
                            }
                            file.Write(uniEncoding.GetBytes("\n"), 0, uniEncoding.GetByteCount("\n"));
                        }
                    }
                }
            }

            if (0 == count)
            {
                displayError("No skinClusters found in this scene.");
            }
            file.Close();
            return;
        }
Beispiel #4
0
        public static void ExportXModel(string FilePath, XModelType FileType, bool Siege = false, string Cosmetic = "")
        {
            // Configure scene
            using (var MayaCfg = new MayaSceneConfigure())
            {
                // First, get the current selection
                var ExportObjectList = new MSelectionList();
                MGlobal.getActiveSelectionList(ExportObjectList);

                // If empty, select all joints and meshes
                if (ExportObjectList.length == 0)
                {
                    // Select all joints and meshes
                    MGlobal.executeCommand("string $selected[] = `ls -type joint`; select -r $selected;");
                    MGlobal.executeCommand("string $transforms[] = `ls -tr`;string $polyMeshes[] = `filterExpand -sm 12 $transforms`;select -add $polyMeshes;");

                    // Get it again
                    MGlobal.getActiveSelectionList(ExportObjectList);
                }

                // If still empty, error blank scene
                if (ExportObjectList.length == 0)
                {
                    MGlobal.displayError("[CODTools] The current scene is empty...");
                    return;
                }

                // Progress
                MayaCfg.StartProgress("Exporting XModel...", (int)ExportObjectList.length);

                // Create new model
                var Result = new XModel(System.IO.Path.GetFileNameWithoutExtension(FilePath));
                // Assign siege model flag (Default: false)
                Result.SiegeModel = Siege;

                // Metadata
                var SceneName = string.Empty;
                MGlobal.executeCommand("file -q -sceneName", out SceneName);

                Result.Comments.Add(string.Format("Export filename: '{0}'", FilePath));
                Result.Comments.Add(string.Format("Source filename: '{0}'", SceneName));
                Result.Comments.Add(string.Format("Export time: {0}", DateTime.Now.ToString()));

                // Iterate and add joints
                var ParentStack = new List <string>();
                var UniqueBones = new HashSet <string>();

                foreach (var Joint in ExportObjectList.DependNodes(MFn.Type.kJoint))
                {
                    // Step
                    MayaCfg.StepProgress();

                    // Grab the controller
                    var Path       = GetObjectDagPath(Joint);
                    var Controller = new MFnIkJoint(Path);

                    // Create a new bone
                    var TagName = CleanNodeName(Controller.name);

                    if (UniqueBones.Contains(TagName))
                    {
                        continue;
                    }
                    UniqueBones.Add(TagName);

                    var NewBone = new Bone(TagName);
                    // Add parent
                    ParentStack.Add(GetParentName(Controller));

                    // Fetch the world-space position and rotation
                    var WorldPosition = Controller.getTranslation(MSpace.Space.kWorld);

                    var WorldRotation = new MQuaternion(MQuaternion.identity);
                    Controller.getRotation(WorldRotation, MSpace.Space.kWorld);

                    var WorldScale = new double[3] {
                        1, 1, 1
                    };
                    Controller.getScale(WorldScale);

                    // Create the matrix
                    NewBone.Translation    = WorldPosition * (1 / 2.54);
                    NewBone.Scale          = new MVector(WorldScale[0], WorldScale[1], WorldScale[2]);
                    NewBone.RotationMatrix = WorldRotation.asMatrix;

                    // Add it
                    Result.Bones.Add(NewBone);
                }
                // Sort joints
                SortJoints(ref Result, ParentStack, Cosmetic);

                // Pre-fetch skins
                var SkinClusters = GetSkinClusters();
                var BoneMapping  = Result.GetBoneMapping();

                // A list of used materials
                int MaterialIndex = 0;
                var UsedMaterials = new Dictionary <string, int>();
                var UsedMeshes    = new HashSet <string>();

                // Iterate and add meshes
                foreach (var Mesh in ExportObjectList.DependNodes(MFn.Type.kMesh))
                {
                    // Step
                    MayaCfg.StepProgress();

                    // Grab the controller
                    var Path = GetObjectDagPath(Mesh);
                    Path.extendToShape();
                    var Controller = new MFnMesh(Path);

                    // Ignore duplicates
                    if (UsedMeshes.Contains(Path.partialPathName))
                    {
                        continue;
                    }
                    UsedMeshes.Add(Path.partialPathName);

                    // Pre-fetch materials
                    var MeshMaterials = GetMaterialsMesh(ref Controller, ref Path);
                    foreach (var Mat in MeshMaterials)
                    {
                        if (!UsedMaterials.ContainsKey(Mat.Name))
                        {
                            UsedMaterials.Add(Mat.Name, MaterialIndex++);
                            Result.Materials.Add(Mat);
                        }
                    }

                    // New mesh
                    var NewMesh = new Mesh();

                    // Grab iterators
                    var VertexIterator = new MItMeshVertex(Path);
                    var FaceIterator   = new MItMeshPolygon(Path);

                    // Get the cluster for this
                    var SkinCluster = FindSkinCluster(ref SkinClusters, Controller);
                    var SkinJoints  = new MDagPathArray();

                    if (SkinCluster != null)
                    {
                        SkinCluster.influenceObjects(SkinJoints);
                    }

                    // Build vertex array
                    for (; !VertexIterator.isDone; VertexIterator.next())
                    {
                        // Prepare
                        var NewVert = new Vertex();

                        // Grab data
                        NewVert.Position = VertexIterator.position(MSpace.Space.kWorld) * (1 / 2.54);

                        // Weights if valid
                        if (SkinCluster != null)
                        {
                            var WeightValues = new MDoubleArray();

                            uint Influence = 0;
                            SkinCluster.getWeights(Path, VertexIterator.currentItem(), WeightValues, ref Influence);

                            for (int i = 0; i < (int)WeightValues.length; i++)
                            {
                                if (WeightValues[i] < 0.000001)
                                {
                                    continue;
                                }
                                var WeightTagName = CleanNodeName(SkinJoints[i].partialPathName);
                                var WeightID      = (BoneMapping.ContainsKey(WeightTagName)) ? BoneMapping[WeightTagName] : 0;

                                NewVert.Weights.Add(new Tuple <int, float>(WeightID, (float)WeightValues[i]));
                            }
                        }
                        if (NewVert.Weights.Count == 0)
                        {
                            NewVert.Weights.Add(new Tuple <int, float>(0, 1.0f));
                        }

                        // Add it
                        NewMesh.Vertices.Add(NewVert);
                    }

                    // Build face array
                    for (; !FaceIterator.isDone; FaceIterator.next())
                    {
                        var Indices = new MIntArray();
                        var Normals = new MVectorArray();
                        var UVUs    = new MFloatArray();
                        var UVVs    = new MFloatArray();

                        FaceIterator.getVertices(Indices);
                        FaceIterator.getNormals(Normals, MSpace.Space.kWorld);
                        FaceIterator.getUVs(UVUs, UVVs);

                        // Only support TRIS/QUAD
                        if (Indices.Count < 3)
                        {
                            continue;
                        }

                        if (Indices.Count == 3)
                        {
                            // Create new face
                            var NewFace = new FaceVertex();
                            // Setup
                            NewFace.Indices[0] = Indices[0];
                            NewFace.Indices[2] = Indices[1];
                            NewFace.Indices[1] = Indices[2];

                            // Normals
                            NewFace.Normals[0] = new MVector(Normals[0][0], Normals[0][1], Normals[0][2]);
                            NewFace.Normals[2] = new MVector(Normals[1][0], Normals[1][1], Normals[1][2]);
                            NewFace.Normals[1] = new MVector(Normals[2][0], Normals[2][1], Normals[2][2]);

                            // Colors
                            FaceIterator.getColor(NewFace.Colors[0], 0);
                            FaceIterator.getColor(NewFace.Colors[2], 1);
                            FaceIterator.getColor(NewFace.Colors[1], 2);

                            // Append UV Layers
                            NewFace.UVs[0] = new Tuple <float, float>(UVUs[0], 1 - UVVs[0]);
                            NewFace.UVs[2] = new Tuple <float, float>(UVUs[1], 1 - UVVs[1]);
                            NewFace.UVs[1] = new Tuple <float, float>(UVUs[2], 1 - UVVs[2]);

                            // Set material index
                            if (MeshMaterials.Count > 0)
                            {
                                NewFace.MaterialIndex = UsedMaterials[MeshMaterials[0].Name];
                            }

                            // Add it
                            NewMesh.Faces.Add(NewFace);
                        }
                        else
                        {
                            // Create new faces
                            FaceVertex NewFace = new FaceVertex(), NewFace2 = new FaceVertex();
                            // Setup
                            NewFace.Indices[0]  = Indices[0];
                            NewFace.Indices[2]  = Indices[1];
                            NewFace.Indices[1]  = Indices[2];
                            NewFace2.Indices[0] = Indices[0];
                            NewFace2.Indices[2] = Indices[2];
                            NewFace2.Indices[1] = Indices[3];

                            // Normals
                            NewFace.Normals[0]  = new MVector(Normals[0][0], Normals[0][1], Normals[0][2]);
                            NewFace.Normals[2]  = new MVector(Normals[1][0], Normals[1][1], Normals[1][2]);
                            NewFace.Normals[1]  = new MVector(Normals[2][0], Normals[2][1], Normals[2][2]);
                            NewFace2.Normals[0] = new MVector(Normals[0][0], Normals[0][1], Normals[0][2]);
                            NewFace2.Normals[2] = new MVector(Normals[2][0], Normals[2][1], Normals[2][2]);
                            NewFace2.Normals[1] = new MVector(Normals[3][0], Normals[3][1], Normals[3][2]);

                            // Colors
                            FaceIterator.getColor(NewFace.Colors[0], 0);
                            FaceIterator.getColor(NewFace.Colors[2], 1);
                            FaceIterator.getColor(NewFace.Colors[1], 2);
                            FaceIterator.getColor(NewFace2.Colors[0], 0);
                            FaceIterator.getColor(NewFace2.Colors[2], 2);
                            FaceIterator.getColor(NewFace2.Colors[1], 3);

                            // Append UV Layers
                            NewFace.UVs[0]  = new Tuple <float, float>(UVUs[0], 1 - UVVs[0]);
                            NewFace.UVs[2]  = new Tuple <float, float>(UVUs[1], 1 - UVVs[1]);
                            NewFace.UVs[1]  = new Tuple <float, float>(UVUs[2], 1 - UVVs[2]);
                            NewFace2.UVs[0] = new Tuple <float, float>(UVUs[0], 1 - UVVs[0]);
                            NewFace2.UVs[2] = new Tuple <float, float>(UVUs[2], 1 - UVVs[2]);
                            NewFace2.UVs[1] = new Tuple <float, float>(UVUs[3], 1 - UVVs[3]);

                            // Set material index
                            if (MeshMaterials.Count > 0)
                            {
                                NewFace.MaterialIndex  = UsedMaterials[MeshMaterials[0].Name];
                                NewFace2.MaterialIndex = UsedMaterials[MeshMaterials[0].Name];
                            }

                            // Add it
                            NewMesh.Faces.Add(NewFace);
                            NewMesh.Faces.Add(NewFace2);
                        }
                    }

                    // Add it
                    Result.Meshes.Add(NewMesh);
                }

                // Write
                switch (FileType)
                {
                case XModelType.Export:
                    Result.WriteExport(FilePath);
                    break;

                case XModelType.Bin:
                    Result.WriteBin(FilePath);
                    break;
                }
            }

            // Log complete
            MGlobal.displayInfo(string.Format("[CODTools] Exported {0}", System.IO.Path.GetFileName(FilePath)));
        }
Beispiel #5
0
        /// <summary>
        /// Faces and vertices UVs, positions and normals.
        /// </summary>
        private static void ExtractMeshGeometry(MayaM2Mesh mesh, MDagPath meshPath, Dictionary <string, MayaM2Bone> jointMap, List <MayaM2Vertex> globalVertexList)
        {
            // ***Data Tables***
            // UV Sets
            var uvsets        = new MStringArray();
            var meshFunctions = new MFnMesh(meshPath);

            meshFunctions.getUVSetNames(uvsets);

            //Bone Weights
            var vertexWeights    = new List <MDoubleArray>();
            var influenceObjects = new MDagPathArray();

            GetMeshWeightData(vertexWeights, influenceObjects, meshPath);

            //Positions
            var positions = new MFloatPointArray();

            meshFunctions.getPoints(positions, MSpace.Space.kWorld);

            //Normals
            var normals = new MFloatVectorArray();

            meshFunctions.getVertexNormals(false, normals, MSpace.Space.kWorld);

            var polygonIter = new MItMeshPolygon(meshPath);

            while (!polygonIter.isDone)
            {
                //Divide face into triangles
                var polyMeshRelative = new MIntArray();
                polygonIter.getVertices(polyMeshRelative);
                int numTriangles;
                polygonIter.numTriangles(out numTriangles);
                for (var i = 0; i < numTriangles; i++)
                {
                    var triangle             = new MayaM2Triangle();
                    var triangleMeshRelative = new MIntArray();
                    polygonIter.getTriangle(i, new MPointArray(), triangleMeshRelative);
                    var triangleFaceRelative = GetLocalTriangle(polyMeshRelative, triangleMeshRelative);
                    for (var v = 0; v < 3; v++)
                    {
                        var meshIndex = triangleMeshRelative[v];
                        var faceIndex = triangleFaceRelative[v];

                        //Bone weights
                        var weights = new List <Tuple <MayaM2Bone, double> >();
                        for (var b = 0; b < influenceObjects.length; b++) //for each joint
                        {
                            var kJointPath = influenceObjects[b];
                            if (!kJointPath.hasFn(MFn.Type.kJoint))
                            {
                                continue;
                            }
                            Debug.Assert(b < vertexWeights[meshIndex].Count,
                                         "vertexWeights size : " + vertexWeights.Count + " " +
                                         "\njointWeights for this vertex : " + vertexWeights[meshIndex].Count);
                            //Here are a joint&weight for this vertex
                            if (vertexWeights[meshIndex][b] > Epsilon)
                            {
                                weights.Add(new Tuple <MayaM2Bone, double>(jointMap[kJointPath.fullPathName],
                                                                           vertexWeights[meshIndex][b]));
                            }
                        }

                        //Position & normals
                        var position = positions[(int)polygonIter.vertexIndex(faceIndex)];
                        var normal   = normals[(int)polygonIter.normalIndex(faceIndex)];

                        //UV coordinates
                        var uvCoordinates = new List <Tuple <float, float> >();
                        if (uvsets.length > 0 && meshFunctions.numUVs(uvsets[0]) > 0)
                        {
                            foreach (var uvset in uvsets)
                            {
                                var uvCoords = new float[2];
                                polygonIter.getUV(faceIndex, uvCoords, uvset);
                                uvCoordinates.Add(new Tuple <float, float>(uvCoords[0], uvCoords[1]));
                            }
                        }
                        var vert = VertexFactory.Create(position, normal, uvCoordinates, weights, globalVertexList);
                        triangle.Vertices.Add(vert);
                    }
                    mesh.Faces.Add(triangle);
                }
                polygonIter.next();
            }
        }
        public void Load(string name, SKLFile skl = null)
        {
            MIntArray        polygonIndexCounts = new MIntArray((uint)this.Indices.Count / 3);
            MIntArray        polygonIndices     = new MIntArray((uint)this.Indices.Count);
            MFloatPointArray vertices           = new MFloatPointArray((uint)this.Vertices.Count);
            MFloatArray      arrayU             = new MFloatArray((uint)this.Vertices.Count);
            MFloatArray      arrayV             = new MFloatArray((uint)this.Vertices.Count);
            MVectorArray     normals            = new MVectorArray((uint)this.Vertices.Count);
            MIntArray        normalIndices      = new MIntArray((uint)this.Vertices.Count);
            MFnMesh          mesh        = new MFnMesh();
            MDagPath         meshDagPath = new MDagPath();
            MDGModifier      modifier    = new MDGModifier();
            MFnSet           set         = new MFnSet();

            for (int i = 0; i < this.Indices.Count / 3; i++)
            {
                polygonIndexCounts[i] = 3;
            }

            for (int i = 0; i < this.Indices.Count; i++)
            {
                polygonIndices[i] = this.Indices[i];
            }

            for (int i = 0; i < this.Vertices.Count; i++)
            {
                SKNVertex vertex = this.Vertices[i];

                vertices[i]      = new MFloatPoint(vertex.Position.X, vertex.Position.Y, vertex.Position.Z);
                arrayU[i]        = vertex.UV.X;
                arrayV[i]        = 1 - vertex.UV.Y;
                normals[i]       = new MVector(vertex.Normal.X, vertex.Normal.Y, vertex.Normal.Z);
                normalIndices[i] = i;
            }

            //Assign mesh data
            mesh.create(this.Vertices.Count, this.Indices.Count / 3, vertices, polygonIndexCounts, polygonIndices, arrayU, arrayV, MObject.kNullObj);
            mesh.setVertexNormals(normals, normalIndices);
            mesh.getPath(meshDagPath);
            mesh.assignUVs(polygonIndexCounts, polygonIndices);

            //Set names
            mesh.setName(name);
            MFnTransform transformNode = new MFnTransform(mesh.parent(0));

            transformNode.setName("transform_" + name);

            //Get render partition
            MGlobal.displayInfo("SKNFile:Load - Searching for Render Partition");
            MItDependencyNodes itDependencyNodes = new MItDependencyNodes(MFn.Type.kPartition);
            MFnPartition       renderPartition   = new MFnPartition();
            bool foundRenderPartition            = false;

            for (; !itDependencyNodes.isDone; itDependencyNodes.next())
            {
                renderPartition.setObject(itDependencyNodes.thisNode);
                MGlobal.displayInfo("SKNFile:Load - Iterating through partition: " + renderPartition.name + " IsRenderPartition: " + renderPartition.isRenderPartition);
                if (renderPartition.name == "renderPartition" && renderPartition.isRenderPartition)
                {
                    MGlobal.displayInfo("SKNFile:Load - Found render partition");
                    foundRenderPartition = true;
                    break;
                }
            }


            //Create Materials
            for (int i = 0; i < this.Submeshes.Count; i++)
            {
                MFnDependencyNode dependencyNode = new MFnDependencyNode();
                MFnLambertShader  lambertShader  = new MFnLambertShader();
                SKNSubmesh        submesh        = this.Submeshes[i];
                MObject           shader         = lambertShader.create(true);

                lambertShader.setName(submesh.Name);
                lambertShader.color = MaterialProvider.GetMayaColor(i);

                MObject shadingEngine = dependencyNode.create("shadingEngine", submesh.Name + "_SG");
                MObject materialInfo  = dependencyNode.create("materialInfo", submesh.Name + "_MaterialInfo");
                if (foundRenderPartition)
                {
                    MPlug partitionPlug = new MFnDependencyNode(shadingEngine).findPlug("partition");
                    MPlug setsPlug      = MayaHelper.FindFirstNotConnectedElement(renderPartition.findPlug("sets"));
                    modifier.connect(partitionPlug, setsPlug);
                }
                else
                {
                    MGlobal.displayInfo("SKNFile:Load - Couldn't find Render Partition for mesh: " + name + "." + submesh.Name);
                }

                MPlug outColorPlug      = lambertShader.findPlug("outColor");
                MPlug surfaceShaderPlug = new MFnDependencyNode(shadingEngine).findPlug("surfaceShader");
                modifier.connect(outColorPlug, surfaceShaderPlug);

                MPlug messagePlug      = new MFnDependencyNode(shadingEngine).findPlug("message");
                MPlug shadingGroupPlug = new MFnDependencyNode(materialInfo).findPlug("shadingGroup");
                modifier.connect(messagePlug, shadingGroupPlug);

                modifier.doIt();

                MFnSingleIndexedComponent component = new MFnSingleIndexedComponent();
                MObject   faceComponent             = component.create(MFn.Type.kMeshPolygonComponent);
                MIntArray groupPolygonIndices       = new MIntArray();
                uint      endIndex = (submesh.StartIndex + submesh.IndexCount) / 3;
                for (uint j = submesh.StartIndex / 3; j < endIndex; j++)
                {
                    groupPolygonIndices.append((int)j);
                }
                component.addElements(groupPolygonIndices);

                set.setObject(shadingEngine);
                set.addMember(meshDagPath, faceComponent);
            }

            if (skl == null)
            {
                mesh.updateSurface();
            }
            else
            {
                MFnSkinCluster skinCluster             = new MFnSkinCluster();
                MSelectionList jointPathsSelectionList = new MSelectionList();

                jointPathsSelectionList.add(meshDagPath);
                for (int i = 0; i < skl.Influences.Count; i++)
                {
                    short    jointIndex = skl.Influences[i];
                    SKLJoint joint      = skl.Joints[jointIndex];
                    jointPathsSelectionList.add(skl.JointDagPaths[jointIndex]);

                    MGlobal.displayInfo(string.Format("SKNFile:Load:Bind - Added joint [{0}] {1} to binding selection", joint.ID, joint.Name));
                }

                MGlobal.selectCommand(jointPathsSelectionList);
                MGlobal.executeCommand("skinCluster -mi 4 -tsb -n skinCluster_" + name);

                MPlug      inMeshPlug        = mesh.findPlug("inMesh");
                MPlugArray inMeshConnections = new MPlugArray();
                inMeshPlug.connectedTo(inMeshConnections, true, false);

                if (inMeshConnections.length == 0)
                {
                    MGlobal.displayError("SKNFile:Load:Bind - Failed to find the created Skin Cluster");
                    throw new Exception("SKNFile:Load:Bind - Failed to find the created Skin Cluster");
                }

                MPlug         outputGeometryPlug = inMeshConnections[0];
                MDagPathArray influencesDagPaths = new MDagPathArray();

                skinCluster.setObject(outputGeometryPlug.node);
                skinCluster.influenceObjects(influencesDagPaths);

                MIntArray influenceIndices = new MIntArray((uint)skl.Influences.Count);
                for (int i = 0; i < skl.Influences.Count; i++)
                {
                    MDagPath influencePath = skl.JointDagPaths[skl.Influences[i]];

                    for (int j = 0; j < skl.Influences.Count; j++)
                    {
                        if (influencesDagPaths[j].partialPathName == influencePath.partialPathName)
                        {
                            influenceIndices[i] = j;
                            MGlobal.displayInfo("SKNReader:Load:Bind - Added Influence Joint: " + i + " -> " + j);
                            break;
                        }
                    }
                }

                MFnSingleIndexedComponent singleIndexedComponent = new MFnSingleIndexedComponent();
                MObject   vertexComponent    = singleIndexedComponent.create(MFn.Type.kMeshVertComponent);
                MIntArray groupVertexIndices = new MIntArray((uint)this.Vertices.Count);

                for (int i = 0; i < this.Vertices.Count; i++)
                {
                    groupVertexIndices[i] = i;
                }
                singleIndexedComponent.addElements(groupVertexIndices);

                MGlobal.executeCommand(string.Format("setAttr {0}.normalizeWeights 0", skinCluster.name));

                MDoubleArray weights = new MDoubleArray((uint)(this.Vertices.Count * skl.Influences.Count));
                for (int i = 0; i < this.Vertices.Count; i++)
                {
                    SKNVertex vertex = this.Vertices[i];

                    for (int j = 0; j < 4; j++)
                    {
                        double weight    = vertex.Weights[j];
                        int    influence = vertex.BoneIndices[j];

                        if (weight != 0)
                        {
                            weights[(i * skl.Influences.Count) + influence] = weight;
                        }
                    }
                }

                skinCluster.setWeights(meshDagPath, vertexComponent, influenceIndices, weights, false);
                MGlobal.executeCommand(string.Format("setAttr {0}.normalizeWeights 1", skinCluster.name));
                MGlobal.executeCommand(string.Format("skinPercent -normalize true {0} {1}", skinCluster.name, mesh.name));
                mesh.updateSurface();
            }
        }
        public void Create(SKLFile skl)
        {
            MSelectionList   currentSelection         = MGlobal.activeSelectionList;
            MItSelectionList currentSelectionIterator = new MItSelectionList(currentSelection, MFn.Type.kMesh);
            MDagPath         meshDagPath = new MDagPath();

            if (currentSelectionIterator.isDone)
            {
                MGlobal.displayError("SKNFile:Create - No mesh selected!");
                throw new Exception("SKNFile:Create - No mesh selected!");
            }
            else
            {
                currentSelectionIterator.getDagPath(meshDagPath);
                currentSelectionIterator.next();

                if (!currentSelectionIterator.isDone)
                {
                    MGlobal.displayError("SKNFile:Create - More than one mesh selected!");
                    throw new Exception("SKNFile:Create - More than one mesh selected!");
                }
            }

            MFnMesh mesh = new MFnMesh(meshDagPath);

            //Find Skin Cluster
            MPlug      inMeshPlug        = mesh.findPlug("inMesh");
            MPlugArray inMeshConnections = new MPlugArray();

            inMeshPlug.connectedTo(inMeshConnections, true, false);
            if (inMeshConnections.length == 0)
            {
                MGlobal.displayError("SKNFile:Create - Failed to find Skin Cluster!");
                throw new Exception("SKNFile:Create - Failed to find Skin Cluster!");
            }

            MPlug          outputGeometryPlug = inMeshConnections[0];
            MFnSkinCluster skinCluster        = new MFnSkinCluster(outputGeometryPlug.node);
            MDagPathArray  influenceDagPaths  = new MDagPathArray();
            uint           influenceCount     = skinCluster.influenceObjects(influenceDagPaths);

            MGlobal.displayInfo("SKNFile:Create - Influence Count: " + influenceCount);

            //Get SKL Influence Indices
            MIntArray sklInfluenceIndices = new MIntArray(influenceCount);

            for (int i = 0; i < influenceCount; i++)
            {
                MDagPath jointDagPath = influenceDagPaths[i];

                MGlobal.displayInfo(jointDagPath.fullPathName);

                //Loop through Joint DAG Paths, if we find a math for the influence, write the index
                for (int j = 0; j < skl.JointDagPaths.Count; j++)
                {
                    if (jointDagPath.equalEqual(skl.JointDagPaths[j]))
                    {
                        MGlobal.displayInfo("Found coresponding DAG path");
                        sklInfluenceIndices[i] = j;
                        break;
                    }
                }
            }

            //Add Influence indices to SKL File
            MIntArray maskInfluenceIndex = new MIntArray(influenceCount);

            for (int i = 0; i < influenceCount; i++)
            {
                maskInfluenceIndex[i] = i;
                skl.Influences.Add((short)sklInfluenceIndices[i]);
            }

            MObjectArray shaders = new MObjectArray();
            MIntArray    polygonShaderIndices = new MIntArray();

            mesh.getConnectedShaders(meshDagPath.isInstanced ? meshDagPath.instanceNumber : 0, shaders, polygonShaderIndices);

            uint shaderCount = shaders.length;

            if (shaderCount > 32) //iirc 32 is the limit of how many submeshes there can be for an SKN file
            {
                MGlobal.displayError("SKNFile:Create - You've exceeded the maximum limit of 32 shaders");
                throw new Exception("SKNFile:Create - You've exceeded the maximum limit of 32 shaders");
            }

            MIntArray vertexShaders = new MIntArray();

            ValidateMeshTopology(mesh, meshDagPath, polygonShaderIndices, ref vertexShaders, shaderCount);

            //Get Weights
            MFnSingleIndexedComponent vertexIndexedComponent = new MFnSingleIndexedComponent();
            MObject   vertexComponent    = vertexIndexedComponent.create(MFn.Type.kMeshVertComponent);
            MIntArray groupVertexIndices = new MIntArray((uint)mesh.numVertices);

            for (int i = 0; i < mesh.numVertices; i++)
            {
                groupVertexIndices[i] = i;
            }
            vertexIndexedComponent.addElements(groupVertexIndices);

            MDoubleArray weights = new MDoubleArray();
            uint         weightsInfluenceCount = 0;

            skinCluster.getWeights(meshDagPath, vertexComponent, weights, ref weightsInfluenceCount);

            //Check if vertices don't have more than 4 influences and normalize weights
            for (int i = 0; i < mesh.numVertices; i++)
            {
                int    vertexInfluenceCount = 0;
                double weightSum            = 0;
                for (int j = 0; j < weightsInfluenceCount; j++)
                {
                    double weight = weights[(int)(i * weightsInfluenceCount) + j];
                    if (weight != 0)
                    {
                        vertexInfluenceCount++;
                        weightSum += weight;
                    }
                }

                if (vertexInfluenceCount > 4)
                {
                    MGlobal.displayError("SKNFile:Create - Mesh contains a vertex with more than 4 influences");
                    throw new Exception("SKNFile:Create - Mesh contains a vertex with more than 4 influences");
                }

                //Normalize weights
                for (int j = 0; j < weightsInfluenceCount; j++)
                {
                    weights[(int)(i * influenceCount) + j] /= weightSum;
                }
            }

            List <MIntArray>         shaderVertexIndices = new List <MIntArray>();
            List <List <SKNVertex> > shaderVertices      = new List <List <SKNVertex> >();
            List <MIntArray>         shaderIndices       = new List <MIntArray>();

            for (int i = 0; i < shaderCount; i++)
            {
                shaderVertexIndices.Add(new MIntArray());
                shaderVertices.Add(new List <SKNVertex>());
                shaderIndices.Add(new MIntArray());
            }

            MItMeshVertex meshVertexIterator = new MItMeshVertex(meshDagPath);

            for (meshVertexIterator.reset(); !meshVertexIterator.isDone; meshVertexIterator.next())
            {
                int index  = meshVertexIterator.index();
                int shader = vertexShaders[index];
                if (shader == -1)
                {
                    MGlobal.displayWarning("SKNFile:Create - Mesh contains a vertex with no shader");
                    continue;
                }

                MPoint       pointPosition = meshVertexIterator.position(MSpace.Space.kWorld);
                Vector3      position      = new Vector3((float)pointPosition.x, (float)pointPosition.y, (float)pointPosition.z);
                MVectorArray normals       = new MVectorArray();
                MIntArray    uvIndices     = new MIntArray();
                Vector3      normal        = new Vector3();
                byte[]       weightIndices = new byte[4];
                float[]      vertexWeights = new float[4];

                meshVertexIterator.getNormals(normals);

                //Normalize normals
                for (int i = 0; i < normals.length; i++)
                {
                    normal.X += (float)normals[i].x;
                    normal.Y += (float)normals[i].y;
                    normal.Z += (float)normals[i].z;
                }

                normal.X /= normals.length;
                normal.Y /= normals.length;
                normal.Z /= normals.length;

                //Get Weight Influences and Weights
                int weightsFound = 0;
                for (int j = 0; j < weightsInfluenceCount && weightsFound < 4; j++)
                {
                    double weight = weights[(int)(index * weightsInfluenceCount) + j];

                    if (weight != 0)
                    {
                        weightIndices[weightsFound] = (byte)maskInfluenceIndex[j];
                        vertexWeights[weightsFound] = (float)weight;
                        weightsFound++;
                    }
                }

                //Get unique UVs
                meshVertexIterator.getUVIndices(uvIndices);
                if (uvIndices.length != 0)
                {
                    List <int> seen = new List <int>();
                    for (int j = 0; j < uvIndices.length; j++)
                    {
                        int uvIndex = uvIndices[j];
                        if (!seen.Contains(uvIndex))
                        {
                            seen.Add(uvIndex);

                            float u = 0;
                            float v = 0;
                            mesh.getUV(uvIndex, ref u, ref v);

                            SKNVertex vertex = new SKNVertex(position, weightIndices, vertexWeights, normal, new Vector2(u, 1 - v));
                            vertex.UVIndex = uvIndex;

                            shaderVertices[shader].Add(vertex);
                            shaderVertexIndices[shader].append(index);
                        }
                    }
                }
                else
                {
                    MGlobal.displayError("SKNFile:Create - Mesh contains a vertex with no UVs");
                    throw new Exception("SKNFile:Create - Mesh contains a vertex with no UVs");
                }
            }

            //Convert from Maya indices to data indices
            int       currentIndex = 0;
            MIntArray dataIndices  = new MIntArray((uint)mesh.numVertices, -1);

            for (int i = 0; i < shaderCount; i++)
            {
                for (int j = 0; j < shaderVertexIndices[i].length; j++)
                {
                    int index = shaderVertexIndices[i][j];
                    if (dataIndices[index] == -1)
                    {
                        dataIndices[index]             = currentIndex;
                        shaderVertices[i][j].DataIndex = currentIndex;
                    }
                    else
                    {
                        shaderVertices[i][j].DataIndex = dataIndices[index];
                    }

                    currentIndex++;
                }

                this.Vertices.AddRange(shaderVertices[i]);
            }

            MItMeshPolygon polygonIterator = new MItMeshPolygon(meshDagPath);

            for (polygonIterator.reset(); !polygonIterator.isDone; polygonIterator.next())
            {
                int polygonIndex = (int)polygonIterator.index();
                int shaderIndex  = polygonShaderIndices[polygonIndex];

                MIntArray   indices = new MIntArray();
                MPointArray points  = new MPointArray();
                polygonIterator.getTriangles(points, indices);

                if (polygonIterator.hasUVsProperty)
                {
                    MIntArray vertices   = new MIntArray();
                    MIntArray newIndices = new MIntArray(indices.length, -1);
                    polygonIterator.getVertices(vertices);

                    for (int i = 0; i < vertices.length; i++)
                    {
                        int dataIndex = dataIndices[vertices[i]];
                        int uvIndex;
                        polygonIterator.getUVIndex(i, out uvIndex);

                        if (dataIndex == -1 || dataIndex >= this.Vertices.Count)
                        {
                            MGlobal.displayError("SKNFIle:Create - Data Index outside of range");
                            throw new Exception("SKNFIle:Create - Data Index outside of range");
                        }

                        for (int j = dataIndex; j < this.Vertices.Count; j++)
                        {
                            if (this.Vertices[j].DataIndex != dataIndex)
                            {
                                MGlobal.displayError("SKNFIle:Create - Can't find corresponding face vertex in data");
                                throw new Exception("SKNFIle:Create - Can't find corresponding face vertex in data");
                            }
                            else if (this.Vertices[j].UVIndex == uvIndex)
                            {
                                for (int k = 0; k < indices.length; k++)
                                {
                                    if (indices[k] == vertices[i])
                                    {
                                        newIndices[k] = j;
                                    }
                                }

                                break;
                            }
                        }
                    }

                    for (int i = 0; i < newIndices.length; i++)
                    {
                        shaderIndices[shaderIndex].append(newIndices[i]);
                    }
                }
                else
                {
                    for (int i = 0; i < indices.length; i++)
                    {
                        shaderIndices[shaderIndex].append(dataIndices[indices[i]]);
                    }
                }
            }

            uint startIndex  = 0;
            uint startVertex = 0;

            for (int i = 0; i < shaderCount; i++)
            {
                MPlug      shaderPlug = new MFnDependencyNode(shaders[i]).findPlug("surfaceShader");
                MPlugArray plugArray  = new MPlugArray();
                shaderPlug.connectedTo(plugArray, true, false);

                string name        = new MFnDependencyNode(plugArray[0].node).name;
                uint   indexCount  = shaderIndices[i].length;
                uint   vertexCount = shaderVertexIndices[i].length;

                //Copy indices to SKLFile
                for (int j = 0; j < indexCount; j++)
                {
                    this.Indices.Add((ushort)shaderIndices[i][j]);
                }

                this.Submeshes.Add(new SKNSubmesh(name, startVertex, vertexCount, startIndex, indexCount));

                startIndex  += indexCount;
                startVertex += vertexCount;
            }

            MGlobal.displayInfo("SKNFile:Create - Created SKN File");
        }
 public exampleCameraSetViewCmd()
 {
     fCameraList = new MDagPathArray();
 }
 public exampleCameraSetViewCmd()
 {
     fCameraList = new MDagPathArray();
 }
        public override void doIt(MArgList args)
        {
            // parse args to get the file name from the command-line
            //
            parseArgs(args);
            uint count = 0;


            // Iterate through graph and search for skinCluster nodes
            //
            MItDependencyNodes iter = new MItDependencyNodes(MFn.Type.kInvalid);

            for ( ; !iter.isDone; iter.next())
            {
                MObject obj = iter.item;
                if (obj.apiType == MFn.Type.kSkinClusterFilter)
                {
                    count++;

                    // For each skinCluster node, get the list of influence objects
                    //
                    MFnSkinCluster skinCluster = new MFnSkinCluster(obj);
                    MDagPathArray  infs        = new MDagPathArray();
                    uint           nInfs;
                    try
                    {
                        nInfs = skinCluster.influenceObjects(infs);
                    }
                    catch (Exception)
                    {
                        MGlobal.displayInfo("Error getting influence objects.");
                        continue;
                    }
                    if (0 == nInfs)
                    {
                        MGlobal.displayInfo("Error: No influence objects found.");
                        continue;
                    }

                    // loop through the geometries affected by this cluster
                    //
                    uint nGeoms = skinCluster.numOutputConnections;
                    for (uint ii = 0; ii < nGeoms; ++ii)
                    {
                        uint index;
                        try
                        {
                            index = skinCluster.indexForOutputConnection(ii);
                        }
                        catch (Exception)
                        {
                            MGlobal.displayInfo("Error getting geometry index.");
                            continue;
                        }

                        // get the dag path of the ii'th geometry
                        //
                        MDagPath skinPath = new MDagPath();
                        try{
                            skinCluster.getPathAtIndex(index, skinPath);
                        }
                        catch (Exception)
                        {
                            MGlobal.displayInfo("Error getting geometry path.");
                            continue;
                        }

                        // iterate through the components of this geometry
                        //
                        MItGeometry gIter = new MItGeometry(skinPath);

                        // print out the path name of the skin, vertexCount & influenceCount
                        //
                        UnicodeEncoding uniEncoding = new UnicodeEncoding();
                        string          res         = String.Format("{0} {1} {2}\n", skinPath.partialPathName, gIter.count, nInfs);
                        file.Write(uniEncoding.GetBytes(res), 0, uniEncoding.GetByteCount(res));

                        // print out the influence objects
                        //
                        for (int kk = 0; kk < nInfs; ++kk)
                        {
                            res = String.Format("{0} ", infs[kk].partialPathName);
                            file.Write(uniEncoding.GetBytes(res), 0, uniEncoding.GetByteCount(res));
                        }
                        res = "\n";
                        file.Write(uniEncoding.GetBytes(res), 0, uniEncoding.GetByteCount(res));

                        for (/* nothing */; !gIter.isDone; gIter.next())
                        {
                            MObject comp;
                            try
                            {
                                comp = gIter.component;
                            }
                            catch (Exception)
                            {
                                MGlobal.displayInfo("Error getting geometry path.");
                                continue;
                            }


                            // Get the weights for this vertex (one per influence object)
                            //
                            MDoubleArray wts      = new MDoubleArray();
                            uint         infCount = 0;
                            try
                            {
                                skinCluster.getWeights(skinPath, comp, wts, ref infCount);
                            }
                            catch (Exception)
                            {
                                displayError("Error getting weights.");
                                continue;
                            }
                            if (0 == infCount)
                            {
                                displayError("Error: 0 influence objects.");
                            }

                            // Output the weight data for this vertex
                            //
                            res = String.Format("{0} ", gIter.index);
                            file.Write(uniEncoding.GetBytes(res), 0, uniEncoding.GetByteCount(res));
                            for (int jj = 0; jj < infCount; ++jj)
                            {
                                res = String.Format("{0} ", wts[jj]);
                                file.Write(uniEncoding.GetBytes(res), 0, uniEncoding.GetByteCount(res));
                            }
                            file.Write(uniEncoding.GetBytes("\n"), 0, uniEncoding.GetByteCount("\n"));
                        }
                    }
                }
            }

            if (0 == count)
            {
                displayError("No skinClusters found in this scene.");
            }
            file.Close();
            return;
        }