private static UltimateMesh CreateRenderMesh(Mesh mesh, RSkeleton skeleton, MeshObject meshObject, BufferObject vertexBuffer0, BufferObject vertexBuffer1)
        {
            var vertexAccessor = new SsbhVertexAccessor(mesh);
            var vertexIndices = vertexAccessor.ReadIndices(meshObject);

            var renderMesh = new UltimateMesh(vertexIndices, meshObject.VertexCount);

            ConfigureVertexAttributes(mesh, renderMesh, skeleton, meshObject, vertexBuffer0, vertexBuffer1);
            return renderMesh;
        }
Beispiel #2
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        private UltimateMesh CreateRenderMesh(RSkeleton skeleton, MeshObject meshObject)
        {
            var vertexAccessor = new SsbhVertexAccessor(mesh);
            var vertexIndices  = vertexAccessor.ReadIndices(meshObject);

            var renderMesh = new UltimateMesh(vertexIndices, meshObject.VertexCount);

            ConfigureVertexAttributes(renderMesh, skeleton, meshObject, vertexAccessor);
            return(renderMesh);
        }
Beispiel #3
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        private RenderMesh GetRenderMesh(RSkeleton skeleton, MeshObject meshObject)
        {
            var vertexAccessor = new SsbhVertexAccessor(mesh);
            var vertexIndices  = vertexAccessor.ReadIndices(0, meshObject.IndexCount, meshObject);

            System.Diagnostics.Debug.WriteLine($"Vertex Count: {vertexIndices.Length}");

            var vertices = CreateVertices(skeleton, meshObject, vertexAccessor, vertexIndices);

            return(new RenderMesh(vertices, vertexIndices));
        }
Beispiel #4
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        public static void Open(string FileName, SBScene Scene)
        {
            SsbhFile File;

            if (Ssbh.TryParseSsbhFile(FileName, out File))
            {
                if (File is Mesh mesh)
                {
                    if (mesh.VersionMajor != 1 && mesh.VersionMinor != 10)
                    {
                        SBConsole.WriteLine($"Mesh Version {mesh.VersionMajor}.{mesh.VersionMinor} not supported");
                        return;
                    }
                    if (mesh.UnknownOffset != 0 || mesh.UnknownSize != 0)
                    {
                        SBConsole.WriteLine($"Warning: Unknown Mesh format detected");
                    }

                    SBUltimateModel model = new SBUltimateModel();
                    model.Name           = mesh.ModelName;
                    model.BoundingSphere = new Vector4(mesh.BoundingSphereX, mesh.BoundingSphereY, mesh.BoundingSphereZ, mesh.BoundingSphereRadius);

                    ((SBSceneSSBH)Scene).Model = model;

                    SsbhVertexAccessor accessor = new SsbhVertexAccessor(mesh);
                    {
                        foreach (var meshObject in mesh.Objects)
                        {
                            SBUltimateMesh sbMesh = new SBUltimateMesh();
                            sbMesh.EnableAttributes(meshObject);

                            sbMesh.Name       = meshObject.Name;
                            sbMesh.ParentBone = meshObject.ParentBoneName;

                            sbMesh.BoundingSphere = new BoundingSphere(meshObject.BoundingSphereX, meshObject.BoundingSphereY, meshObject.BoundingSphereZ, meshObject.BoundingSphereRadius);
                            sbMesh.AABoundingBox  = new AABoundingBox(new Vector3(meshObject.MinBoundingBoxX, meshObject.MinBoundingBoxY, meshObject.MinBoundingBoxZ),
                                                                      new Vector3(meshObject.MaxBoundingBoxX, meshObject.MaxBoundingBoxY, meshObject.MaxBoundingBoxZ));
                            sbMesh.OrientedBoundingBox = new OrientedBoundingBox(new Vector3(meshObject.ObbCenterX, meshObject.ObbCenterY, meshObject.ObbCenterZ),
                                                                                 new Vector3(meshObject.ObbSizeX, meshObject.ObbSizeY, meshObject.ObbSizeZ),
                                                                                 new Matrix3(meshObject.M11, meshObject.M12, meshObject.M13,
                                                                                             meshObject.M21, meshObject.M22, meshObject.M23,
                                                                                             meshObject.M31, meshObject.M32, meshObject.M33));

                            sbMesh.Indices  = new List <uint>(accessor.ReadIndices(0, meshObject.IndexCount, meshObject));
                            sbMesh.Vertices = CreateVertices(mesh, Scene.Skeleton, meshObject, accessor, sbMesh.Indices.ToArray());
                            model.Meshes.Add(sbMesh);
                        }
                    }
                }
            }
        }
Beispiel #5
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        private RenderMesh GetRenderMesh(RSkeleton skeleton, MeshObject meshObject, RMesh rMesh)
        {
            var vertexAccessor = new SsbhVertexAccessor(mesh);
            {
                var vertexIndices = vertexAccessor.ReadIndices(0, meshObject.IndexCount, meshObject);

                System.Diagnostics.Debug.WriteLine($"Vertex Count: {vertexIndices.Length}");

                List <CustomVertex> vertices = CreateVertices(skeleton, meshObject, vertexAccessor, vertexIndices);

                /*if(obs.IndexOf(meshObject) != 0x2B && ExtendedMesh != null && ExtendedMesh.MeshToIndexBuffer.ContainsKey(obs.IndexOf(meshObject)))
                 * {
                 *  rMesh.RenderMesh = new RenderMesh(vertices, new List<uint>(ExtendedMesh.MeshToIndexBuffer[obs.IndexOf(meshObject)]), PrimitiveType.TriangleFan);
                 * }
                 * else*/
                return(new RenderMesh(vertices, new List <uint>(vertexIndices)));
            }
        }
Beispiel #6
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        private static List <UltimateVertex> CreateVertices(Mesh mesh, ISBSkeleton Skeleton, MeshObject meshObject, SsbhVertexAccessor vertexAccessor, uint[] vertexIndices)
        {
            // Read attribute values.
            var positions        = vertexAccessor.ReadAttribute("Position0", 0, meshObject.VertexCount, meshObject);
            var normals          = vertexAccessor.ReadAttribute("Normal0", 0, meshObject.VertexCount, meshObject);
            var tangents         = vertexAccessor.ReadAttribute("Tangent0", 0, meshObject.VertexCount, meshObject);
            var map1Values       = vertexAccessor.ReadAttribute("map1", 0, meshObject.VertexCount, meshObject);
            var uvSetValues      = vertexAccessor.ReadAttribute("uvSet", 0, meshObject.VertexCount, meshObject);
            var uvSet1Values     = vertexAccessor.ReadAttribute("uvSet1", 0, meshObject.VertexCount, meshObject);
            var uvSet2Values     = vertexAccessor.ReadAttribute("uvSet2", 0, meshObject.VertexCount, meshObject);
            var bake1Values      = vertexAccessor.ReadAttribute("bake1", 0, meshObject.VertexCount, meshObject);
            var colorSet1Values  = vertexAccessor.ReadAttribute("colorSet1", 0, meshObject.VertexCount, meshObject);
            var colorSet2Values  = vertexAccessor.ReadAttribute("colorSet2", 0, meshObject.VertexCount, meshObject);
            var colorSet21Values = vertexAccessor.ReadAttribute("colorSet21", 0, meshObject.VertexCount, meshObject);
            var colorSet22Values = vertexAccessor.ReadAttribute("colorSet22", 0, meshObject.VertexCount, meshObject);
            var colorSet23Values = vertexAccessor.ReadAttribute("colorSet23", 0, meshObject.VertexCount, meshObject);
            var colorSet3Values  = vertexAccessor.ReadAttribute("colorSet3", 0, meshObject.VertexCount, meshObject);
            var colorSet4Values  = vertexAccessor.ReadAttribute("colorSet4", 0, meshObject.VertexCount, meshObject);
            var colorSet5Values  = vertexAccessor.ReadAttribute("colorSet5", 0, meshObject.VertexCount, meshObject);
            var colorSet6Values  = vertexAccessor.ReadAttribute("colorSet6", 0, meshObject.VertexCount, meshObject);
            var colorSet7Values  = vertexAccessor.ReadAttribute("colorSet7", 0, meshObject.VertexCount, meshObject);

            // Generate bitangents.
            // TODO: Use vec4 tangents instead.
            var positionVectors = GetVectors3d(positions);
            var normalVectors   = GetVectors3d(normals);
            var map1Vectors     = GetVectors2d(map1Values);

            SFGraphics.Utils.TriangleListUtils.CalculateTangentsBitangents(positionVectors, normalVectors, map1Vectors, (int[])(object)vertexIndices, out Vector3[] tangentVectors, out Vector3[] bitangentVectors);
Beispiel #7
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        private void ConfigureVertexAttributes(UltimateMesh renderMesh, RSkeleton skeleton, MeshObject meshObject, SsbhVertexAccessor vertexAccessor)
        {
            // TODO: Just use the mesh buffer.
            var positionValues  = ReadAttributeOrSetZero("Position0", meshObject, vertexAccessor);
            var normalValues    = ReadAttributeOrSetZero("Normal0", meshObject, vertexAccessor);
            var tangentValues   = ReadAttributeOrSetZero("Tangent0", meshObject, vertexAccessor);
            var map1Values      = ReadAttributeOrSetZero("map1", meshObject, vertexAccessor);
            var uvSetValues     = ReadAttributeOrSetZero("uvSet", meshObject, vertexAccessor);
            var uvSet1Values    = ReadAttributeOrSetZero("uvSet1", meshObject, vertexAccessor);
            var uvSet2Values    = ReadAttributeOrSetZero("uvSet2", meshObject, vertexAccessor);
            var bake1Values     = ReadAttributeOrSetZero("bake1", meshObject, vertexAccessor);
            var colorSet1Values = ReadAttributeOrSetDefault("colorSet1", meshObject, vertexAccessor, 128f);

            // TODO: How to reduce the number of attributes if attributes are read directly from a shared mesh buffer?
            var colorSet2Values  = ReadAttributeOrSetZero("colorSet2", meshObject, vertexAccessor);
            var colorSet21Values = ReadAttributeOrSetZero("colorSet2_1", meshObject, vertexAccessor);
            var colorSet22Values = ReadAttributeOrSetZero("colorSet2_2", meshObject, vertexAccessor);
            var colorSet23Values = ReadAttributeOrSetZero("colorSet2_3", meshObject, vertexAccessor);
            var colorSet3Values  = ReadAttributeOrSetZero("colorSet3", meshObject, vertexAccessor);
            var colorSet4Values  = ReadAttributeOrSetZero("colorSet4", meshObject, vertexAccessor);
            var colorSet5Values  = ReadAttributeOrSetZero("colorSet5", meshObject, vertexAccessor);
            var colorSet6Values  = ReadAttributeOrSetZero("colorSet6", meshObject, vertexAccessor);
            var colorSet7Values  = ReadAttributeOrSetZero("colorSet7", meshObject, vertexAccessor);

            AddAttribute("Position0", renderMesh, positionValues);
            AddAttribute("Normal0", renderMesh, normalValues);
            AddAttribute("Tangent0", renderMesh, tangentValues);
            AddAttribute("map1", renderMesh, map1Values);
            AddAttribute("uvSet", renderMesh, uvSetValues);
            AddAttribute("uvSet1", renderMesh, uvSet1Values);
            AddAttribute("uvSet2", renderMesh, uvSet2Values);
            AddAttribute("bake1", renderMesh, bake1Values);

            AddAttribute("colorSet1", renderMesh, colorSet1Values);

            var riggingAccessor = new SsbhRiggingAccessor(mesh);
            var influences      = riggingAccessor.ReadRiggingBuffer(meshObject.Name, (int)meshObject.SubMeshIndex);
            var indexByBoneName = GetIndexByBoneName(skeleton);

            GetRiggingData(meshObject.VertexCount, influences, indexByBoneName, out IVec4[] boneIndices, out Vector4[] boneWeights);
Beispiel #8
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        private List <CustomVertex> CreateVertices(RSkeleton skeleton, MeshObject meshObject, SsbhVertexAccessor vertexAccessor, uint[] vertexIndices)
        {
            // Read attribute values.
            var positions       = vertexAccessor.ReadAttribute("Position0", 0, meshObject.VertexCount, meshObject);
            var normals         = vertexAccessor.ReadAttribute("Normal0", 0, meshObject.VertexCount, meshObject);
            var tangents        = vertexAccessor.ReadAttribute("Tangent0", 0, meshObject.VertexCount, meshObject);
            var map1Values      = vertexAccessor.ReadAttribute("map1", 0, meshObject.VertexCount, meshObject);
            var uvSetValues     = vertexAccessor.ReadAttribute("uvSet", 0, meshObject.VertexCount, meshObject);
            var uvSet1Values    = vertexAccessor.ReadAttribute("uvSet1", 0, meshObject.VertexCount, meshObject);
            var bake1Values     = vertexAccessor.ReadAttribute("bake1", 0, meshObject.VertexCount, meshObject);
            var colorSet1Values = vertexAccessor.ReadAttribute("colorSet1", 0, meshObject.VertexCount, meshObject);
            var colorSet5Values = vertexAccessor.ReadAttribute("colorSet5", 0, meshObject.VertexCount, meshObject);

            // TODO: Convert vectors.
            var intIndices = new List <int>();

            foreach (var value in vertexIndices)
            {
                intIndices.Add((int)value);
            }
            SFGraphics.Utils.TriangleListUtils.CalculateTangentsBitangents(GetVectors3d(positions), GetVectors3d(normals), GetVectors2d(map1Values), intIndices, out Vector3[] newTangents, out Vector3[] bitangents);
Beispiel #9
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        public IOModel GetIOModel()
        {
            IOModel outModel = new IOModel();

            Mesh meshFile     = null;
            Matl materialFile = null;

            foreach (FileNode n in Parent.Nodes)
            {
                if (n.Text.Equals(model.MeshString))
                {
                    meshFile = ((NumsbhNode)n).mesh;
                }
                if (n.Text.Equals(model.SkeletonFileName))
                {
                    outModel.Skeleton = (RSkeleton)((SkelNode)n).GetRenderableNode();
                }
                if (n.Text.Equals(model.MaterialFileNames[0].MaterialFileName))
                {
                    materialFile = ((MatlNode)n).Material;
                }
            }

            Dictionary <string, int> indexByBoneName = new Dictionary <string, int>();

            if (outModel.Skeleton != null)
            {
                for (int i = 0; i < outModel.Skeleton.Bones.Count; i++)
                {
                    indexByBoneName.Add(outModel.Skeleton.Bones[i].Name, i);
                }
            }

            Dictionary <string, int> materialNameToIndex = new Dictionary <string, int>();

            if (materialFile != null)
            {
                int materialIndex = 0;
                foreach (var entry in materialFile.Entries)
                {
                    materialNameToIndex.Add(entry.ShaderLabel, materialIndex++);
                    IOMaterial material = new IOMaterial
                    {
                        Name = entry.ShaderLabel
                    };
                    outModel.Materials.Add(material);

                    foreach (var attr in entry.Attributes)
                    {
                        if (attr.ParamId == MatlEnums.ParamId.Texture0)
                        {
                            IOTexture dif = new IOTexture
                            {
                                Name = attr.DataObject.ToString()
                            };
                            material.DiffuseTexture = dif;
                        }
                    }
                }
            }

            if (meshFile != null)
            {
                SsbhVertexAccessor vertexAccessor = new SsbhVertexAccessor(meshFile);
                {
                    SsbhRiggingAccessor riggingAccessor = new SsbhRiggingAccessor(meshFile);
                    foreach (MeshObject obj in meshFile.Objects)
                    {
                        IOMesh outMesh = new IOMesh()
                        {
                            Name = obj.Name,
                        };
                        outModel.Meshes.Add(outMesh);

                        // get material
                        if (materialFile != null)
                        {
                            foreach (var entry in model.ModelEntries)
                            {
                                if (entry.MeshName.Equals(obj.Name) && entry.SubIndex == obj.SubMeshIndex)
                                {
                                    outMesh.MaterialIndex = materialNameToIndex[entry.MaterialLabel];
                                    break;
                                }
                            }
                        }

                        IOVertex[] vertices = new IOVertex[obj.VertexCount];
                        for (int i = 0; i < vertices.Length; i++)
                        {
                            vertices[i] = new IOVertex();
                        }

                        foreach (MeshAttribute attr in obj.Attributes)
                        {
                            SsbhVertexAttribute[] values = vertexAccessor.ReadAttribute(attr.AttributeStrings[0].Name, 0, obj.VertexCount, obj);

                            if (attr.AttributeStrings[0].Name.Equals("Position0"))
                            {
                                outMesh.HasPositions = true;
                                for (int i = 0; i < values.Length; i++)
                                {
                                    vertices[i].Position = new OpenTK.Vector3(values[i].X, values[i].Y, values[i].Z);
                                }
                            }
                            if (attr.AttributeStrings[0].Name.Equals("Normal0"))
                            {
                                outMesh.HasNormals = true;
                                for (int i = 0; i < values.Length; i++)
                                {
                                    vertices[i].Normal = new OpenTK.Vector3(values[i].X, values[i].Y, values[i].Z);
                                }
                            }

                            // Flip UVs vertically for export.
                            if (attr.AttributeStrings[0].Name.Equals("map1"))
                            {
                                outMesh.HasUV0 = true;
                                for (int i = 0; i < values.Length; i++)
                                {
                                    vertices[i].UV0 = new OpenTK.Vector2(values[i].X, 1 - values[i].Y);
                                }
                            }
                            if (attr.AttributeStrings[0].Name.Equals("uvSet"))
                            {
                                outMesh.HasUV1 = true;
                                for (int i = 0; i < values.Length; i++)
                                {
                                    vertices[i].UV1 = new OpenTK.Vector2(values[i].X, 1 - values[i].Y);
                                }
                            }
                            if (attr.AttributeStrings[0].Name.Equals("uvSet1"))
                            {
                                outMesh.HasUV2 = true;
                                for (int i = 0; i < values.Length; i++)
                                {
                                    vertices[i].UV2 = new OpenTK.Vector2(values[i].X, 1 - values[i].Y);
                                }
                            }
                            if (attr.AttributeStrings[0].Name.Equals("uvSet2"))
                            {
                                outMesh.HasUV3 = true;
                                for (int i = 0; i < values.Length; i++)
                                {
                                    vertices[i].UV3 = new OpenTK.Vector2(values[i].X, 1 - values[i].Y);
                                }
                            }
                            if (attr.AttributeStrings[0].Name.Equals("colorSet1"))
                            {
                                outMesh.HasColor = true;
                                for (int i = 0; i < values.Length; i++)
                                {
                                    vertices[i].Color = new OpenTK.Vector4(values[i].X, values[i].Y, values[i].Z, values[i].W) / 127f;
                                }
                            }
                        }

                        // Fix SingleBinds
                        if (outModel.Skeleton != null && !obj.ParentBoneName.Equals(""))
                        {
                            int parentIndex = outModel.Skeleton.GetBoneIndex(obj.ParentBoneName);
                            if (parentIndex != -1)
                            {
                                for (int i = 0; i < vertices.Length; i++)
                                {
                                    vertices[i].Position      = OpenTK.Vector3.TransformPosition(vertices[i].Position, outModel.Skeleton.Bones[parentIndex].WorldTransform);
                                    vertices[i].Normal        = OpenTK.Vector3.TransformNormal(vertices[i].Normal, outModel.Skeleton.Bones[parentIndex].WorldTransform);
                                    vertices[i].BoneIndices.X = indexByBoneName[obj.ParentBoneName];
                                    vertices[i].BoneWeights.X = 1;
                                    outMesh.HasBoneWeights    = true;
                                }
                            }
                        }

                        // Apply Rigging
                        SsbhVertexInfluence[] influences = riggingAccessor.ReadRiggingBuffer(obj.Name, (int)obj.SubMeshIndex);

                        foreach (SsbhVertexInfluence influence in influences)
                        {
                            outMesh.HasBoneWeights = true;

                            // Some influences refer to bones that don't exist in the skeleton.
                            // _eff bones?
                            if (!indexByBoneName.ContainsKey(influence.BoneName))
                            {
                                continue;
                            }

                            if (vertices[influence.VertexIndex].BoneWeights.X == 0)
                            {
                                vertices[influence.VertexIndex].BoneIndices.X = indexByBoneName[influence.BoneName];
                                vertices[influence.VertexIndex].BoneWeights.X = influence.Weight;
                            }
                            else if (vertices[influence.VertexIndex].BoneWeights.Y == 0)
                            {
                                vertices[influence.VertexIndex].BoneIndices.Y = indexByBoneName[influence.BoneName];
                                vertices[influence.VertexIndex].BoneWeights.Y = influence.Weight;
                            }
                            else if (vertices[influence.VertexIndex].BoneWeights.Z == 0)
                            {
                                vertices[influence.VertexIndex].BoneIndices.Z = indexByBoneName[influence.BoneName];
                                vertices[influence.VertexIndex].BoneWeights.Z = influence.Weight;
                            }
                            else if (vertices[influence.VertexIndex].BoneWeights.W == 0)
                            {
                                vertices[influence.VertexIndex].BoneIndices.W = indexByBoneName[influence.BoneName];
                                vertices[influence.VertexIndex].BoneWeights.W = influence.Weight;
                            }
                        }

                        outMesh.Vertices.AddRange(vertices);
                        outMesh.Indices.AddRange(vertexAccessor.ReadIndices(0, obj.IndexCount, obj));
                    }
                }
            }


            return(outModel);
        }
Beispiel #10
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        private CustomVertex[] CreateVertices(RSkeleton skeleton, MeshObject meshObject, SsbhVertexAccessor vertexAccessor, uint[] vertexIndices)
        {
            // Read attribute values.
            var positions        = vertexAccessor.ReadAttribute("Position0", 0, meshObject.VertexCount, meshObject);
            var normals          = vertexAccessor.ReadAttribute("Normal0", 0, meshObject.VertexCount, meshObject);
            var tangents         = vertexAccessor.ReadAttribute("Tangent0", 0, meshObject.VertexCount, meshObject);
            var map1Values       = vertexAccessor.ReadAttribute("map1", 0, meshObject.VertexCount, meshObject);
            var uvSetValues      = vertexAccessor.ReadAttribute("uvSet", 0, meshObject.VertexCount, meshObject);
            var uvSet1Values     = vertexAccessor.ReadAttribute("uvSet1", 0, meshObject.VertexCount, meshObject);
            var uvSet2Values     = vertexAccessor.ReadAttribute("uvSet2", 0, meshObject.VertexCount, meshObject);
            var bake1Values      = vertexAccessor.ReadAttribute("bake1", 0, meshObject.VertexCount, meshObject);
            var colorSet1Values  = vertexAccessor.ReadAttribute("colorSet1", 0, meshObject.VertexCount, meshObject);
            var colorSet2Values  = vertexAccessor.ReadAttribute("colorSet2", 0, meshObject.VertexCount, meshObject);
            var colorSet21Values = vertexAccessor.ReadAttribute("colorSet2_1", 0, meshObject.VertexCount, meshObject);
            var colorSet22Values = vertexAccessor.ReadAttribute("colorSet2_2", 0, meshObject.VertexCount, meshObject);
            var colorSet23Values = vertexAccessor.ReadAttribute("colorSet2_3", 0, meshObject.VertexCount, meshObject);
            var colorSet3Values  = vertexAccessor.ReadAttribute("colorSet3", 0, meshObject.VertexCount, meshObject);
            var colorSet4Values  = vertexAccessor.ReadAttribute("colorSet4", 0, meshObject.VertexCount, meshObject);
            var colorSet5Values  = vertexAccessor.ReadAttribute("colorSet5", 0, meshObject.VertexCount, meshObject);
            var colorSet6Values  = vertexAccessor.ReadAttribute("colorSet6", 0, meshObject.VertexCount, meshObject);
            var colorSet7Values  = vertexAccessor.ReadAttribute("colorSet7", 0, meshObject.VertexCount, meshObject);

            // Convert to the appropriate OpenTK types.
            // TODO: There may be a way to skip this conversion (unsafe code?)
            var positionVectors   = GetVectors3d(positions);
            var normalVectors     = GetVectors3d(normals);
            var map1Vectors       = GetVectors2d(map1Values);
            var tangentVectors    = GetVectors4d(tangents);
            var bake1Vectors      = GetVectors2d(bake1Values);
            var colorSet1Vectors  = GetVectors4d(colorSet1Values);
            var colorSet2Vectors  = GetVectors4d(colorSet2Values);
            var colorSet21Vectors = GetVectors4d(colorSet21Values);
            var colorSet22Vectors = GetVectors4d(colorSet22Values);
            var colorSet23Vectors = GetVectors4d(colorSet23Values);
            var colorSet3Vectors  = GetVectors4d(colorSet3Values);
            var colorSet4Vectors  = GetVectors4d(colorSet4Values);
            var colorSet5Vectors  = GetVectors4d(colorSet5Values);
            var colorSet6Vectors  = GetVectors4d(colorSet6Values);
            var colorSet7Vectors  = GetVectors4d(colorSet7Values);

            var riggingAccessor = new SsbhRiggingAccessor(mesh);
            var influences      = riggingAccessor.ReadRiggingBuffer(meshObject.Name, (int)meshObject.SubMeshIndex);
            var indexByBoneName = GetIndexByBoneName(skeleton);

            GetRiggingData(positions, influences, indexByBoneName, out IVec4[] boneIndices, out Vector4[] boneWeights);