// key - control point index public static Dictionary <int, BoneAssignment> GetBoneAssignments(FbxMesh mesh, Skeleton skeleton) { var boneAssignments = new Dictionary <int, BoneAssignment>(); var weightLists = new Dictionary <int, List <(int, double)> >(); int skinCount = mesh.GetDeformerCount(FbxDeformer.EDeformerType.eSkin); if (skinCount == 0) { return(null); } if (1 < skinCount) { FbxImportLog.LogMessage(mesh.GetNode(), "Warning! Multiple skins for the mesh"); //??? Может ли быть в одном Mesh несколько Skins? Скорее всего нет, хоть API позволяет. } FbxSkin pSkin = FbxSkin.Cast(mesh.GetDeformer(0, FbxDeformer.EDeformerType.eSkin)); int clusterCount = pSkin.GetClusterCount(); for (int iCluster = 0; iCluster < clusterCount; iCluster++) { FbxCluster pCluster = pSkin.GetCluster(iCluster); FbxNode pLink = pCluster.GetLink(); if (pLink == null) { continue; } int weightCount = pCluster.GetControlPointIndicesCount(); if (weightCount == 0) { continue; } int boneIndex = skeleton.GetBoneIndexByNode(pLink); var weightIndices = IntArray.frompointer(pCluster.GetControlPointIndices()); var weightValues = DoubleArray.frompointer(pCluster.GetControlPointWeights()); for (int i = 0; i < weightCount; i++) { int vertexIndex = weightIndices.getitem(i); double weight = weightValues.getitem(i); if (!weightLists.TryGetValue(vertexIndex, out var lst)) { lst = new List <(int, double)>(); weightLists[vertexIndex] = lst; } lst.Add((boneIndex, weight)); } } foreach (var pair in weightLists) { boneAssignments[pair.Key] = ConvertBoneWeightListToBoneAssignment(pair.Value); } return(boneAssignments); }