Esempio n. 1
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        public Sim(Matrix WorldMatrix)
        {
            m_WorldMat = WorldMatrix;

            SimSkeleton = new Skeleton();
            SimSkeleton.Read(ContentManager.GetResourceFromLongID(0x100000005));
            SimSkeleton.ComputeBonePositions(SimSkeleton.RootBone, m_WorldMat);
        }
Esempio n. 2
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        /// <summary>
        /// Processes the loaded mesh's data and populates an array of
        /// VertexPositionNormalTexture elements that can be looped to
        /// render the mesh. Assumes that TransformVertices2() and 
        /// BlendVertices2() has been called for bodymeshes!
        /// </summary>
        public void ProcessMesh(Skeleton Skel, bool IsHeadMesh)
        {
            VertexPositionNormalTexture[] NormVerticies = new VertexPositionNormalTexture[TotalVertexCount];

            for (int i = 0; i < TotalVertexCount; i++)
            {
                NormVerticies[i] = new VertexPositionNormalTexture();
                NormVerticies[i].Position.X = TransformedVertices[i].Vertex.Coord.X;
                NormVerticies[i].Position.Y = TransformedVertices[i].Vertex.Coord.Y;
                NormVerticies[i].Position.Z = TransformedVertices[i].Vertex.Coord.Z;
                NormVerticies[i].Normal.X = TransformedVertices[i].Vertex.NormalCoord.X;
                NormVerticies[i].Normal.Y = TransformedVertices[i].Vertex.NormalCoord.Y;
                NormVerticies[i].Normal.Z = TransformedVertices[i].Vertex.NormalCoord.Z;

                if (IsHeadMesh)
                {
                    //Transform the head vertices' position by the absolute transform
                    //for the headbone (which is always bone 17) to render the head in place.
                    NormVerticies[i].Position = Vector3.Transform(Vertex[i].Vertex.Coord,
                        Skel.Bones[16].AbsoluteMatrix);

                    //Transform the head normals' position by the absolute transform
                    //for the headbone (which is always bone 17) to render the head in place.
                    NormVerticies[i].Normal = Vector3.Transform(Vertex[i].Vertex.NormalCoord,
                        Skel.Bones[16].AbsoluteMatrix);
                }
            }

            for (int i = 0; i < RealVertexCount; i++)
            {
                NormVerticies[i].TextureCoordinate.X = TransformedVertices[i].Vertex.TextureCoord.X;
                NormVerticies[i].TextureCoordinate.Y = TransformedVertices[i].Vertex.TextureCoord.Y;
            }

            m_VertexNTexPositions = NormVerticies;
        }
Esempio n. 3
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        /// <summary>
        /// Advances the frame of an animation for a skeleton used on this mesh.
        /// </summary>
        /// <param name="Skel">A skeleton used to render this mesh.</param>
        /// <param name="Animation">The animation to advance.</param>
        /// <param name="AnimationTime">The playback time for an animation (how long has it been playing for?)</param>
        /// <param name="TimeDelta">The timedelta of the rendering loop.</param>
        public void AdvanceFrame(ref Skeleton Skel, Anim Animation, ref float AnimationTime, float TimeDelta)
        {
            float Duration = (float)Animation.Motions[0].NumFrames / 30;
            AnimationTime += TimeDelta;
            AnimationTime = AnimationTime % Duration; //Loop the animation

            for (int i = 0; i < Animation.Motions.Count; i++)
            {
                int BoneIndex = Skel.FindBone(Animation.Motions[i].BoneName, i);

                if (BoneIndex == -1)
                    continue;

                int Frame = (int)(AnimationTime * 30);
                float FractionShown = AnimationTime * 30 - Frame;
                int NextFrame = (Frame + 1 != Animation.Motions[0].NumFrames) ? Frame + 1 : 0;

                if (Animation.Motions[i].HasTranslation == 1)
                {
                    Vector3 Translation = new Vector3(Animation.Motions[i].Translations[Frame, 0],
                        Animation.Motions[i].Translations[Frame, 1], Animation.Motions[i].Translations[Frame, 2]);
                    Vector3 NextTranslation = new Vector3(Animation.Motions[i].Translations[NextFrame, 0],
                        Animation.Motions[i].Translations[NextFrame, 1], Animation.Motions[i].Translations[NextFrame, 2]);

                    Vector3 UpdatedTranslation = new Vector3();
                    UpdatedTranslation.X = (1 - FractionShown) * Translation.X + FractionShown * NextTranslation.X;
                    UpdatedTranslation.Y = (1 - FractionShown) * Translation.Y + FractionShown * NextTranslation.Y;
                    UpdatedTranslation.Z = (1 - FractionShown) * Translation.Z + FractionShown * NextTranslation.Z;

                    Skel.Bones[BoneIndex].Translation = UpdatedTranslation;
                }

                if (Animation.Motions[i].HasRotation == 1)
                {
                    Quaternion Rotation = new Quaternion(Animation.Motions[i].Rotations[Frame, 0],
                        Animation.Motions[i].Rotations[Frame, 1], Animation.Motions[i].Rotations[Frame, 2],
                        Animation.Motions[i].Rotations[Frame, 3]);
                    Quaternion NextRotation = new Quaternion(Animation.Motions[i].Rotations[NextFrame, 0],
                        Animation.Motions[i].Rotations[NextFrame, 1], Animation.Motions[i].Rotations[NextFrame, 2],
                        Animation.Motions[i].Rotations[NextFrame, 3]);

                    //Use Slerp to interpolate
                    float W1, W2 = 1.0f;
                    float CosTheta = DotProduct(Rotation, NextRotation);

                    if (CosTheta < 0)
                    {
                        CosTheta *= -1;
                        W2 *= -1;
                    }

                    float Theta = (float)Math.Acos(CosTheta);
                    float SinTheta = (float)Math.Sin(Theta);

                    if (SinTheta > 0.001f)
                    {
                        W1 = (float)Math.Sin((1.0f - FractionShown) * Theta) / SinTheta;
                        W2 *= (float)Math.Sin(FractionShown * Theta) / SinTheta;
                    }
                    else
                    {
                        W1 = 1.0f - FractionShown;
                        W2 = FractionShown;
                    }

                    Quaternion UpdatedRotation = new Quaternion();
                    UpdatedRotation.X = W1 * Rotation.X + W2 * NextRotation.X;
                    UpdatedRotation.Y = W1 * Rotation.Y + W2 * NextRotation.Y;
                    UpdatedRotation.Z = W1 * Rotation.Z + W2 * NextRotation.Z;
                    UpdatedRotation.W = W1 * Rotation.W + W2 * NextRotation.W;

                    Skel.Bones[BoneIndex].Rotation.X = UpdatedRotation.X;
                    Skel.Bones[BoneIndex].Rotation.Y = UpdatedRotation.Y;
                    Skel.Bones[BoneIndex].Rotation.Z = UpdatedRotation.Z;
                    Skel.Bones[BoneIndex].Rotation.W = UpdatedRotation.W;
                }
            }
        }
Esempio n. 4
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        /// <summary>
        /// Transforms the vertices in a mesh to their location in 3D-space based on 
        /// the location of a bone.
        /// </summary>
        /// <param name="Bne">The bone to start with (should be a skeleton's ROOT bone).</param>
        /// <param name="Effect">The BasicEffect instance used for rendering.</param>
        public void TransformVertices2(ref Skeleton Skel, Bone Bne, ref Matrix World)
        {
            int BoneIndex = 0;
            Matrix WorldMat = World * Bne.AbsoluteTransform;

            for (BoneIndex = 0; BoneIndex < m_BndCount; BoneIndex++)
            {
                if (Bne.BoneName == m_BoneNames[m_BoneBindings[BoneIndex].BoneIndex])
                    break;
            }

            if (BoneIndex < m_BndCount)
            {
                for (int i = 0; i < m_BoneBindings[BoneIndex].VertexCount; i++)
                {
                    int VertexIndex = m_BoneBindings[BoneIndex].FirstVertex + i;
                    Vector3 RelativeVertex = new Vector3(m_VertexData[VertexIndex, 0],
                        m_VertexData[VertexIndex, 1], m_VertexData[VertexIndex, 2]);
                    Vector3 RelativeNormal = new Vector3(m_VertexData[VertexIndex, 3],
                        m_VertexData[VertexIndex, 4], m_VertexData[VertexIndex, 5]);

                    WorldMat *= Matrix.CreateTranslation(RelativeVertex);

                    m_TransformedVertices[VertexIndex].Coord.X = WorldMat.M41;
                    m_TransformedVertices[VertexIndex].Coord.Y = WorldMat.M42;
                    m_TransformedVertices[VertexIndex].Coord.Z = WorldMat.M43;

                    WorldMat *= Matrix.CreateTranslation(new Vector3(-RelativeVertex.X,
                        -RelativeVertex.Y, -RelativeVertex.Z));

                    WorldMat *= Matrix.CreateTranslation(RelativeNormal);

                    m_TransformedVertices[VertexIndex].Normal.X = WorldMat.M41;
                    m_TransformedVertices[VertexIndex].Normal.Y = WorldMat.M42;
                    m_TransformedVertices[VertexIndex].Normal.Z = WorldMat.M43;

                    WorldMat *= Matrix.CreateTranslation(new Vector3(-RelativeNormal.X,
                        -RelativeNormal.Y, -RelativeNormal.Z));
                }

                for (int i = 0; i < m_BoneBindings[BoneIndex].BlendedVertexCount; i++)
                {
                    int VertexIndex = m_RealVertexCount + m_BoneBindings[BoneIndex].FirstBlendedVert + i;
                    Vector3 RelativeVertex = new Vector3(m_VertexData[VertexIndex, 0],
                        m_VertexData[VertexIndex, 1], m_VertexData[VertexIndex, 2]);
                    Vector3 RelativeNormal = new Vector3(m_VertexData[VertexIndex, 3],
                        m_VertexData[VertexIndex, 4], m_VertexData[VertexIndex, 5]);

                    WorldMat *= Matrix.CreateTranslation(RelativeVertex);

                    m_TransformedVertices[VertexIndex].Coord.X = WorldMat.M41;
                    m_TransformedVertices[VertexIndex].Coord.Y = WorldMat.M42;
                    m_TransformedVertices[VertexIndex].Coord.Z = WorldMat.M43;

                    WorldMat *= Matrix.CreateTranslation(new Vector3(-RelativeVertex.X,
                        -RelativeVertex.Y, -RelativeVertex.Z));

                    WorldMat *= Matrix.CreateTranslation(RelativeNormal);

                    m_TransformedVertices[VertexIndex].Normal.X = WorldMat.M41;
                    m_TransformedVertices[VertexIndex].Normal.Y = WorldMat.M42;
                    m_TransformedVertices[VertexIndex].Normal.Z = WorldMat.M43;

                    WorldMat *= Matrix.CreateTranslation(new Vector3(-RelativeNormal.X,
                        -RelativeNormal.Y, -RelativeNormal.Z));
                }
            }

            if (Bne.NumChildren == 1)
                TransformVertices2(ref Skel, Skel.Bones[Bne.Children[0]], ref World);
            else if (Bne.NumChildren > 1)
            {
                for (int i = 0; i < Bne.NumChildren; i++)
                    TransformVertices2(ref Skel, Skel.Bones[Bne.Children[i]], ref World);
            }
        }
Esempio n. 5
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        /// <summary>
        /// Processes the loaded mesh's data and populates an array of
        /// VertexPositionNormalTexture elements that can be looped to
        /// render the mesh. Assumes that TransformVertices2() and 
        /// BlendVertices2() has been called for bodymeshes!
        /// </summary>
        public void ProcessMesh(Skeleton Skel)
        {
            VertexPositionNormalTexture[] NormVerticies = new VertexPositionNormalTexture[m_TotalVertexCount];

            if (!IsBodyMesh)
            {
                for (int i = 0; i < m_TotalVertexCount; i++)
                {
                    NormVerticies[i] = new VertexPositionNormalTexture();

                    //Transform the head vertices' position by the absolute transform
                    //for the headbone (which is always bone 17) to render the head in place.
                    NormVerticies[i].Position = Vector3.Transform(new Vector3(m_VertexData[i, 0],
                        m_VertexData[i, 1], m_VertexData[i, 2]), Skel.Bones[16].AbsoluteTransform);

                    //Transform the head normals' position by the absolute transform
                    //for the headbone (which is always bone 17) to render the head in place.
                    NormVerticies[i].Normal = Vector3.Transform(new Vector3(m_VertexData[i, 3],
                        m_VertexData[i, 4], m_VertexData[i, 5]), Skel.Bones[16].AbsoluteTransform);

                    //Not really sure why this is important, but I think it has something to do
                    //with being able to see the texture.
                    //NormVerticies[i].Normal.Normalize();
                }
            }
            else
            {
                for (int i = 0; i < m_TotalVertexCount; i++)
                {
                    NormVerticies[i] = new VertexPositionNormalTexture();
                    NormVerticies[i].Position.X = m_TransformedVertices[i].Coord.X;
                    NormVerticies[i].Position.Y = m_TransformedVertices[i].Coord.Y;
                    NormVerticies[i].Position.Z = m_TransformedVertices[i].Coord.Z;
                    NormVerticies[i].Normal.X = m_TransformedVertices[i].Normal.X;
                    NormVerticies[i].Normal.Y = m_TransformedVertices[i].Normal.Y;
                    NormVerticies[i].Normal.Z = m_TransformedVertices[i].Normal.Z;
                }
            }

            for (int i = 0; i < m_RealVertexCount; i++)
            {
                NormVerticies[i].TextureCoordinate.X = m_TexVerticies[i, 1];
                NormVerticies[i].TextureCoordinate.Y = m_TexVerticies[i, 2];
            }

            m_VertexNTexPositions = NormVerticies;
        }
Esempio n. 6
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 public Bone(Skeleton Skel)
 {
     m_Skel = Skel;
 }
Esempio n. 7
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        /// <summary>
        /// User clicked on an item in the list containing available heads.
        /// </summary>
        private void LstBodies_SelectedIndexChanged(object sender, EventArgs e)
        {
            if (m_Skeleton == null)
                m_Skeleton = new Skeleton(this.Device, ContentManager.GetResourceFromLongID(0x100000005), mWorldMat);

            string SelectedStr = (string)LstBodies.SelectedItem;
            string Type = SelectedStr.Split(":".ToCharArray())[0];
            SelectedStr = SelectedStr.Split(":".ToCharArray())[1].Replace(" ", "");

            foreach (KeyValuePair<ulong, string> Pair in ContentManager.Resources)
            {
                //Check if the selected hexstring equals a ulong ID in ContentManager.
                if (Pair.Key == Convert.ToUInt64(SelectedStr, 16))
                {
                    PurchasableObject PO = new PurchasableObject(ContentManager.GetResourceFromLongID(Pair.Key));

                    m_CurrentOutfit = new Outfit(ContentManager.GetResourceFromLongID(PO.OutfitID));
                    m_CurrentAppearance = new Appearance(
                        ContentManager.GetResourceFromLongID(m_CurrentOutfit.LightAppearanceID));

                    LstAppearances.Items.Clear();
                    LstAppearances.Items.Add(m_CurrentOutfit.LightAppearanceID);
                    LstAppearances.Items.Add(m_CurrentOutfit.MediumAppearanceID);
                    LstAppearances.Items.Add(m_CurrentOutfit.DarkAppearanceID);

                    List<Binding> Bindings = new List<Binding>();

                    foreach (ulong BindingID in m_CurrentAppearance.BindingIDs)
                        Bindings.Add(new Binding(ContentManager.GetResourceFromLongID(BindingID)));

                    m_BodyTex = Texture2D.FromFile(this.Device, new MemoryStream(
                        ContentManager.GetResourceFromLongID(Bindings[0].TextureAssetID)));

                    //The file selected was most likely a body-mesh, so apply the adult skeleton to it.
                    if (Pair.Value.Contains("bodies"))
                    {
                        m_CurrentBodyMesh = new Mesh(ContentManager.GetResourceFromLongID(Bindings[0].MeshAssetID), true);
                        m_CurrentBodyMesh.TransformVertices2(ref m_Skeleton, m_Skeleton.Bones[0], ref mWorldMat);
                        m_CurrentBodyMesh.BlendVertices2();
                        m_CurrentBodyMesh.ProcessMesh(m_Skeleton);
                    }
                }
            }

            m_LoadBodyComplete = true;
        }
Esempio n. 8
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        /// <summary>
        /// User clicked on an item in the list containing available heads.
        /// </summary>
        private void LstHeads_SelectedIndexChanged(object sender, EventArgs e)
        {
            if (m_Skeleton == null)
                m_Skeleton = new Skeleton(this.Device, ContentManager.GetResourceFromLongID(0x100000005), ref mWorldMat);

            string SelectedStr = (string)LstHeads.SelectedItem;
            string Type = SelectedStr.Split(":".ToCharArray())[0];
            SelectedStr = SelectedStr.Split(":".ToCharArray())[1].Replace(" ", "");

            foreach(KeyValuePair<ulong, string> Pair in ContentManager.Resources)
            {
                //HAndGroup files are used to group together different hand meshes and textures.
                if (Pair.Key == Convert.ToUInt64(SelectedStr, 16) && Type == "Hand")
                {
                    Hag HandGroup = new Hag(ContentManager.GetResourceFromLongID(Pair.Key));

                    m_CurrentAppearance = new Appearance(ContentManager.GetResourceFromLongID(
                        HandGroup.Appearances[0]));

                    LstAppearances.Items.Clear();

                    foreach (ulong AppearanceID in HandGroup.Appearances)
                        LstAppearances.Items.Add(AppearanceID);

                    List<Binding> Bindings = new List<Binding>();

                    foreach (ulong BindingID in m_CurrentAppearance.BindingIDs)
                        Bindings.Add(new Binding(ContentManager.GetResourceFromLongID(BindingID)));

                    m_HandTex = Texture2D.FromFile(this.Device, new MemoryStream(
                        ContentManager.GetResourceFromLongID(Bindings[0].TextureAssetID)));

                    m_CurrentHandMesh = new Mesh(ContentManager.GetResourceFromLongID(Bindings[0].MeshAssetID), false);
                    m_CurrentHandMesh.ProcessMesh(m_Skeleton);
                }
                else
                {
                    //Check if the selected hexstring equals a ulong ID in ContentManager.
                    if (Pair.Key == Convert.ToUInt64(SelectedStr, 16))
                    {
                        PurchasableObject PO = new PurchasableObject(ContentManager.GetResourceFromLongID(Pair.Key));

                        m_CurrentOutfit = new Outfit(ContentManager.GetResourceFromLongID(PO.OutfitID));
                        m_CurrentAppearance = new Appearance(
                            ContentManager.GetResourceFromLongID(m_CurrentOutfit.LightAppearanceID));

                        LstAppearances.Items.Clear();
                        LstAppearances.Items.Add(m_CurrentOutfit.LightAppearanceID);
                        LstAppearances.Items.Add(m_CurrentOutfit.MediumAppearanceID);
                        LstAppearances.Items.Add(m_CurrentOutfit.DarkAppearanceID);

                        List<Binding> Bindings = new List<Binding>();

                        foreach (ulong BindingID in m_CurrentAppearance.BindingIDs)
                            Bindings.Add(new Binding(ContentManager.GetResourceFromLongID(BindingID)));

                        m_HeadTex = Texture2D.FromFile(this.Device, new MemoryStream(
                            ContentManager.GetResourceFromLongID(Bindings[0].TextureAssetID)));

                        m_CurrentHeadMesh = new Mesh(ContentManager.GetResourceFromLongID(Bindings[0].MeshAssetID), false);
                        m_CurrentHeadMesh.ProcessMesh(m_Skeleton);
                    }
                }
            }

            m_LoadHeadComplete = true;
        }
Esempio n. 9
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        /// <summary>
        /// User clicked on an item in the list containing available appearances.
        /// </summary>
        private void LstAppearances_SelectedIndexChanged(object sender, EventArgs e)
        {
            if (m_Skeleton == null)
                m_Skeleton = new Skeleton(this.Device, ContentManager.GetResourceFromLongID(0x100000005), ref mWorldMat);

            m_CurrentAppearance = new Appearance(ContentManager.GetResourceFromLongID(
                (ulong)LstAppearances.SelectedItem));

            List<Binding> Bindings = new List<Binding>();

            foreach (ulong BindingID in m_CurrentAppearance.BindingIDs)
                Bindings.Add(new Binding(ContentManager.GetResourceFromLongID(BindingID)));

            m_BodyTex = Texture2D.FromFile(this.Device, new MemoryStream(
                ContentManager.GetResourceFromLongID(Bindings[0].TextureAssetID)));

            string SelectedHeadStr = (string)LstHeads.SelectedItem;
            string SelectedBodyStr = (string)LstBodies.SelectedItem;

            m_CurrentBodyMesh = new Mesh(ContentManager.GetResourceFromLongID(Bindings[0].MeshAssetID), true);
            m_CurrentBodyMesh.TransformVertices2(ref m_Skeleton, m_Skeleton.Bones[0], ref mWorldMat);
            m_CurrentBodyMesh.BlendVertices2();
            m_CurrentBodyMesh.ProcessMesh(m_Skeleton);

            m_CurrentHeadMesh = new Mesh(ContentManager.GetResourceFromLongID(Bindings[0].MeshAssetID), false);
            m_CurrentHeadMesh.ProcessMesh(m_Skeleton);
        }
Esempio n. 10
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        /// <summary>
        /// Draws a skeleton.
        /// </summary>
        /// <param name="Skel">The skeleton to be drawn.</param>
        private void DrawSkeleton(Skeleton Skel)
        {
            m_SkeletonEffect.Begin();
            foreach (var pass in m_SkeletonEffect.Techniques[0].Passes)
            {
                pass.Begin();

                foreach (var bone in Skel.Bones)
                {
                    var color = Microsoft.Xna.Framework.Graphics.Color.Green;

                    if (bone.Name == "ROOT")
                    {
                        color = Microsoft.Xna.Framework.Graphics.Color.Red;
                    }
                    else if (bone.Name == "HEAD")
                    {
                        color = Microsoft.Xna.Framework.Graphics.Color.Yellow;
                    }

                    var vertex = new VertexPositionColor(bone.AbsolutePosition, color);
                    var vertexList = new VertexPositionColor[1] { vertex };
                    this.Device.DrawUserPrimitives(PrimitiveType.PointList, vertexList, 0, 1);
                }

                pass.End();
            }

            m_SkeletonEffect.End();
        }
Esempio n. 11
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        /// <summary>
        /// Advances the frame of an animation for a skeleton used on this mesh.
        /// </summary>
        /// <param name="Skel">A skeleton used to render this mesh.</param>
        /// <param name="Animation">The animation to advance.</param>
        /// <param name="AnimationTime">The playback time for an animation (how long has it been playing for?)</param>
        /// <param name="TimeDelta">The timedelta of the rendering loop.</param>
        public void AdvanceFrame(ref Skeleton Skel, Anim Animation, ref float AnimationTime, float TimeDelta)
        {
            float Duration = (float)Animation.Motions[0].NumFrames / 30;

            AnimationTime += TimeDelta;
            AnimationTime  = AnimationTime % Duration; //Loop the animation

            for (int i = 0; i < Animation.Motions.Count; i++)
            {
                int BoneIndex = Skel.FindBone(Animation.Motions[i].BoneName, i);

                if (BoneIndex == -1)
                {
                    continue;
                }

                int   Frame         = (int)(AnimationTime * 30);
                float FractionShown = AnimationTime * 30 - Frame;
                int   NextFrame     = (Frame + 1 != Animation.Motions[0].NumFrames) ? Frame + 1 : 0;

                if (Animation.Motions[i].HasTranslation == 1)
                {
                    Vector3 Translation = new Vector3(Animation.Motions[i].Translations[Frame, 0],
                                                      Animation.Motions[i].Translations[Frame, 1], Animation.Motions[i].Translations[Frame, 2]);
                    Vector3 NextTranslation = new Vector3(Animation.Motions[i].Translations[NextFrame, 0],
                                                          Animation.Motions[i].Translations[NextFrame, 1], Animation.Motions[i].Translations[NextFrame, 2]);

                    Vector3 UpdatedTranslation = new Vector3();
                    UpdatedTranslation.X = (1 - FractionShown) * Translation.X + FractionShown * NextTranslation.X;
                    UpdatedTranslation.Y = (1 - FractionShown) * Translation.Y + FractionShown * NextTranslation.Y;
                    UpdatedTranslation.Z = (1 - FractionShown) * Translation.Z + FractionShown * NextTranslation.Z;

                    Skel.Bones[BoneIndex].Translation = UpdatedTranslation;
                }

                if (Animation.Motions[i].HasRotation == 1)
                {
                    Quaternion Rotation = new Quaternion(Animation.Motions[i].Rotations[Frame, 0],
                                                         Animation.Motions[i].Rotations[Frame, 1], Animation.Motions[i].Rotations[Frame, 2],
                                                         Animation.Motions[i].Rotations[Frame, 3]);
                    Quaternion NextRotation = new Quaternion(Animation.Motions[i].Rotations[NextFrame, 0],
                                                             Animation.Motions[i].Rotations[NextFrame, 1], Animation.Motions[i].Rotations[NextFrame, 2],
                                                             Animation.Motions[i].Rotations[NextFrame, 3]);

                    //Use Slerp to interpolate
                    float W1, W2 = 1.0f;
                    float CosTheta = DotProduct(Rotation, NextRotation);

                    if (CosTheta < 0)
                    {
                        CosTheta *= -1;
                        W2       *= -1;
                    }

                    float Theta    = (float)Math.Acos(CosTheta);
                    float SinTheta = (float)Math.Sin(Theta);

                    if (SinTheta > 0.001f)
                    {
                        W1  = (float)Math.Sin((1.0f - FractionShown) * Theta) / SinTheta;
                        W2 *= (float)Math.Sin(FractionShown * Theta) / SinTheta;
                    }
                    else
                    {
                        W1 = 1.0f - FractionShown;
                        W2 = FractionShown;
                    }

                    Quaternion UpdatedRotation = new Quaternion();
                    UpdatedRotation.X = W1 * Rotation.X + W2 * NextRotation.X;
                    UpdatedRotation.Y = W1 * Rotation.Y + W2 * NextRotation.Y;
                    UpdatedRotation.Z = W1 * Rotation.Z + W2 * NextRotation.Z;
                    UpdatedRotation.W = W1 * Rotation.W + W2 * NextRotation.W;

                    Skel.Bones[BoneIndex].Rotation.X = UpdatedRotation.X;
                    Skel.Bones[BoneIndex].Rotation.Y = UpdatedRotation.Y;
                    Skel.Bones[BoneIndex].Rotation.Z = UpdatedRotation.Z;
                    Skel.Bones[BoneIndex].Rotation.W = UpdatedRotation.W;
                }
            }
        }