private void ParseSkinSet(BinaryParser parser, AnimSkin skin) { var name = parser.ConsumeUInt32(); var numVerts = parser.ConsumeUInt32(); var numBones = parser.ConsumeByte(); parser.Expect(1); var boneIds = parser.ConsumeByteArray(numBones); var vertIds = parser.ConsumeUInt16Array((int)numVerts); var preMultipliedPositions = parser.ConsumeVector3Array((int)numVerts * numBones); var weights = parser.ConsumeFloatArray((int)numVerts * numBones); for (int index = 0; index < vertIds.Length; index++) { var id = vertIds[index]; skin.Weights.EnsureAt(id); var vertexWeights = new VertexWeights { }; if (numBones > 0) { vertexWeights.Bone0 = new VertexWeight { BoneIndex = boneIds[0], Weight = weights[0 + index * numBones] }; } if (numBones > 1) { vertexWeights.Bone1 = new VertexWeight { BoneIndex = boneIds[1], Weight = weights[1 + index * numBones] }; } if (numBones > 2) { vertexWeights.Bone2 = new VertexWeight { BoneIndex = boneIds[2], Weight = weights[2 + index * numBones] }; } if (numBones > 3) { vertexWeights.Bone3 = new VertexWeight { BoneIndex = boneIds[3], Weight = weights[3 + index * numBones] }; } skin.Weights[id] = vertexWeights; } }