예제 #1
0
        private static void ConvertAnimation(Stream animStream, string path, bool convertAnims, FindLogic.Combo.AnimationInfoNew animationInfo)
        {
            teAnimation parsedAnimation = new teAnimation(animStream, true);

            string animationDirectory =
                Path.Combine(path, "Animations", parsedAnimation.Header.Priority.ToString());

            if (convertAnims)
            {
                SEAnim seAnim     = new SEAnim(parsedAnimation);
                string animOutput = Path.Combine(animationDirectory,
                                                 animationInfo.GetNameIndex() + "." + seAnim.Extension);
                CreateDirectoryFromFile(animOutput);
                using (Stream fileStream = new FileStream(animOutput, FileMode.Create)) {
                    seAnim.Write(fileStream);
                }
            }
            else
            {
                string rawAnimOutput = Path.Combine(animationDirectory,
                                                    $"{animationInfo.GetNameIndex()}.{teResourceGUID.Type(animationInfo.GUID):X3}");
                CreateDirectoryFromFile(rawAnimOutput);
                using (Stream fileStream = new FileStream(rawAnimOutput, FileMode.Create)) {
                    animStream.CopyTo(fileStream);
                }
            }
        }
예제 #2
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        public static void TestAnimation()
        {
            using (Stream stream = OpenFile(0xA000000000042D9)) {  // ANCR_base_3p_ohHai_POTG
                teAnimation animation = new teAnimation(stream);

                SEAnim seAnim = new SEAnim(animation);

                using (Stream file = File.OpenWrite($"test.{seAnim.Extension}")) {
                    seAnim.Write(file);
                }
            }
        }
예제 #3
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        public static void SaveAnimation(string FileName, Animation anim, STSkeleton skeleton)
        {
            anim.SetFrame(anim.FrameCount - 1);       //from last frame
            for (int f = 0; f < anim.FrameCount; ++f) //go through each frame with nextFrame
            {
                anim.NextFrame(skeleton);
            }
            anim.NextFrame(skeleton);  //go on first frame

            SEAnim seAnim = new SEAnim();

            seAnim.Looping  = anim.CanLoop;
            seAnim.AnimType = AnimationType.Absolute;
            //Reset active animation to 0
            anim.SetFrame(0);
            for (int frame = 0; frame < anim.FrameCount; frame++)
            {
                anim.NextFrame(skeleton, false, true);

                foreach (Animation.KeyNode boneAnim in anim.Bones)
                {
                    if (boneAnim.HasKeyedFrames(frame))
                    {
                        STBone bone = skeleton.GetBone(boneAnim.Text);
                        if (bone == null)
                        {
                            continue;
                        }

                        Vector3    position = bone.GetPosition();
                        Quaternion rotation = bone.GetRotation();
                        Vector3    scale    = bone.GetScale();

                        seAnim.AddTranslationKey(boneAnim.Text, frame, position.X, position.Y, position.Z);
                        seAnim.AddRotationKey(boneAnim.Text, frame, rotation.X, rotation.Y, rotation.Z, rotation.W);
                        seAnim.AddScaleKey(boneAnim.Text, frame, scale.X, scale.Y, scale.Z);
                    }
                }
            }

            seAnim.Write(FileName);
        }
예제 #4
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="FileName"></param>
        /// <param name="animation"></param>
        /// <param name="skeleton"></param>
        public void ExportSBAnimation(string FileName, SBAnimation animation, SBSkeleton skeleton)
        {
            SEAnim seOut = new SEAnim();                   //init new SEAnim

            foreach (var node in animation.TransformNodes) //iterate through each node
            {
                for (int i = 0; i < animation.FrameCount; i++)
                {
                    SBBone temp = new SBBone();

                    temp.Transform = node.GetTransformAt(i, skeleton);

                    seOut.AddTranslationKey(node.Name, i, temp.X, temp.Y, temp.Z);
                    seOut.AddRotationKey(node.Name, i, temp.RotationQuaternion.X, temp.RotationQuaternion.Y, temp.RotationQuaternion.Z, temp.RotationQuaternion.W);
                    seOut.AddScaleKey(node.Name, i, temp.SX, temp.SY, temp.SZ);
                }
            }

            seOut.Write(FileName); //write it!
        }
예제 #5
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        public static void ExportIOAnimation(string FileName, IOAnimation animData)
        {
            SEAnim seOut = new SEAnim();                //init new SEAnim

            foreach (IOAnimNode node in animData.Nodes) //iterate through each node
            {
                for (int i = 0; i < animData.FrameCount; i++)
                {
                    OpenTK.Vector3    pos = node.GetPosition(i, OpenTK.Vector3.Zero);
                    OpenTK.Quaternion rot = node.GetQuaternionRotation(i, new OpenTK.Quaternion(0, 0, 0, 0));
                    OpenTK.Vector3    sca = node.GetScaling(i, OpenTK.Vector3.Zero);

                    seOut.AddTranslationKey(node.Name, i, pos.X, pos.Y, pos.Z);
                    seOut.AddRotationKey(node.Name, i, rot.X, rot.Y, rot.Z, rot.W);
                    seOut.AddScaleKey(node.Name, i, sca.X, sca.Y, sca.Z);
                }
            }

            seOut.Write(FileName); //write it!
        }
예제 #6
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        static void CheckAnimName(string animName, Boolean patchAnim = false)
        {
            string hashName     = string.Format("{0:x}", HashUtil.Hash(animName));
            string hashFilePath = greyhoundExportFolder + "\\xanims\\xanim_" + hashName + ".seanim";

            if (File.Exists(hashFilePath))
            {
                Console.WriteLine("Found asset: {0:x}", animName.PadRight(40) + hashName);
                File.AppendAllText(greyhoundExportFolder + "\\AnimsFound.txt", hashName + "," + animName + Environment.NewLine);
                string destFileName = greyhoundExportFolder + "\\xanims\\" + animName + ".seanim";
                File.Copy(hashFilePath, destFileName, true);
                if (patchAnim)
                {
                    SEAnim seAnim = SEAnim.Read(destFileName);
                    seAnim.AnimType = AnimationType.Absolute;
                    seAnim.AnimationBoneModifiers["tag_weapon"]    = AnimationType.Relative;
                    seAnim.AnimationBoneModifiers["tag_weapon_le"] = AnimationType.Relative;
                    seAnim.Write(destFileName, false);
                }
            }
        }
예제 #7
0
        public static void SaveAnimation(string FileName, Animation anim, STSkeleton skeleton)
        {
            SEAnim seAnim = new SEAnim();

            //Reset active animation to 0
            anim.SetFrame(0);
            for (int frame = 0; frame < anim.FrameCount; frame++)
            {
                anim.NextFrame(skeleton);

                //Reset it when it reaches the total frame count
                if (anim.Frame >= anim.FrameCount)
                {
                    anim.Frame = 0;
                }

                foreach (Animation.KeyNode boneAnim in anim.Bones)
                {
                    STBone bone = skeleton.GetBone(boneAnim.Text);

                    if (bone == null)
                    {
                        continue;
                    }

                    Vector3    position = bone.GetPosition();
                    Quaternion rotation = bone.GetRotation();
                    Vector3    scale    = bone.GetScale();

                    seAnim.AddTranslationKey(boneAnim.Text, frame, position.X, position.Y, position.Z);
                    seAnim.AddRotationKey(boneAnim.Text, frame, rotation.X, rotation.Y, rotation.Z, rotation.W);
                    seAnim.AddScaleKey(boneAnim.Text, frame, scale.X, scale.Y, scale.Z);
                }

                //Add frames to the playing animation
                anim.Frame += 1f;
            }

            seAnim.Write(FileName);
        }
예제 #8
0
        private static void ConvertAnimation(Stream animStream, string path, bool convertAnims, FindLogic.Combo.AnimationAsset animationInfo, bool scaleAnims)
        {
            var parsedAnimation = default(teAnimation);
            var priority        = 100;

            try
            {
                parsedAnimation = new teAnimation(animStream, true);
                priority        = parsedAnimation.Header.Priority;
            }
            catch (Exception)
            {
                Logger.Error("Combo", $"Unable to parse animation {animationInfo.GetName()}");
            }
            string animationDirectory =
                Path.Combine(path, "Animations", priority.ToString());

            if (convertAnims && parsedAnimation != null)
            {
                SEAnim seAnim     = new SEAnim(parsedAnimation, scaleAnims);
                string animOutput = Path.Combine(animationDirectory,
                                                 animationInfo.GetNameIndex() + "." + seAnim.Extension);
                CreateDirectoryFromFile(animOutput);
                using (Stream fileStream = new FileStream(animOutput, FileMode.Create)) {
                    seAnim.Write(fileStream);
                }
            }
            else
            {
                animStream.Position = 0;
                string rawAnimOutput = Path.Combine(animationDirectory,
                                                    $"{animationInfo.GetNameIndex()}.{teResourceGUID.Type(animationInfo.m_GUID):X3}");
                CreateDirectoryFromFile(rawAnimOutput);
                using (Stream fileStream = new FileStream(rawAnimOutput, FileMode.Create)) {
                    animStream.CopyTo(fileStream);
                }
            }
        }
예제 #9
0
        public static void Save(STSkeletonAnimation anim, string FileName)
        {
            STSkeleton skeleton = anim.GetActiveSkeleton();

            SEAnim seAnim = new SEAnim();

            seAnim.Looping  = anim.Loop;
            seAnim.AnimType = AnimationType.Absolute;

            anim.SetFrame(0);
            for (int frame = 0; frame < anim.FrameCount; frame++)
            {
                anim.SetFrame(frame);
                anim.NextFrame();

                foreach (STAnimGroup boneAnim in anim.AnimGroups)
                {
                    if (boneAnim.GetTracks().Any(x => x.HasKeys))
                    {
                        STBone bone = skeleton.GetBone(boneAnim.Name);
                        if (bone == null)
                        {
                            continue;
                        }

                        Vector3    position = bone.GetPosition();
                        Quaternion rotation = bone.GetRotation();
                        Vector3    scale    = bone.GetScale();

                        seAnim.AddTranslationKey(boneAnim.Name, frame, position.X, position.Y, position.Z);
                        seAnim.AddRotationKey(boneAnim.Name, frame, rotation.X, rotation.Y, rotation.Z, rotation.W);
                        seAnim.AddScaleKey(boneAnim.Name, frame, scale.X, scale.Y, scale.Z);
                    }
                }
            }

            seAnim.Write(FileName);
        }
예제 #10
0
        public void ExportSBAnimation(string FileName, SBAnimation animation, SBSkeleton skeleton)
        {
            SEAnim seOut = new SEAnim();                   //init new SEAnim

            foreach (var node in animation.TransformNodes) //iterate through each node
            {
                for (int i = 0; i < animation.FrameCount; i++)
                {
                    SBBone temp = new SBBone();
                    temp.Transform = node.Transform.GetValue(i);

                    OpenTK.Vector3    pos = temp.Translation;
                    OpenTK.Quaternion rot = temp.RotationQuaternion;
                    OpenTK.Vector3    sca = temp.Scale;

                    seOut.AddTranslationKey(node.Name, i, pos.X, pos.Y, pos.Z);
                    seOut.AddRotationKey(node.Name, i, rot.X, rot.Y, rot.Z, rot.W);
                    seOut.AddScaleKey(node.Name, i, sca.X, sca.Y, sca.Z);
                }
            }

            seOut.Write(FileName); //write it!
        }
예제 #11
0
        public static void Decode(string fileName)
        {
            // Get the right export folder and names
            string OutputName = Path.GetDirectoryName(fileName) + "\\" + Path.GetFileNameWithoutExtension(fileName);
            string ModelName  = Path.GetFileNameWithoutExtension(fileName).Replace("-", "_").Replace("#", "");

            // Make a new stream reader
            using (BinaryReader reader = new BinaryReader(new FileStream(fileName, FileMode.Open)))
            {
                // Make sure we are parsing a animation file
                string Magic = reader.ReadFixedString(4);
                if (Magic != "ANIM")
                {
                    Console.WriteLine(String.Format("File Magic \"{0}\" does not match IS's \"ANIM\"", Magic));
                    return;
                }

                // Get anim type
                int AnimType = reader.ReadInt32();
                if (AnimType == 10 || AnimType == 8)
                {
                    // Skip unknown bytes
                    reader.ReadBytes(4);

                    // Get base info of the animation
                    int BoneCount  = reader.ReadInt32();
                    int FrameCount = reader.ReadInt32();

                    // Make a new SEAnim to export
                    SEAnim AnimFile = new SEAnim();

                    // Put the base info in the animation
                    AnimFile.BoneCount  = BoneCount;
                    AnimFile.AnimType   = AnimationType.Additive;
                    AnimFile.FrameCount = FrameCount;

                    // Skip unknown bytes
                    reader.ReadBytes(4);

                    // Go through all the frames
                    for (int i = 0; i < FrameCount; i++)
                    {
                        // Skip 4 bytes for now
                        // Animtype 8  -> frame count
                        // Animtype 10 -> frame byte length
                        reader.ReadBytes(4);

                        // Go through all bone data
                        for (int j = 0; j < BoneCount; j++)
                        {
                            // Get offset to the next joint data
                            long StreamPos = reader.BaseStream.Position + 20;

                            // Read the joint rotation data
                            float BoneDirX = reader.ReadInt16() / 32768.0f;
                            float BoneDirZ = reader.ReadInt16() / 32768.0f;
                            float BoneDirY = reader.ReadInt16() / 32768.0f;
                            float BoneDirW = reader.ReadInt16() / 32768.0f;

                            // Put it in a quaternion object
                            Quaternion BoneDirection = new Quaternion(BoneDirX, BoneDirY, BoneDirZ, BoneDirW);

                            // Add the rotation of the joint to the anim
                            AnimFile.AddRotationKey("tag_is_model_" + j, i, BoneDirection.X, BoneDirection.Y, BoneDirection.Z, BoneDirection.W);

                            // Read joint position data
                            float bonePosX = System.BitConverter.ToSingle(reader.ReadBytes(4), 0);
                            float bonePosZ = System.BitConverter.ToSingle(reader.ReadBytes(4), 0);
                            float bonePosY = System.BitConverter.ToSingle(reader.ReadBytes(4), 0) * -1;

                            // Add the position of the joint to the anim
                            AnimFile.AddTranslationKey("tag_is_model_" + j, i, bonePosX, bonePosY, bonePosZ);

                            // Go to the next joint data
                            reader.Seek(StreamPos, SeekOrigin.Begin);
                        }
                    }

                    // Write the SEAnim file
                    AnimFile.Write(OutputName + ".seanim");

                    // Get the length of the Es file name
                    int EsFileNameLength = reader.ReadInt32();
                    // Only read it if it got an actual name
                    if (EsFileNameLength != 0)
                    {
                        // Read the name
                        string EsFileName = Path.GetFileName(reader.ReadFixedString(EsFileNameLength));

                        // Make a stream reader
                        using (BinaryReader ESreader = new BinaryReader(new FileStream(EsFileName, FileMode.Open)))
                        {
                            // Make sure were reading an ES file
                            if (ESreader.ReadFixedString(4) != "ESES")
                            {
                                Console.WriteLine("File Magic does not match IS's \"ESES\"");
                                return;
                            }

                            // Get the ES type
                            int ESType = ESreader.ReadInt32();

                            int skipInfo = ESreader.ReadInt32();
                        }
                    }
                }
            }
        }
예제 #12
0
        public static void SaveAnimation(string FileName, Animation anim, STSkeleton skeleton)
        {
            anim.SetFrame(anim.FrameCount - 1);       //from last frame
            for (int f = 0; f < anim.FrameCount; ++f) //go through each frame with nextFrame
            {
                anim.NextFrame(skeleton);
            }
            anim.NextFrame(skeleton);  //go on first frame

            foreach (STBone b in skeleton.getBoneTreeOrder())
            {
                if (anim.HasBone(b.Text))
                {
                    Animation.KeyNode n = anim.GetBone(b.Text);


                    if (n.XPOS.HasAnimation())
                    {
                        WriteKey(n.XPOS);
                    }
                    if (n.YPOS.HasAnimation())
                    {
                        WriteKey(n.YPOS);
                    }
                    if (n.ZPOS.HasAnimation())
                    {
                        WriteKey(n.ZPOS);
                    }
                    if (n.XROT.HasAnimation())
                    {
                        WriteKey(n.XROT);
                    }
                    if (n.YROT.HasAnimation())
                    {
                        WriteKey(n.YROT);
                    }
                    if (n.ZROT.HasAnimation())
                    {
                        WriteKey(n.ZROT);
                    }
                    if (n.XSCA.HasAnimation())
                    {
                        WriteKey(n.XSCA);
                    }
                    if (n.YSCA.HasAnimation())
                    {
                        WriteKey(n.YSCA);
                    }
                    if (n.ZSCA.HasAnimation())
                    {
                        WriteKey(n.ZSCA);
                    }
                }
            }

            SEAnim seAnim = new SEAnim();

            seAnim.Looping  = anim.CanLoop;
            seAnim.AnimType = AnimationType.Absolute;
            //Reset active animation to 0
            anim.SetFrame(0);
            for (int frame = 0; frame < anim.FrameCount; frame++)
            {
                anim.NextFrame(skeleton, false, true);

                foreach (Animation.KeyNode boneAnim in anim.Bones)
                {
                    if (boneAnim.HasKeyedFrames(frame))
                    {
                        STBone bone = skeleton.GetBone(boneAnim.Text);
                        if (bone == null)
                        {
                            continue;
                        }

                        Vector3    position = bone.GetPosition();
                        Quaternion rotation = bone.GetRotation();
                        Vector3    scale    = bone.GetScale();

                        //Exporting at specific keys doesn't work atm
                        //Todo
                        bool IsTranlationKeyed = (boneAnim.XPOS.GetKeyFrame(frame).IsKeyed ||
                                                  boneAnim.YPOS.GetKeyFrame(frame).IsKeyed ||
                                                  boneAnim.ZPOS.GetKeyFrame(frame).IsKeyed);

                        bool IsRotationKeyed = (boneAnim.XROT.GetKeyFrame(frame).IsKeyed ||
                                                boneAnim.YROT.GetKeyFrame(frame).IsKeyed ||
                                                boneAnim.ZROT.GetKeyFrame(frame).IsKeyed);

                        bool IsScaleKeyed = (boneAnim.XSCA.GetKeyFrame(frame).IsKeyed ||
                                             boneAnim.YSCA.GetKeyFrame(frame).IsKeyed ||
                                             boneAnim.ZSCA.GetKeyFrame(frame).IsKeyed);

                        seAnim.AddTranslationKey(boneAnim.Text, frame, position.X, position.Y, position.Z);
                        seAnim.AddRotationKey(boneAnim.Text, frame, rotation.X, rotation.Y, rotation.Z, rotation.W);
                        seAnim.AddScaleKey(boneAnim.Text, frame, scale.X, scale.Y, scale.Z);
                    }
                }
            }

            seAnim.Write(FileName);
        }
예제 #13
0
        static void Main(string[] args)
        {
            // SELib Unit Test
            Console.Title = "SELib Unit Tests";
            Console.WriteLine("SELib Unit Tests\n");

            Console.WriteLine("- SEAnims\n");

            #region SEAnim

            {
                // Log
                Console.Write("-- Test 1   ");
                // Make it
                var anim = new SEAnim();
                // Add some keys
                anim.AddTranslationKey("shoulder", 0, 0, 0, 0);
                anim.AddTranslationKey("shoulder", 5, 1, 1, 1);
                anim.AddTranslationKey("shoulder", 10, 10, 10, 10);
                anim.AddTranslationKey("shoulder", 30, 20, 20, 20);
                anim.AddTranslationKey("shoulder", 40, 30, 30, 30);

                // Save it
                anim.Write("test1.seanim");
                // Done
                Console.WriteLine("DONE!");
            }

            {
                // Log
                Console.Write("-- Test 2   ");
                // Make it
                var anim = new SEAnim();
                // Add some keys
                anim.AddTranslationKey("shoulder", 0, 0, 0, 0);
                anim.AddTranslationKey("shoulder", 5, 1, 1, 1);
                anim.AddTranslationKey("shoulder", 10, 10, 10, 10);
                anim.AddTranslationKey("shoulder", 30, 20, 20, 20);
                anim.AddTranslationKey("shoulder", 40, 30, 30, 30);
                // Add some scale
                anim.AddScaleKey("shoulder", 0, 1, 1, 1);
                anim.AddScaleKey("shoulder", 50, 3, 3, 3);

                // Save it
                anim.Write("test2.seanim");
                // Done
                Console.WriteLine("DONE!");
            }

            {
                // Log
                Console.Write("-- Test 3   ");
                // Make it
                var anim = new SEAnim();
                // Add some keys
                anim.AddTranslationKey("shoulder", 0, 0, 0, 0);
                anim.AddTranslationKey("shoulder", 5, 1, 1, 1);
                anim.AddTranslationKey("shoulder", 10, 10, 10, 10);
                anim.AddTranslationKey("shoulder", 30, 20, 20, 20);
                anim.AddTranslationKey("shoulder", 40, 30, 30, 30);
                // Add some scale
                anim.AddScaleKey("shoulder", 0, 1, 1, 1);
                anim.AddScaleKey("shoulder", 50, 3, 3, 3);
                // Add some note
                anim.AddNoteTrack("hello_world", 3);
                anim.AddNoteTrack("bye", 50);

                // Save it
                anim.Write("test3.seanim");
                // Done
                Console.WriteLine("DONE!");
            }

            {
                // Log
                Console.Write("-- Test 4   ");
                // Make it
                var anim = new SEAnim();
                // Add some keys
                anim.AddTranslationKey("shoulder", 0, 0, 0, 0);
                anim.AddTranslationKey("shoulder", 5, 1, 1, 1);
                anim.AddTranslationKey("shoulder", 10, 10, 10, 10);
                anim.AddTranslationKey("shoulder", 30, 20, 20, 20);
                anim.AddTranslationKey("shoulder", 40, 30, 30, 30);
                // Add some scale
                anim.AddScaleKey("shoulder", 0, 1, 1, 1);
                anim.AddScaleKey("shoulder", 50, 3, 3, 3);
                // Add some note
                anim.AddNoteTrack("hello_world", 3);
                anim.AddNoteTrack("bye", 50);

                // Save it (Really, we don't need doubles!!)
                anim.Write("test4.seanim", true);
                // Done
                Console.WriteLine("DONE!");
            }

            {
                // Log
                Console.Write("-- Test 5   ");
                // Make it
                var anim = new SEAnim();
                // Add some keys
                anim.AddTranslationKey("shoulder", 0, 0, 0, 0);
                anim.AddTranslationKey("shoulder", 5, 1, 1, 1);
                anim.AddTranslationKey("shoulder", 10, 10, 10, 10);
                anim.AddTranslationKey("shoulder", 30, 20, 20, 20);
                anim.AddTranslationKey("shoulder", 40, 30, 30, 30);
                // Add some scale
                anim.AddScaleKey("shoulder", 0, 1, 1, 1);
                anim.AddScaleKey("shoulder", 50, 3, 3, 3);
                // Add some rot
                anim.AddRotationKey("shoulder", 0, 0, 0, 0, 1);
                anim.AddRotationKey("shoulder", 50, 0.3, 0.2, 0.5, 1); // Random quat for test
                // Add some note
                anim.AddNoteTrack("hello_world", 3);
                anim.AddNoteTrack("bye", 50);

                // Save it
                anim.Write("test5.seanim");
                // Done
                Console.WriteLine("DONE!");
            }

            {
                // Log
                Console.Write("-- Test 6   ");
                // Read from test 5
                var anim = SEAnim.Read("test5.seanim");

                // Check data
                System.Diagnostics.Debug.Assert(anim.AnimationNotetracks.Count == 2);
                System.Diagnostics.Debug.Assert(anim.AnimationPositionKeys.Count == 1);
                System.Diagnostics.Debug.Assert(anim.AnimationRotationKeys.Count == 1);
                System.Diagnostics.Debug.Assert(anim.AnimationScaleKeys.Count == 1);
                System.Diagnostics.Debug.Assert(anim.BoneCount == 1);
                System.Diagnostics.Debug.Assert(anim.FrameCount == 51);
                System.Diagnostics.Debug.Assert(anim.FrameRate == 30.0);

                // Version
                System.Diagnostics.Debug.Assert(anim.APIVersion == "v1.0.1");

                // Check functions
                System.Diagnostics.Debug.Assert(anim.RenameBone("shoulder", "shoulder") == false);
                System.Diagnostics.Debug.Assert(anim.RenameBone("shoulder", "new_shoulder") == true);

                // Done
                Console.WriteLine("DONE!");
            }

            #endregion

            Console.WriteLine("\n- SEModels\n");

            #region SEModel

            {
                // Log
                Console.Write("-- Test 1   ");
                // Make it
                var model = new SEModel();
                // Add some bones
                model.AddBone("bone_0001", -1, Vector3.Zero, Quaternion.Identity, Vector3.Zero, Quaternion.Identity, Vector3.One);
                model.AddBone("bone_0002", 0, Vector3.Zero, Quaternion.Identity, Vector3.Zero, Quaternion.Identity, Vector3.One);
                model.AddBone("bone_0003", 0, Vector3.Zero, Quaternion.Identity, Vector3.Zero, Quaternion.Identity, Vector3.One);
                model.AddBone("bone_0004", 2, Vector3.Zero, Quaternion.Identity, new Vector3(22, 22, 22), Quaternion.Identity, Vector3.One);

                // Save it
                model.Write("test1.semodel");
                // Done
                Console.WriteLine("DONE!");
            }

            {
                // Log
                Console.Write("-- Test 2   ");
                // Make it
                var model = new SEModel();
                // Allow globals too
                model.ModelBoneSupport = ModelBoneSupportTypes.SupportsBoth;

                // Add some bones
                model.AddBone("bone_0001", -1, Vector3.Zero, Quaternion.Identity, Vector3.Zero, Quaternion.Identity, Vector3.One);
                model.AddBone("bone_0002", 0, Vector3.Zero, Quaternion.Identity, Vector3.Zero, Quaternion.Identity, Vector3.One);
                model.AddBone("bone_0003", 0, Vector3.Zero, Quaternion.Identity, Vector3.Zero, Quaternion.Identity, Vector3.One);
                model.AddBone("bone_0004", 2, Vector3.Zero, Quaternion.Identity, new Vector3(22, 22, 22), Quaternion.Identity, Vector3.One);

                // Save it
                model.Write("test2.semodel");
                // Done
                Console.WriteLine("DONE!");
            }

            #endregion

            // Pause
            Console.Write("\nPress any key to continue...");
            Console.ReadKey();
        }