예제 #1
0
        public static void UpdateBoundingBox(this FLVER.Bone b, List <FLVER.Bone> bones, NVector3 vertexPos)
        {
            var boneAbsoluteMatrix = b.GetAbsoluteNMatrix(bones);

            if (NMatrix.Invert(boneAbsoluteMatrix, out NMatrix invertexBoneMat))
            {
                var posForBBox = NVector3.Transform(vertexPos, invertexBoneMat);

                var minX = Math.Min(b.BoundingBoxMin.X, posForBBox.X);
                var minY = Math.Min(b.BoundingBoxMin.Y, posForBBox.Y);
                var minZ = Math.Min(b.BoundingBoxMin.Z, posForBBox.Z);
                var maxX = Math.Max(b.BoundingBoxMax.X, posForBBox.X);
                var maxY = Math.Max(b.BoundingBoxMax.Y, posForBBox.Y);
                var maxZ = Math.Max(b.BoundingBoxMax.Z, posForBBox.Z);

                b.BoundingBoxMin = new NVector3(minX, minY, minZ);
                b.BoundingBoxMax = new NVector3(maxX, maxY, maxZ);
            }
            //ErrorTODO: when this fails, else {}
        }
예제 #2
0
        private Ai.Mesh ConvertGeometry(Scene scene, Node geometryNode, Geometry geometry)
        {
            var aiMesh = new Ai.Mesh(Ai.PrimitiveType.Triangle);

            if (geometry.Flags.HasFlag(GeometryFlags.HasMaterial))
            {
                aiMesh.MaterialIndex = mAiScene.Materials.FindIndex(x => x.Name == AssimpConverterCommon.EscapeName(geometry.MaterialName));
            }

            if (geometry.Flags.HasFlag(GeometryFlags.HasTriangles))
            {
                foreach (var triangle in geometry.Triangles)
                {
                    var aiFace = new Ai.Face();
                    aiFace.Indices.Add(( int )triangle.A);
                    aiFace.Indices.Add(( int )triangle.B);
                    aiFace.Indices.Add(( int )triangle.C);
                    aiMesh.Faces.Add(aiFace);
                }
            }

            if (geometry.VertexAttributeFlags.HasFlag(VertexAttributeFlags.Position))
            {
                foreach (var vertex in geometry.Vertices)
                {
                    aiMesh.Vertices.Add(new Ai.Vector3D(vertex.X, vertex.Y, vertex.Z));
                }
            }

            if (geometry.VertexAttributeFlags.HasFlag(VertexAttributeFlags.Normal))
            {
                foreach (var normal in geometry.Normals)
                {
                    aiMesh.Normals.Add(new Ai.Vector3D(normal.X, normal.Y, normal.Z));
                }
            }

            if (geometry.VertexAttributeFlags.HasFlag(VertexAttributeFlags.Tangent))
            {
                foreach (var tangent in geometry.Tangents)
                {
                    aiMesh.Tangents.Add(new Ai.Vector3D(tangent.X, tangent.Y, tangent.Z));
                }
            }

            if (geometry.VertexAttributeFlags.HasFlag(VertexAttributeFlags.Binormal))
            {
                foreach (var binormal in geometry.Binormals)
                {
                    aiMesh.BiTangents.Add(new Ai.Vector3D(binormal.X, binormal.Y, binormal.Z));
                }
            }

            if (geometry.VertexAttributeFlags.HasFlag(VertexAttributeFlags.TexCoord0))
            {
                foreach (var vertex in geometry.TexCoordsChannel0)
                {
                    aiMesh.TextureCoordinateChannels[0].Add(new Ai.Vector3D(vertex.X, vertex.Y, 0));
                }
            }

            if (geometry.VertexAttributeFlags.HasFlag(VertexAttributeFlags.TexCoord1))
            {
                foreach (var vertex in geometry.TexCoordsChannel1)
                {
                    aiMesh.TextureCoordinateChannels[1].Add(new Ai.Vector3D(vertex.X, vertex.Y, 0));
                }
            }

            if (geometry.VertexAttributeFlags.HasFlag(VertexAttributeFlags.TexCoord2))
            {
                foreach (var vertex in geometry.TexCoordsChannel2)
                {
                    aiMesh.TextureCoordinateChannels[2].Add(new Ai.Vector3D(vertex.X, vertex.Y, 0));
                }
            }

            /* todo: colors
             * if ( geometry.VertexAttributeFlags.HasFlag( VertexAttributeFlags.Color0 ) )
             * {
             *  foreach ( var color in geometry.ColorChannel0 )
             *  {
             *      aiMesh.VertexColorChannels[0].Add( new Ai.Color4D( color. ))
             *  }
             * }
             */

            if (geometry.Flags.HasFlag(GeometryFlags.HasVertexWeights))
            {
                var boneMap = new Dictionary <int, Ai.Bone>();

                for (int i = 0; i < geometry.VertexWeights.Length; i++)
                {
                    var vertexWeight = geometry.VertexWeights[i];

                    for (int j = 0; j < 4; j++)
                    {
                        var boneWeight = vertexWeight.Weights[j];
                        if (boneWeight == 0f)
                        {
                            continue;
                        }

                        var boneIndex = vertexWeight.Indices[j];
                        var nodeIndex = scene.BonePalette.BoneToNodeIndices[boneIndex];

                        if (!boneMap.ContainsKey(nodeIndex))
                        {
                            var aiBone   = new Ai.Bone();
                            var boneNode = scene.GetNode(nodeIndex);

                            aiBone.Name = AssimpConverterCommon.EscapeName(boneNode.Name);
                            aiBone.VertexWeights.Add(new Ai.VertexWeight(i, boneWeight));

                            Matrix4x4.Invert(geometryNode.WorldTransform, out Matrix4x4 invGeometryNodeWorldTransform);
                            Matrix4x4.Invert(boneNode.WorldTransform * invGeometryNodeWorldTransform, out Matrix4x4 offsetMatrix);
                            aiBone.OffsetMatrix = new Ai.Matrix4x4(offsetMatrix.M11, offsetMatrix.M21, offsetMatrix.M31, offsetMatrix.M41,
                                                                   offsetMatrix.M12, offsetMatrix.M22, offsetMatrix.M32, offsetMatrix.M42,
                                                                   offsetMatrix.M13, offsetMatrix.M23, offsetMatrix.M33, offsetMatrix.M43,
                                                                   offsetMatrix.M14, offsetMatrix.M24, offsetMatrix.M34, offsetMatrix.M44);
                            boneMap[nodeIndex] = aiBone;
                        }
                        else
                        {
                            boneMap[nodeIndex].VertexWeights.Add(new Ai.VertexWeight(i, boneWeight));
                        }
                    }
                }

                aiMesh.Bones.AddRange(boneMap.Values);
            }

            return(aiMesh);
        }
        public static ImportedAnimation ImportFromAssimpScene(Scene scene,
                                                              AnimationImportSettings settings)
        {
            ImportedAnimation result = new ImportedAnimation();

            var sceneMatrix = NMatrix.Identity;

            if (!settings.FlipQuaternionHandedness)
            {
                sceneMatrix *= NMatrix.CreateScale(-1, 1, 1);
            }

            if (settings.ExistingHavokAnimationTemplate == null)
            {
                throw new NotImplementedException("Reading skeleton/binding from assimp scene not supported yet. Please import using existing havok animation as template.");
            }
            else
            {
                result.hkaSkeleton = settings.ExistingHavokAnimationTemplate.hkaSkeleton;
                result.HkxBoneIndexToTransformTrackMap = settings.ExistingHavokAnimationTemplate.HkxBoneIndexToTransformTrackMap;
                result.TransformTrackIndexToHkxBoneMap = settings.ExistingHavokAnimationTemplate.TransformTrackIndexToHkxBoneMap;
            }



            if (settings.ConvertFromZUp)
            {
                sceneMatrix *= NMatrix.CreateRotationZ((float)(Math.PI));
                sceneMatrix *= NMatrix.CreateRotationX((float)(-Math.PI / 2.0));
            }

            var sceneMatrix_ForRootMotion = NMatrix.CreateScale(NVector3.One * settings.SceneScale) * sceneMatrix;

            if (settings.UseRootMotionScaleOverride)
            {
                sceneMatrix_ForRootMotion = NMatrix.CreateScale(NVector3.One * settings.RootMotionScaleOverride) * sceneMatrix;
            }

            sceneMatrix = NMatrix.CreateScale(NVector3.One * settings.SceneScale) * sceneMatrix;



            foreach (var anim in scene.Animations)
            {
                if (anim.HasNodeAnimations)
                {
                    // Setup framerate.
                    double tickScaler = (settings.ResampleToFramerate / anim.TicksPerSecond);

                    result.Duration = anim.DurationInTicks != 0 ? // Don't divide by 0
                                      (float)(anim.DurationInTicks / anim.TicksPerSecond) : 0;
                    result.FrameDuration = (float)(1 / settings.ResampleToFramerate);

                    //result.Duration += result.FrameDuration;
                    int frameCount = (int)Math.Round(result.Duration / result.FrameDuration);

                    double resampleTickMult = settings.ResampleToFramerate / anim.TicksPerSecond;

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

                    List <string> transformTrackNames = new List <string>();

                    // Populate transform track names.
                    foreach (var nodeChannel in anim.NodeAnimationChannels)
                    {
                        if (nodeChannel.NodeName == settings.RootMotionNodeName && settings.ExcludeRootMotionNodeFromTransformTracks)
                        {
                            continue;
                        }

                        transformTrackNames.Add(nodeChannel.NodeName);
                    }

                    result.TransformTrackToBoneIndices.Clear();

                    if (settings.ExistingBoneDefaults != null)
                    {
                        var boneNamesInExistingSkel = settings.ExistingBoneDefaults.Keys.ToList();

                        transformTrackNames = boneNamesInExistingSkel;

                        foreach (var tt in transformTrackNames)
                        {
                            result.TransformTrackToBoneIndices.Add(tt, boneNamesInExistingSkel.IndexOf(tt));
                        }
                    }
                    else
                    {
                        int i = 0;
                        foreach (var t in transformTrackNames)
                        {
                            result.TransformTrackToBoneIndices.Add(t, i++);
                        }
                    }

                    // Populate transform track names.
                    foreach (var nodeChannel in anim.NodeAnimationChannels)
                    {
                        //if (nodeChannel.NodeName == settings.RootMotionNodeName && settings.ExcludeRootMotionNodeFromTransformTracks)
                        //    continue;

                        transformTrackIndexMapping.Add(nodeChannel.NodeName, transformTrackNames.IndexOf(nodeChannel.NodeName));
                    }

                    result.TransformTrackNames = transformTrackNames;

                    result.Frames = new List <ImportedAnimation.Frame>();

                    for (int i = 0; i <= frameCount; i++)
                    {
                        var f = new ImportedAnimation.Frame();
                        for (int j = 0; j < transformTrackNames.Count; j++)
                        {
                            if (settings.ExistingBoneDefaults != null && settings.ExistingBoneDefaults.ContainsKey(transformTrackNames[j]) && settings.InitalizeUnanimatedTracksToTPose)
                            {
                                f.BoneTransforms.Add(settings.ExistingBoneDefaults[transformTrackNames[j]]);
                            }
                            else
                            {
                                f.BoneTransforms.Add(NewBlendableTransform.Identity);
                            }
                        }
                        result.Frames.Add(f);
                    }

                    var rootMotionRotationFrames = new NQuaternion[frameCount + 1];

                    //DEBUGGING
                    var DEBUG_ALL_NODE_NAMES_SORTED = anim.NodeAnimationChannels.Select(n => n.NodeName).OrderBy(n => n).ToList();

                    for (int i = 0; i < anim.NodeAnimationChannelCount; i++)
                    {
                        var nodeChannel = anim.NodeAnimationChannels[i];

                        int lastKeyIndex = -1;

                        bool hasPosition = nodeChannel.HasPositionKeys;
                        bool hasRotation = nodeChannel.HasRotationKeys;
                        bool hasScale    = nodeChannel.HasScalingKeys;

                        if (nodeChannel.NodeName.Contains("$AssimpFbx$_Translation"))
                        {
                            hasPosition = true;
                            hasRotation = false;
                            hasScale    = false;
                        }
                        else if (nodeChannel.NodeName.Contains("$AssimpFbx$_Rotation"))
                        {
                            hasPosition = false;
                            hasRotation = true;
                            hasScale    = false;
                        }
                        else if (nodeChannel.NodeName.Contains("$AssimpFbx$_Scaling"))
                        {
                            hasPosition = false;
                            hasRotation = false;
                            hasScale    = true;
                        }


                        bool isRootMotionNode = nodeChannel.NodeName == settings.RootMotionNodeName || (nodeChannel.NodeName.StartsWith(settings.RootMotionNodeName) && nodeChannel.NodeName.Contains("_$AssimpFbx$_"));
                        if (isRootMotionNode)
                        {
                            if (hasPosition)
                            {
                                lastKeyIndex = -1;
                                foreach (var keyPos in nodeChannel.PositionKeys)
                                {
                                    int frame = (int)Math.Floor(keyPos.Time * resampleTickMult);
                                    result.Frames[frame].RootMotionTranslation =
                                        NVector3.Transform(keyPos.Value.ToNumerics(), sceneMatrix_ForRootMotion);

                                    //if (settings.FlipQuaternionHandedness)
                                    //{
                                    //    result.Frames[frame].RootMotionTranslation.X *= -1;
                                    //}

                                    // Fill in from the last keyframe to this one
                                    for (int f = lastKeyIndex + 1; f <= Math.Min(frame - 1, result.Frames.Count - 1); f++)
                                    {
                                        float lerpS     = 1f * (f - lastKeyIndex) / (frame - lastKeyIndex);
                                        var   blendFrom = result.Frames[lastKeyIndex].RootMotionTranslation;
                                        var   blendTo   = result.Frames[frame].RootMotionTranslation;

                                        result.Frames[f].RootMotionTranslation = NVector3.Lerp(blendFrom, blendTo, lerpS);
                                    }
                                    lastKeyIndex = frame;
                                }
                                // Fill in from last key to end of animation.
                                for (int f = lastKeyIndex + 1; f <= result.Frames.Count - 1; f++)
                                {
                                    result.Frames[f].RootMotionTranslation = result.Frames[lastKeyIndex].RootMotionTranslation;
                                }
                            }


                            if (hasRotation && settings.EnableRotationalRootMotion)
                            {
                                lastKeyIndex = -1;

                                foreach (var keyPos in nodeChannel.RotationKeys)
                                {
                                    int frame = (int)Math.Floor(keyPos.Time * resampleTickMult);

                                    var curFrameRotation = keyPos.Value.ToNumerics();
                                    curFrameRotation.Y *= -1;
                                    curFrameRotation.Z *= -1;

                                    if (settings.FlipQuaternionHandedness)
                                    {
                                        curFrameRotation = SapMath.MirrorQuat(curFrameRotation);
                                    }

                                    if (frame >= 0 && frame < frameCount)
                                    {
                                        rootMotionRotationFrames[frame] = curFrameRotation;
                                    }

                                    // Fill in from the last keyframe to this one
                                    for (int f = lastKeyIndex + 1; f <= Math.Min(frame - 1, result.Frames.Count - 1); f++)
                                    {
                                        float lerpS     = 1f * (f - lastKeyIndex) / (frame - lastKeyIndex);
                                        var   blendFrom = rootMotionRotationFrames[lastKeyIndex];
                                        var   blendTo   = curFrameRotation;

                                        var blended = NQuaternion.Slerp(blendFrom, blendTo, lerpS);
                                        //blended = NQuaternion.Normalize(blended);

                                        rootMotionRotationFrames[f] = blended;
                                    }
                                    lastKeyIndex = frame;
                                }
                                // Fill in from last key to end of animation.
                                for (int f = lastKeyIndex + 1; f <= result.Frames.Count - 1; f++)
                                {
                                    rootMotionRotationFrames[f] = rootMotionRotationFrames[lastKeyIndex];
                                }
                            }
                        }

                        if (isRootMotionNode)
                        {
                            hasPosition = false;
                            hasRotation = !settings.EnableRotationalRootMotion;
                        }

                        if (!(isRootMotionNode && !settings.ExcludeRootMotionNodeFromTransformTracks))
                        {
                            string nodeName = nodeChannel.NodeName;

                            int transformIndex = transformTrackIndexMapping[nodeName];

                            int memeIndex = nodeName.IndexOf("_$AssimpFbx$_");
                            if (memeIndex >= 0)
                            {
                                nodeName = nodeName.Substring(0, memeIndex);
                            }



                            if (transformIndex >= 0 && transformIndex < transformTrackNames.Count)
                            {
                                // TRANSLATION
                                if (hasPosition)
                                {
                                    lastKeyIndex = -1;
                                    foreach (var keyPos in nodeChannel.PositionKeys)
                                    {
                                        int frame = (int)Math.Floor(keyPos.Time * resampleTickMult);

                                        var curFrameTransform = result.Frames[frame].BoneTransforms[transformIndex];
                                        curFrameTransform.Translation = NVector3.Transform(keyPos.Value.ToNumerics(), sceneMatrix);
                                        result.Frames[frame].BoneTransforms[transformIndex] = curFrameTransform;

                                        // Fill in from the last keyframe to this one
                                        for (int f = lastKeyIndex + 1; f <= Math.Min(frame - 1, result.Frames.Count - 1); f++)
                                        {
                                            float lerpS     = 1f * (f - lastKeyIndex) / (frame - lastKeyIndex);
                                            var   blendFrom = result.Frames[lastKeyIndex].BoneTransforms[transformIndex].Translation;
                                            var   blendTo   = curFrameTransform.Translation;

                                            var blended = NVector3.Lerp(blendFrom, blendTo, lerpS);

                                            var copyOfStruct = result.Frames[f].BoneTransforms[transformIndex];
                                            copyOfStruct.Translation = blended;
                                            result.Frames[f].BoneTransforms[transformIndex] = copyOfStruct;
                                        }
                                        lastKeyIndex = frame;
                                    }
                                    // Fill in from last key to end of animation.
                                    for (int f = lastKeyIndex + 1; f <= result.Frames.Count - 1; f++)
                                    {
                                        var x = result.Frames[f].BoneTransforms[transformIndex];
                                        x.Translation = result.Frames[lastKeyIndex].BoneTransforms[transformIndex].Translation;
                                        result.Frames[f].BoneTransforms[transformIndex] = x;
                                    }
                                }



                                // SCALE
                                if (hasScale)
                                {
                                    lastKeyIndex = -1;
                                    foreach (var keyPos in nodeChannel.ScalingKeys)
                                    {
                                        int frame = (int)Math.Floor(keyPos.Time * resampleTickMult);

                                        var curFrameTransform = result.Frames[frame].BoneTransforms[transformIndex];
                                        curFrameTransform.Scale = keyPos.Value.ToNumerics();
                                        result.Frames[frame].BoneTransforms[transformIndex] = curFrameTransform;

                                        // Fill in from the last keyframe to this one
                                        for (int f = lastKeyIndex + 1; f <= Math.Min(frame - 1, result.Frames.Count - 1); f++)
                                        {
                                            float lerpS     = 1f * (f - lastKeyIndex) / (frame - lastKeyIndex);
                                            var   blendFrom = result.Frames[lastKeyIndex].BoneTransforms[transformIndex].Scale;
                                            var   blendTo   = curFrameTransform.Scale;

                                            var blended = NVector3.Lerp(blendFrom, blendTo, lerpS);

                                            var copyOfStruct = result.Frames[f].BoneTransforms[transformIndex];
                                            copyOfStruct.Scale = blended;
                                            result.Frames[f].BoneTransforms[transformIndex] = copyOfStruct;
                                        }
                                        lastKeyIndex = frame;
                                    }
                                    // Fill in from last key to end of animation.
                                    for (int f = lastKeyIndex + 1; f <= result.Frames.Count - 1; f++)
                                    {
                                        var x = result.Frames[f].BoneTransforms[transformIndex];
                                        x.Scale = result.Frames[lastKeyIndex].BoneTransforms[transformIndex].Scale;
                                        result.Frames[f].BoneTransforms[transformIndex] = x;
                                    }
                                }

                                // ROTATION
                                if (hasRotation)
                                {
                                    lastKeyIndex = -1;

                                    foreach (var keyPos in nodeChannel.RotationKeys)
                                    {
                                        int frame = (int)Math.Floor(keyPos.Time * resampleTickMult);

                                        var curFrameTransform = result.Frames[frame].BoneTransforms[transformIndex];
                                        curFrameTransform.Rotation    = keyPos.Value.ToNumerics();
                                        curFrameTransform.Rotation.Y *= -1;
                                        curFrameTransform.Rotation.Z *= -1;

                                        if (settings.FlipQuaternionHandedness)
                                        {
                                            curFrameTransform.Rotation = SapMath.MirrorQuat(curFrameTransform.Rotation);
                                        }

                                        result.Frames[frame].BoneTransforms[transformIndex] = curFrameTransform;

                                        // Fill in from the last keyframe to this one
                                        for (int f = lastKeyIndex + 1; f <= Math.Min(frame - 1, result.Frames.Count - 1); f++)
                                        {
                                            float lerpS     = 1f * (f - lastKeyIndex) / (frame - lastKeyIndex);
                                            var   blendFrom = result.Frames[lastKeyIndex].BoneTransforms[transformIndex].Rotation;
                                            var   blendTo   = curFrameTransform.Rotation;

                                            var blended = NQuaternion.Slerp(blendFrom, blendTo, lerpS);
                                            //blended = NQuaternion.Normalize(blended);

                                            var copyOfStruct = result.Frames[f].BoneTransforms[transformIndex];
                                            copyOfStruct.Rotation = blended;

                                            result.Frames[f].BoneTransforms[transformIndex] = copyOfStruct;
                                        }
                                        lastKeyIndex = frame;
                                    }
                                    // Fill in from last key to end of animation.
                                    for (int f = lastKeyIndex + 1; f <= result.Frames.Count - 1; f++)
                                    {
                                        var x = result.Frames[f].BoneTransforms[transformIndex];
                                        x.Rotation = result.Frames[lastKeyIndex].BoneTransforms[transformIndex].Rotation;
                                        result.Frames[f].BoneTransforms[transformIndex] = x;
                                    }
                                }
                            }
                            else
                            {
                                Console.WriteLine("unmapped transform track.");
                            }
                        }
                    }

                    if (settings.BonesToFlipBackwardsAboutYAxis.Count > 0)
                    {
                        var trackIndicesToFlip = result.TransformTrackNames
                                                 .Select((x, i) => i)
                                                 .Where(x => settings.BonesToFlipBackwardsAboutYAxis.Contains(result.TransformTrackNames[x]))
                                                 .ToList();

                        foreach (var f in result.Frames)
                        {
                            foreach (var i in trackIndicesToFlip)
                            {
                                var t = f.BoneTransforms[i];
                                t.Rotation          = NQuaternion.CreateFromRotationMatrix(NMatrix.CreateFromQuaternion(f.BoneTransforms[i].Rotation) * NMatrix.CreateRotationY(SapMath.Pi));
                                t.Translation       = NVector3.Transform(t.Translation, NMatrix.CreateRotationY(SapMath.Pi));
                                f.BoneTransforms[i] = t;
                            }
                        }
                    }

                    result.FrameCount = frameCount;

                    result.Name = anim.Name ?? settings.ExistingHavokAnimationTemplate?.Name ?? "SAP Custom Animation";


                    float rootMotionRot = 0;
                    for (int f = 0; f < result.Frames.Count; f++)
                    {
                        if (f > 0 && settings.EnableRotationalRootMotion)
                        {
                            var curMat = NMatrix.CreateFromQuaternion(rootMotionRotationFrames[f]);
                            var oldMat = NMatrix.CreateFromQuaternion(rootMotionRotationFrames[f - 1]);
                            if (NMatrix.Invert(oldMat, out NMatrix inverseOldMat))
                            {
                                var   deltaMat   = curMat * inverseOldMat;
                                var   deltaVec   = NVector3.Transform(NVector3.UnitX, deltaMat);
                                float deltaAngle = (float)Math.Atan2(deltaVec.Z, deltaVec.X);
                                rootMotionRot += deltaAngle;
                            }
                        }
                        result.Frames[f].RootMotionRotation = rootMotionRot;
                    }

                    break;
                }
            }

            result.RootMotion = new RootMotionData(
                new NVector4(0, 1, 0, 0),
                new NVector4(0, 0, 1, 0),
                result.Duration, result.Frames.Select(f => f.RootMotion).ToArray());

            // Copy first frame for loop?
            //for (int i = 0; i < result.TransformTrackNames.Count; i++)
            //{
            //    result.Frames[result.Frames.Count - 1].BoneTransforms[i] = result.Frames[0].BoneTransforms[i];
            //}

            var rootMotionStart = result.Frames[0].RootMotion;

            for (int i = 0; i < result.Frames.Count; i++)
            {
                result.Frames[i].RootMotionTranslation.X -= rootMotionStart.X;
                result.Frames[i].RootMotionTranslation.Y -= rootMotionStart.Y;
                result.Frames[i].RootMotionTranslation.Z -= rootMotionStart.Z;
                result.Frames[i].RootMotionRotation      -= rootMotionStart.W;

                var xyz = NVector3.Transform(result.Frames[i].RootMotion.XYZ(), NMatrix.CreateRotationY(-rootMotionStart.W));
                result.Frames[i].RootMotionTranslation.X = xyz.X;
                result.Frames[i].RootMotionTranslation.Y = xyz.Y;
                result.Frames[i].RootMotionTranslation.Z = xyz.Z;



                //for (int t = 0; t < result.Frames[i].BoneTransforms.Count; t++)
                //{
                //    if (i > 0 && NQuaternion.Dot(result.Frames[i - 1].BoneTransforms[t].Rotation, result.Frames[i].BoneTransforms[t].Rotation) < 0.995)
                //    {
                //        var tf = result.Frames[i].BoneTransforms[t];
                //        tf.Rotation = NQuaternion.Conjugate(result.Frames[i].BoneTransforms[t].Rotation);
                //        result.Frames[i].BoneTransforms[t] = tf;
                //    }
                //}
            }



            // HOTFIX FOR BAD FBX
            if (result.Frames.Count >= 3)
            {
                result.Frames[result.Frames.Count - 1].RootMotionRotation = result.Frames[result.Frames.Count - 2].RootMotionRotation +
                                                                            (result.Frames[result.Frames.Count - 2].RootMotionRotation - result.Frames[result.Frames.Count - 3].RootMotionRotation);
            }



            //var endFrame = new ImportedAnimation.Frame();
            //foreach (var t in result.Frames[0].BoneTransforms)
            //{
            //    endFrame.BoneTransforms.Add(t);
            //}
            //endFrame.RootMotionTranslation = result.Frames[result.Frames.Count - 1].RootMotionTranslation +
            //    (result.Frames[result.Frames.Count - 1].RootMotionTranslation - result.Frames[result.Frames.Count - 2].RootMotionTranslation);

            //endFrame.RootMotionRotation = result.Frames[result.Frames.Count - 1].RootMotionRotation +
            //    (result.Frames[result.Frames.Count - 1].RootMotionRotation - result.Frames[result.Frames.Count - 2].RootMotionRotation);
            ////endFrame.RootMotionRotation = result.Frames[result.Frames.Count - 1].RootMotionRotation;

            //result.Frames.Add(endFrame);

            return(result);
        }