예제 #1
0
            private void Export(DirectoryInfo dir)
            {
                try
                {
                    List <MeshRenderer> meshList = new List <MeshRenderer>(1);
                    meshList.Add(morphObj);
                    Mesh mesh = Operations.GetMesh(morphObj);

                    colorLists = new bool[mesh.m_Shapes.shapes.Count][];
                    vertLists  = new List <ImportedVertex> [mesh.m_Shapes.shapes.Count];
                    for (int i = 0; i < mesh.m_Shapes.shapes.Count; i++)
                    {
                        Plugins.UnityConverter conv        = new Plugins.UnityConverter(parser, meshList, false, false);
                        ImportedMesh           meshObjBase = conv.MeshList[0];
                        if (faceList == null)
                        {
                            faceList = meshObjBase.SubmeshList[0].FaceList;
                        }

                        List <ImportedVertex> vertList = conv.MeshList[0].SubmeshList[0].VertexList;
                        vertLists[i]  = vertList;
                        colorLists[i] = new bool[meshObjBase.SubmeshList[0].VertexList.Count];
                        int lastVertIndex = (int)(mesh.m_Shapes.shapes[i].firstVertex + mesh.m_Shapes.shapes[i].vertexCount);
                        for (int j = (int)mesh.m_Shapes.shapes[i].firstVertex; j < lastVertIndex; j++)
                        {
                            BlendShapeVertex srcVert = mesh.m_Shapes.vertices[j];
                            ImportedVertex   vert    = vertList[(int)srcVert.index];
                            vert.Position += srcVert.vertex;
                            colorLists[i][(int)srcVert.index] = true;
                        }
                    }

                    string    dest   = Utility.GetDestFile(dir, morphObj.m_GameObject.instance.m_Name + "-" + mesh.m_Name + "-", ".morph.mqo");
                    Material  mat    = morphObj.m_Materials[0].instance;
                    Texture2D matTex = mat.m_SavedProperties.m_TexEnvs[0].Value.m_Texture.instance;
                    for (int i = 1; i < mat.m_SavedProperties.m_TexEnvs.Count; i++)
                    {
                        var texProp = mat.m_SavedProperties.m_TexEnvs[i];
                        if (texProp.Key.name == "_MainTex")
                        {
                            matTex = texProp.Value.m_Texture.instance;
                            break;
                        }
                    }
                    Export(dest, mat, matTex);
                    foreach (Texture2D tex in usedTextures)
                    {
                        try
                        {
                            tex.Export(dir.FullName);
                        }
                        catch (Exception ex)
                        {
                            Utility.ReportException(ex);
                        }
                    }
                    Report.ReportLog("Finished exporting morph to " + dest);
                }
                catch (Exception ex)
                {
                    Report.ReportLog("Error exporting morph: " + ex.Message);
                }
            }
예제 #2
0
            private static List <Texture2D> Export(string dest, Animator parser, List <MeshRenderer> meshes, bool worldCoords)
            {
                DirectoryInfo dir = new DirectoryInfo(Path.GetDirectoryName(dest));

                if (!dir.Exists)
                {
                    dir.Create();
                }

                Plugins.UnityConverter conv         = new Plugins.UnityConverter(parser, meshes, false, false);
                List <Material>        materialList = new List <Material>(meshes.Count);

                using (StreamWriter writer = new StreamWriter(dest, false))
                {
                    for (int i = 0; i < meshes.Count; i++)
                    {
                        MeshRenderer meshRenderer = meshes[i];
                        ImportedMesh meshListSome = conv.MeshList[i];
                        for (int j = 0; j < meshListSome.SubmeshList.Count; j++)
                        {
                            Material mat = meshRenderer.m_Materials[j].instance;
                            if (mat != null)
                            {
                                if (!materialList.Contains(mat))
                                {
                                    materialList.Add(mat);
                                }
                            }
                            else
                            {
                                Report.ReportLog("Warning: Mesh " + meshes[i].m_GameObject.instance.m_Name + " Object " + j + " has an invalid material");
                            }
                        }
                    }

                    writer.WriteLine("Metasequoia Document");
                    writer.WriteLine("Format Text Ver 1.0");
                    writer.WriteLine();
                    writer.WriteLine("Material " + materialList.Count + " {");
                    for (int matIdx = 0; matIdx < materialList.Count; matIdx++)
                    {
                        Material mat = materialList[matIdx];
                        string   s   = "\t\"" + mat.m_Name + "\" col(0.800 0.800 0.800 1.000) dif(0.500) amb(0.100) emi(0.500) spc(0.100) power(30.00)";
                        try
                        {
                            Texture2D tex = mat.m_SavedProperties.m_TexEnvs[0].Value.m_Texture.instance;
                            for (int i = 1; i < mat.m_SavedProperties.m_TexEnvs.Count; i++)
                            {
                                var texProp = mat.m_SavedProperties.m_TexEnvs[i];
                                if (texProp.Key.name == "_MainTex")
                                {
                                    tex = texProp.Value.m_Texture.instance;
                                    break;
                                }
                            }
                            if (tex != null)
                            {
                                string matTexName = tex.m_Name + "-" + tex.m_TextureFormat;
                                string extension  = tex.m_TextureFormat == TextureFormat.DXT1 || tex.m_TextureFormat == TextureFormat.DXT5 ? ".dds" : ".tga";
                                s += " tex(\"" + matTexName + extension + "\")";
                            }
                        }
                        catch { }
                        writer.WriteLine(s);
                    }
                    writer.WriteLine("}");

                    Random rand = new Random();
                    for (int i = 0; i < meshes.Count; i++)
                    {
                        MeshRenderer mesh = meshes[i];
                        if (worldCoords)
                        {
                            Transform parent = Operations.FindFrame(meshes[i].m_GameObject.instance.m_Name, parser.RootTransform);
                            conv.WorldCoordinates(i, Transform.WorldTransform(parent));
                        }

                        string       meshName     = mesh.m_GameObject.instance.m_Name;
                        ImportedMesh meshListSome = conv.MeshList[i];
                        for (int j = 0; j < meshListSome.SubmeshList.Count; j++)
                        {
                            ImportedSubmesh meshObj   = meshListSome.SubmeshList[j];
                            Material        mat       = mesh.m_Materials[j].instance;
                            int             mqoMatIdx = -1;
                            if (mat != null)
                            {
                                mqoMatIdx = materialList.IndexOf(mat);
                            }
                            float[] color = new float[3];
                            for (int k = 0; k < color.Length; k++)
                            {
                                color[k] = (float)((rand.NextDouble() / 2) + 0.5);
                            }

                            string mqoName = meshName + "[" + j + "]";
                            if (worldCoords)
                            {
                                mqoName += "[W]";
                            }
                            writer.WriteLine("Object \"" + mqoName + "\" {");
                            writer.WriteLine("\tshading 1");
                            writer.WriteLine("\tcolor " + color[0].ToFloatString() + " " + color[1].ToFloatString() + " " + color[2].ToFloatString());
                            writer.WriteLine("\tcolor_type 1");

                            List <ImportedVertex> vertList = meshObj.VertexList;
                            List <ImportedFace>   faceList = meshObj.FaceList;
                            SB3Utility.Mqo.ExporterCommon.WriteMeshObject(writer, vertList, faceList, mqoMatIdx, null);
                            writer.WriteLine("}");
                        }
                    }
                    writer.WriteLine("Eof");
                }

                List <Texture2D> usedTextures = new List <Texture2D>(meshes.Count);

                foreach (Material mat in materialList)
                {
                    try
                    {
                        Texture2D matTex = mat.m_SavedProperties.m_TexEnvs[0].Value.m_Texture.instance;
                        for (int i = 1; i < mat.m_SavedProperties.m_TexEnvs.Count; i++)
                        {
                            var texProp = mat.m_SavedProperties.m_TexEnvs[i];
                            if (texProp.Key.name == "_MainTex")
                            {
                                matTex = texProp.Value.m_Texture.instance;
                                break;
                            }
                        }
                        if (matTex != null && !usedTextures.Contains(matTex))
                        {
                            usedTextures.Add(matTex);
                        }
                    }
                    catch { }
                }
                return(usedTextures);
            }
예제 #3
0
 public void MergeMaterial(ImportedMaterial material)
 {
     Operations.ReplaceMaterial(Parser, material);
     Changed = true;
 }
예제 #4
0
파일: TypeParser.cs 프로젝트: kkdevs/sb3u
        public override void CopyTo(UType dest)
        {
            Component asset = null;

            if (Value.asset != null)
            {
                string name = AssetCabinet.ToString(Value.asset);
                asset = ((UPPtr)dest).file.Bundle.FindComponent(name, Value.asset.classID());
                if (asset == null)
                {
                    switch (Value.asset.classID())
                    {
                    case UnityClassID.GameObject:
                        if (((UPPtr)dest).Value == null)
                        {
                            GameObject gObj = (GameObject)Value.asset;
                            if (gObj != null)
                            {
                                Transform trans = gObj.FindLinkedComponent(typeof(Transform));
                                trans = AnimatorRoot != null?Operations.FindFrame(trans.GetTransformPath(), AnimatorRoot) : null;

                                if (trans != null)
                                {
                                    asset = trans.m_GameObject.instance;
                                    break;
                                }
                            }
                            Report.ReportLog("Warning! Losing PPtr<" + Value.asset.classID() + "> " + Name + " to " + name);
                            break;
                        }
                        return;

                    case UnityClassID.Light:
                        GameObject gameObj = ((Light)Value.asset).m_GameObject.instance;
                        if (gameObj != null)
                        {
                            Transform trans = gameObj.FindLinkedComponent(typeof(Transform));
                            trans = AnimatorRoot != null?Operations.FindFrame(trans.GetTransformPath(), AnimatorRoot) : null;

                            if (trans != null)
                            {
                                asset = trans.m_GameObject.instance.FindLinkedComponent(UnityClassID.Light);
                            }
                            else
                            {
                                foreach (Component a in ((UPPtr)dest).file.Components)
                                {
                                    if (a.classID() == UnityClassID.Light)
                                    {
                                        string n = a is NotLoaded ? ((NotLoaded)a).Name : AssetCabinet.ToString(a);
                                        if (n == name)
                                        {
                                            asset = a;
                                            Report.ReportLog("Warning! Unsharp search for PPtr<" + Value.asset.classID() + "> " + Name + " to " + name + " found PathID=" + a.pathID);
                                            break;
                                        }
                                    }
                                }
                                if (asset == null)
                                {
                                    Report.ReportLog("Warning! Losing PPtr<" + Value.asset.classID() + "> " + Name + " to " + name);
                                }
                            }
                        }
                        break;

                    case UnityClassID.MonoBehaviour:
                        gameObj = ((MonoBehaviour)Value.asset).m_GameObject.instance;
                        if (gameObj != null)
                        {
                            Transform trans = gameObj.FindLinkedComponent(typeof(Transform));
                            trans = AnimatorRoot != null?Operations.FindFrame(trans.GetTransformPath(), AnimatorRoot) : null;

                            if (trans != null)
                            {
                                AssetCabinet.TypeDefinition srcDef =
                                    this.file.VersionNumber < AssetCabinet.VERSION_5_5_0
                                                                        ? this.file.Types.Find
                                    (
                                        delegate(AssetCabinet.TypeDefinition def)
                                {
                                    return(def.typeId == (int)((MonoBehaviour)Value.asset).classID1);
                                }
                                    )
                                                                        : this.file.Types[(int)((MonoBehaviour)Value.asset).classID1];
                                bool found       = false;
                                var  m_Component = trans.m_GameObject.instance.m_Component;
                                for (int i = 0; i < m_Component.Count; i++)
                                {
                                    if (m_Component[i].Value.asset != null && m_Component[i].Value.asset.classID() == UnityClassID.MonoBehaviour)
                                    {
                                        AssetCabinet.TypeDefinition destDef =
                                            ((UPPtr)dest).file.VersionNumber < AssetCabinet.VERSION_5_5_0
                                                                                        ? ((UPPtr)dest).file.Types.Find
                                            (
                                                delegate(AssetCabinet.TypeDefinition def)
                                        {
                                            return(def.typeId == (int)((MonoBehaviour)m_Component[i].Value.asset).classID1);
                                        }
                                            )
                                                                                        : ((UPPtr)dest).file.Types[(int)((MonoBehaviour)m_Component[i].Value.asset).classID1];
                                        if (AssetCabinet.CompareTypes(destDef, srcDef))
                                        {
                                            asset = m_Component[i].Value.asset;
                                            found = true;
                                            break;
                                        }
                                    }
                                }
                                if (!found)
                                {
                                    asset = ((MonoBehaviour)Value.asset).Clone(((UPPtr)dest).file);
                                    trans.m_GameObject.instance.AddLinkedComponent((LinkedByGameObject)asset);
                                }
                            }
                            else
                            {
                                Report.ReportLog("Error! Reference to " + Value.asset.classID() + " " + name + " lost. Member " + Name);
                            }
                        }
                        else
                        {
                            asset = ((MonoBehaviour)Value.asset).Clone(((UPPtr)dest).file);
                        }
                        break;

                    case UnityClassID.MonoScript:
                        asset = ((MonoScript)Value.asset).Clone(((UPPtr)dest).file);
                        break;

                    case UnityClassID.Sprite:
                        asset = ((Sprite)Value.asset).Clone(((UPPtr)dest).file);
                        break;

                    case UnityClassID.Transform:
                        asset = AnimatorRoot != null?Operations.FindFrame(((Transform)Value.asset).GetTransformPath(), AnimatorRoot) : null;

                        if (asset == null)
                        {
                            Report.ReportLog("Warning! Reference to " + UnityClassID.Transform + " " + name + " lost. Member " + Name);
                        }
                        break;

                    case UnityClassID.Material:
                        asset = ((Material)Value.asset).Clone(((UPPtr)dest).file);
                        break;

                    case UnityClassID.MeshRenderer:
                    case UnityClassID.SkinnedMeshRenderer:
                        asset = AnimatorRoot != null?Operations.FindMesh(AnimatorRoot, name) : null;

                        if (asset == null)
                        {
                            Report.ReportLog("Warning! Reference to " + Value.asset.classID() + " " + name + " lost. Member " + Name);
                        }
                        break;

                    case UnityClassID.Texture2D:
                        asset = ((Texture2D)Value.asset).Clone(((UPPtr)dest).file);
                        break;

                    case UnityClassID.Cubemap:
                        asset = ((Cubemap)Value.asset).Clone(((UPPtr)dest).file);
                        break;

                    default:
                        if (Value.asset is LoadedByTypeDefinition)
                        {
                            LoadedByTypeDefinition loadedByTypeDef = (LoadedByTypeDefinition)Value.asset;
                            PPtr <GameObject>      gameObjPtr      = loadedByTypeDef.m_GameObject;
                            if (gameObjPtr == null)
                            {
                                AssetCabinet file = ((UPPtr)dest).file;
                                foreach (Component a in file.Components)
                                {
                                    if (a.classID() == loadedByTypeDef.classID() &&
                                        (a is NotLoaded ? ((NotLoaded)a).Name : AssetCabinet.ToString(a)) == loadedByTypeDef.m_Name)
                                    {
                                        asset = a;

                                        file = null;
                                        break;
                                    }
                                }
                                if (file != null)
                                {
                                    asset = loadedByTypeDef.Clone(file);
                                }
                            }
                            else
                            {
                                Transform srcTrans  = gameObjPtr.instance.FindLinkedComponent(typeof(Transform));
                                Transform destTrans = AnimatorRoot != null?Operations.FindFrame(srcTrans.GetTransformPath(), AnimatorRoot) : null;

                                if (destTrans != null)
                                {
                                    asset = destTrans.m_GameObject.instance.FindLinkedComponent(loadedByTypeDef.classID());
                                }
                                else
                                {
                                    foreach (Component a in ((UPPtr)dest).file.Components)
                                    {
                                        if (a.classID() == Value.asset.classID())
                                        {
                                            string n = a is NotLoaded ? ((NotLoaded)a).Name : AssetCabinet.ToString(a);
                                            if (n == name)
                                            {
                                                asset = a;
                                                Report.ReportLog("Warning! Unsharp search for PPtr<" + Value.asset.classID() + "> " + Name + " to " + name + " found PathID=" + a.pathID);
                                                break;
                                            }
                                        }
                                    }
                                    if (asset == null)
                                    {
                                        Report.ReportLog("Warning! Losing PPtr<" + Value.asset.classID() + "> " + Name + " to " + name);
                                    }
                                }
                            }
                        }
                        else
                        {
                            Report.ReportLog("Warning! Reference to " + Value.asset.classID() + " " + name + " unhandled. Member " + Name);
                        }
                        break;
                    }
                }
            }
            ((UPPtr)dest).Value = new PPtr <Object>(asset);
        }
예제 #5
0
            private void ConvertMeshRenderers(List <MeshRenderer> meshList, bool skins, bool morphs)
            {
                MeshList     = new List <ImportedMesh>(meshList.Count);
                MaterialList = new List <ImportedMaterial>(meshList.Count);
                TextureList  = new List <ImportedTexture>(meshList.Count);
                MorphList    = new List <ImportedMorph>(meshList.Count);
                foreach (MeshRenderer meshR in meshList)
                {
                    Mesh mesh = Operations.GetMesh(meshR);
                    if (mesh == null)
                    {
                        Report.ReportLog("skipping " + meshR.m_GameObject.instance.m_Name + " - no mesh");
                        continue;
                    }

                    ImportedMesh iMesh         = new ImportedMesh();
                    Transform    meshTransform = meshR.m_GameObject.instance.FindLinkedComponent(UnityClassID.Transform);
                    iMesh.Name        = meshTransform.GetTransformPath();
                    iMesh.SubmeshList = new List <ImportedSubmesh>(mesh.m_SubMeshes.Count);
                    using (BinaryReader vertReader = new BinaryReader(new MemoryStream(mesh.m_VertexData.m_DataSize)),
                           indexReader = new BinaryReader(new MemoryStream(mesh.m_IndexBuffer)))
                    {
                        for (int i = 0; i < mesh.m_SubMeshes.Count; i++)
                        {
                            SubMesh         submesh  = mesh.m_SubMeshes[i];
                            ImportedSubmesh iSubmesh = new ImportedSubmesh();
                            iSubmesh.Index   = i;
                            iSubmesh.Visible = true;

                            Material mat = meshR.m_Materials[i].instance;
                            ConvertMaterial(mat);
                            iSubmesh.Material = mat.m_Name;

                            iSubmesh.VertexList = new List <ImportedVertex>((int)submesh.vertexCount);
                            for (int str = 0; str < mesh.m_VertexData.m_Streams.Count; str++)
                            {
                                StreamInfo sInfo = mesh.m_VertexData.m_Streams[str];
                                if (sInfo.channelMask == 0)
                                {
                                    continue;
                                }

                                for (int j = 0; j < mesh.m_SubMeshes[i].vertexCount; j++)
                                {
                                    ImportedVertex iVertex;
                                    if (iSubmesh.VertexList.Count < mesh.m_SubMeshes[i].vertexCount)
                                    {
                                        iVertex = new ImportedVertex();
                                        iSubmesh.VertexList.Add(iVertex);
                                    }
                                    else
                                    {
                                        iVertex = iSubmesh.VertexList[j];
                                    }

                                    for (int chn = 0; chn < mesh.m_VertexData.m_Channels.Count; chn++)
                                    {
                                        ChannelInfo cInfo = mesh.m_VertexData.m_Channels[chn];
                                        if ((sInfo.channelMask & (1 << chn)) == 0)
                                        {
                                            continue;
                                        }

                                        vertReader.BaseStream.Position = sInfo.offset + (submesh.firstVertex + j) * sInfo.stride + cInfo.offset;
                                        switch (chn)
                                        {
                                        case 0:
                                            iVertex.Position = new SlimDX.Vector3(-vertReader.ReadSingle(), vertReader.ReadSingle(), vertReader.ReadSingle());
                                            break;

                                        case 1:
                                            iVertex.Normal = new SlimDX.Vector3(-vertReader.ReadSingle(), vertReader.ReadSingle(), vertReader.ReadSingle());
                                            break;

                                        case 3:
                                            iVertex.UV = new float[2] {
                                                vertReader.ReadSingle(), vertReader.ReadSingle()
                                            };
                                            break;

                                        case 5:
                                            iVertex.Tangent = new SlimDX.Vector4(-vertReader.ReadSingle(), vertReader.ReadSingle(), vertReader.ReadSingle(), -vertReader.ReadSingle());
                                            break;
                                        }
                                    }

                                    if (skins && iVertex.BoneIndices == null && mesh.m_Skin.Count > 0)
                                    {
                                        BoneInfluence inf = mesh.m_Skin[(int)submesh.firstVertex + j];
                                        iVertex.BoneIndices = new byte[inf.boneIndex.Length];
                                        for (int k = 0; k < iVertex.BoneIndices.Length; k++)
                                        {
                                            iVertex.BoneIndices[k] = (byte)inf.boneIndex[k];
                                        }
                                        iVertex.Weights = (float[])inf.weight.Clone();
                                    }
                                }
                            }

                            int numFaces = (int)(submesh.indexCount / 3);
                            iSubmesh.FaceList = new List <ImportedFace>(numFaces);
                            indexReader.BaseStream.Position = submesh.firstByte;
                            for (int j = 0; j < numFaces; j++)
                            {
                                ImportedFace face = new ImportedFace();
                                face.VertexIndices    = new int[3];
                                face.VertexIndices[0] = indexReader.ReadUInt16() - (int)submesh.firstVertex;
                                face.VertexIndices[2] = indexReader.ReadUInt16() - (int)submesh.firstVertex;
                                face.VertexIndices[1] = indexReader.ReadUInt16() - (int)submesh.firstVertex;
                                iSubmesh.FaceList.Add(face);
                            }

                            iMesh.SubmeshList.Add(iSubmesh);
                        }
                    }

                    if (skins && meshR is SkinnedMeshRenderer)
                    {
                        SkinnedMeshRenderer sMesh = (SkinnedMeshRenderer)meshR;
                        if (sMesh.m_Bones.Count >= 256)
                        {
                            throw new Exception("Too many bones (" + mesh.m_BindPose.Count + ")");
                        }
                        if (sMesh.m_Bones.Count != mesh.m_BindPose.Count || sMesh.m_Bones.Count != mesh.m_BoneNameHashes.Count)
                        {
                            throw new Exception("Mismatching number of bones bind pose=" + mesh.m_BindPose.Count + " hashes=" + mesh.m_BoneNameHashes.Count + " numBones=" + sMesh.m_Bones.Count);
                        }
                        iMesh.BoneList = new List <ImportedBone>(sMesh.m_Bones.Count);
                        for (int i = 0; i < sMesh.m_Bones.Count; i++)
                        {
                            ImportedBone bone     = new ImportedBone();
                            uint         boneHash = mesh.m_BoneNameHashes[i];
                            bone.Name = avatar.FindBoneName(boneHash);

                            Matrix     m = Matrix.Transpose(mesh.m_BindPose[i]);
                            Vector3    s, t;
                            Quaternion q;
                            m.Decompose(out s, out q, out t);
                            t.X *= -1;
                            Vector3 euler = FbxUtility.QuaternionToEuler(q);
                            euler.Y    *= -1;
                            euler.Z    *= -1;
                            q           = FbxUtility.EulerToQuaternion(euler);
                            bone.Matrix = Matrix.Scaling(s) * Matrix.RotationQuaternion(q) * Matrix.Translation(t);

                            iMesh.BoneList.Add(bone);
                        }
                    }

                    if (morphs && mesh.m_Shapes.shapes.Count > 0)
                    {
                        ImportedMorph morph = new ImportedMorph();
                        morph.Name         = iMesh.Name;
                        morph.ClipName     = Operations.BlendShapeName(mesh);
                        morph.KeyframeList = new List <ImportedMorphKeyframe>(mesh.m_Shapes.shapes.Count);
                        for (int i = 0; i < mesh.m_Shapes.shapes.Count; i++)
                        {
                            ImportedMorphKeyframe keyframe = new ImportedMorphKeyframe();
                            keyframe.Name                 = Operations.BlendShapeKeyframeName(mesh, i);
                            keyframe.VertexList           = new List <ImportedVertex>((int)mesh.m_Shapes.shapes[i].vertexCount);
                            keyframe.MorphedVertexIndices = new List <ushort>((int)mesh.m_Shapes.shapes[i].vertexCount);
                            int lastVertIndex = (int)(mesh.m_Shapes.shapes[i].firstVertex + mesh.m_Shapes.shapes[i].vertexCount);
                            for (int j = (int)mesh.m_Shapes.shapes[i].firstVertex; j < lastVertIndex; j++)
                            {
                                BlendShapeVertex morphVert = mesh.m_Shapes.vertices[j];
                                ImportedVertex   vert      = GetSourceVertex(iMesh.SubmeshList, (int)morphVert.index);
                                ImportedVertex   destVert  = new ImportedVertex();
                                Vector3          morphPos  = morphVert.vertex;
                                morphPos.X       *= -1;
                                destVert.Position = vert.Position + morphPos;
                                Vector3 morphNormal = morphVert.normal;
                                morphNormal.X  *= -1;
                                destVert.Normal = morphNormal;
                                Vector4 morphTangent = new Vector4(morphVert.tangent, 0);
                                morphTangent.X  *= -1;
                                destVert.Tangent = morphTangent;
                                keyframe.VertexList.Add(destVert);
                                keyframe.MorphedVertexIndices.Add((ushort)morphVert.index);
                            }
                            morph.KeyframeList.Add(keyframe);
                        }
                        MorphList.Add(morph);
                    }

                    MeshList.Add(iMesh);
                }
            }