FbxVector4 FBXScene::GetTangent(FbxMesh* pFBXMesh, int nLayerIndex, int nPolygonIndex, int nPolygonVertexIndex, int nVertexIndex) { FbxVector4 vTangent(0,0,0,0); int nLayerCount = pFBXMesh->GetLayerCount(); if( nLayerIndex < nLayerCount )//for( int i = 0; i < nLayerCount; ++i ) { FbxLayer* pFBXLayer = pFBXMesh->GetLayer(nLayerIndex); if( pFBXLayer ) { FbxLayerElementTangent* pTangents = pFBXLayer->GetTangents(); if( pTangents ) { const FbxLayerElementArrayTemplate<FbxVector4>& pTangentArray = pTangents->GetDirectArray(); if( nVertexIndex < pTangentArray.GetCount() ) { vTangent = pTangentArray.GetAt(nVertexIndex); vTangent.Normalize(); } } } } return vTangent; }