bool CObjectViewer::loadMesh(const std::string &meshFileName, const std::string &skelFileName) { CPath::addSearchPath(CFile::getPath(meshFileName), false, false); // create instance of the mesh character UInstance Entity = _Scene->createInstance(meshFileName); USkeleton Skeleton = _Scene->createSkeleton(skelFileName); // if we can't create entity, skip it if (Entity.empty()) return false; // create a new entity EIT eit = (_Entities.insert (make_pair (CFile::getFilenameWithoutExtension(meshFileName), CEntity()))).first; CEntity &entity = (*eit).second; // set the entity up entity._Name = CFile::getFilenameWithoutExtension(meshFileName); entity._Instance = Entity; if (!Skeleton.empty()) { entity._Skeleton = Skeleton; entity._Skeleton.bindSkin (entity._Instance); } entity._AnimationSet = _Driver->createAnimationSet(false); entity._PlayList = _PlayListManager->createPlayList(entity._AnimationSet); return true; }