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fix import_pmd
[meshio/pymeshio.git] / blender25-meshio / import_pmd.py
1 #!BPY
2 # coding:utf-8
3 """
4  Name: 'MikuMikuDance model (.pmd)...'
5  Blender: 248
6  Group: 'Import'
7  Tooltip: 'Import PMD file for MikuMikuDance.'
8 """
9 __author__= ["ousttrue"]
10 __url__=()
11 __bpydoc__="""
12 pmd Importer
13
14 This script imports a pmd into Blender for editing.
15
16 20091126: first implement.
17 20091209: implement IK.
18 20091210: implement morph target.
19 20100305: use english name.
20 20100408: cleanup not used vertices.
21 20100416: fix fornt face. texture load fail safe. add progress.
22 20100506: C extension.
23 20100521: add shape_key group.
24 20100530: add invisilbe bone tail(armature layer 2).
25 20100608: integrate 2.4 and 2.5.
26 20100616: implement rigid body.
27 20100619: fix for various models.
28 20100623: fix constraint name.
29 20100626: refactoring.
30 20100629: sphere map.
31 20100703: implement bone group.
32 20100710: implement toon texture.
33 20100718: keep model name, comment.
34 20100724: update for Blender2.53.
35 20100731: add full python module.
36 20101005: update for Blender2.54.
37 20101228: update for Blender2.55.
38 20110429: update for Blender2.57b.
39 20110522: implement RigidBody and Constraint.
40 20110918: update for Blender2.59.
41 20111002: update for pymeshio-2.1.0
42 """
43 bl_addon_info = {
44         'category': 'Import/Export',
45         'name': 'Import: MikuMikuDance Model Format (.pmd)',
46         'author': 'ousttrue',
47         'version': (2, 2),
48         'blender': (2, 5, 3),
49         'location': 'File > Import',
50         'description': 'Import from the MikuMikuDance Model Format (.pmd)',
51         'warning': '', # used for warning icon and text in addons panel
52         'wiki_url': 'http://sourceforge.jp/projects/meshio/wiki/FrontPage',
53         'tracker_url': 'http://sourceforge.jp/ticket/newticket.php?group_id=5081',
54         }
55
56
57 ###############################################################################
58 # import
59 ###############################################################################
60 import os
61 import sys
62 import math
63
64 from .pymeshio import pmd
65 from .pymeshio.pmd import reader
66 from .pymeshio import englishmap
67
68 # for 2.5
69 import bpy
70 import mathutils
71
72 # wrapper
73 from . import bl25 as bl
74
75 xrange=range
76
77 def createPmdMaterial(m, index):
78     material = bpy.data.materials.new("Material")
79     # diffuse
80     material.diffuse_shader='FRESNEL'
81     material.diffuse_color=([m.diffuse_color.r, m.diffuse_color.g, m.diffuse_color.b])
82     material.alpha=m.alpha
83     # specular
84     material.specular_shader='TOON'
85     material.specular_color=([m.specular_color.r, m.specular_color.g, m.specular_color.b])
86     material.specular_toon_size=int(m.specular_factor)
87     # ambient
88     material.mirror_color=([m.ambient_color.r, m.ambient_color.g, m.ambient_color.b])
89     # flag
90     material.subsurface_scattering.use=True if m.edge_flag==1 else False
91     # other
92     material.name="m_%02d" % index
93     material.preview_render_type='FLAT'
94     material.use_transparency=True
95     return material
96
97 def poseBoneLimit(n, b):
98     if n.endswith("_t"):
99         return
100     if n.startswith("knee_"):
101         b.lock_ik_y=True
102         b.lock_ik_z=True
103         b.lock_ik_x=False
104         # IK limit
105         b.use_ik_limit_x=True
106         b.ik_min_x=0
107         b.ik_max_x=180
108     elif n.startswith("ankle_"):
109         #b.ik_dof_y=False
110         pass
111
112 def setSphereMap(material, index, blend_type='MULTIPLY'):
113     slot=material.texture_slots[index]
114     slot.texture_coords='NORMAL'
115     slot.mapping='SPHERE'
116     slot.blend_type=blend_type
117
118
119 ###############################################################################
120 def VtoV(v):
121     return bl.createVector(v.x, v.y, v.z)
122
123
124 def convert_coord(pos):
125     """
126     Left handed y-up to Right handed z-up
127     """
128     return (pos.x, pos.z, pos.y)
129
130
131 def to_radian(degree):
132     return math.pi * degree / 180
133
134
135 def get_bone_name(l, index):
136     if index==0xFFFF:
137         return l.bones[0].name.decode('cp932')
138
139     if index < len(l.bones):
140         name=englishmap.getEnglishBoneName(l.bones[index].name.decode('cp932'))
141         if name:
142             return name
143         return l.bones[index].name.decode('cp932')
144     print('invalid bone index', index)
145     return l.bones[0].name.decode('cp932')
146
147
148 def get_group_name(g):
149     group_name=englishmap.getEnglishBoneGroupName(g.decode('cp932').strip())
150     if not group_name:
151         group_name=g.decode('cp932').strip()
152     return group_name
153
154
155 def __importToonTextures(io, tex_dir):
156     mesh, meshObject=bl.mesh.create(bl.TOON_TEXTURE_OBJECT)
157     material=bl.material.create(bl.TOON_TEXTURE_OBJECT)
158     bl.mesh.addMaterial(mesh, material)
159     for i in range(10):
160         toon=io.toon_textures[i]
161         path=os.path.join(tex_dir, toon.decode('cp932'))
162         texture, image=bl.texture.create(path)
163         bl.material.addTexture(material, texture, False)
164     return meshObject, material
165
166
167 def __importShape(obj, l, vertex_map):
168     if len(l.morphs)==0:
169         return
170
171     # set shape_key pin
172     bl.object.pinShape(obj, True)
173
174     # find base
175     base=None
176     for s in l.morphs:
177         if s.type==0:
178             base=s
179
180             # create vertex group
181             bl.object.addVertexGroup(obj, bl.MMD_SHAPE_GROUP_NAME)
182             hasShape=False
183             for i in s.indices:
184                 if i in vertex_map:
185                     hasShape=True
186                     bl.object.assignVertexGroup(
187                             obj, bl.MMD_SHAPE_GROUP_NAME, vertex_map[i], 0)
188             if not hasShape:
189                 return
190     assert(base)
191
192     # create base key
193     baseShapeBlock=bl.object.addShapeKey(obj, bl.BASE_SHAPE_NAME)
194     # mesh
195     mesh=bl.object.getData(obj)
196     mesh.update()
197
198     # each skin
199     for s in l.morphs:
200         if s.type==0:
201             continue
202
203         # name
204         name=englishmap.getEnglishSkinName(s.name.decode('cp932'))
205         if not name:
206             name=s.name.decode('cp932')
207
208         # 25
209         new_shape_key=bl.object.addShapeKey(obj, name)
210
211         for index, offset in zip(s.indices, s.pos_list):
212             try:
213                 base_index=base.indices[index]
214             except IndexError as msg:
215                 print(name)
216                 print(msg)
217                 print("invalid index %d/%d" % (index, len(base.indices)))
218                 continue
219             vertex_index=vertex_map[base_index]
220             bl.shapekey.assign(new_shape_key, vertex_index,
221                     mesh.vertices[vertex_index].co+
222                     bl.createVector(*convert_coord(offset)))
223
224     # select base shape
225     bl.object.setActivateShapeKey(obj, 0)
226
227
228 def __build(armature, b, p, parent):
229     name=englishmap.getEnglishBoneName(b.name.decode('cp932'))
230     if not name:
231         name=b.name.decode('cp932')
232
233     bone=bl.armature.createBone(armature, name)
234
235     if parent and (b.tail_index==0 or b.type==6 or b.type==7 or b.type==9):
236         # 先端ボーン
237         bone.head = bl.createVector(*convert_coord(b.pos))
238         bone.tail=bone.head+bl.createVector(0, 1, 0)
239         bone.parent=parent
240         if bone.name=="center_t":
241             # センターボーンは(0, 1, 0)の方向を向いていないと具合が悪い
242             parent.tail=parent.head+bl.createVector(0, 1, 0)
243             bone.head=parent.tail
244             bone.tail=bone.head+bl.createVector(0, 1, 0)
245         else:
246             if parent.tail==bone.head:
247                 pass
248             else:
249                 print('diffurence with parent.tail and head', name)
250
251         if b.type!=9:
252             bl.bone.setConnected(bone)
253         # armature layer 2
254         bl.bone.setLayerMask(bone, [0, 1])
255     else:
256         # 通常ボーン
257         bone.head = bl.createVector(*convert_coord(b.pos))
258         bone.tail = bl.createVector(*convert_coord(b.tail))
259         if parent:
260             bone.parent=parent
261             if parent.tail==bone.head:
262                 bl.bone.setConnected(bone)
263
264     if bone.head==bone.tail:
265         bone.tail=bone.head+bl.createVector(0, 1, 0)
266
267     for c in b.children:
268         __build(armature, c, b, bone)
269
270
271 def __importArmature(l):
272     armature, armature_object=bl.armature.create()
273
274     # build bone
275     bl.armature.makeEditable(armature_object)
276     for b in l.bones:
277         if not b.parent:
278             __build(armature, b, None, None)
279     bl.armature.update(armature)
280     bl.enterObjectMode()
281
282     # IK constraint
283     pose = bl.object.getPose(armature_object)
284     for ik in l.ik_list:
285         target=l.bones[ik.target]
286         name = englishmap.getEnglishBoneName(target.name.decode('cp932'))
287         if not name:
288             name=target.name.decode('cp932')
289         p_bone = pose.bones[name]
290         if not p_bone:
291             print('not found', name)
292             continue
293         if len(ik.children) >= 16:
294             print('over MAX_CHAINLEN', ik, len(ik.children))
295             continue
296         effector_name=englishmap.getEnglishBoneName(
297                 l.bones[ik.index].name.decode('cp932'))
298         if not effector_name:
299             effector_name=l.bones[ik.index].name.decode('cp932')
300
301         constraint=bl.armature.createIkConstraint(armature_object,
302                 p_bone, effector_name, ik)
303
304     bl.armature.makeEditable(armature_object)
305     bl.armature.update(armature)
306     bl.enterObjectMode()
307
308     # create bone group
309     for i, g in enumerate(l.bone_group_list):
310         name=get_group_name(g)
311         bl.object.createBoneGroup(armature_object, name, "THEME%02d" % (i+1))
312
313     # assign bone to group
314     for b_index, g_index in l.bone_display_list:
315         # bone
316         b=l.bones[b_index]
317         bone_name=englishmap.getEnglishBoneName(b.name.decode('cp932'))
318         if not bone_name:
319             bone_name=b.name.decode('cp932')
320         # group
321         g=l.bone_group_list[g_index-1]
322         group_name=get_group_name(g)
323
324         # assign
325         pose.bones[bone_name].bone_group=pose.bone_groups[group_name]
326
327     bl.enterObjectMode()
328
329     return armature_object
330
331
332 def __import16MaerialAndMesh(meshObject, l,
333         material_order, face_map, tex_dir, toon_material):
334
335     mesh=bl.object.getData(meshObject)
336     ############################################################
337     # material
338     ############################################################
339     bl.progress_print('create materials')
340     mesh_material_map={}
341     textureMap={}
342     imageMap={}
343     index=0
344
345     for material_index in material_order:
346         try:
347             m=l.materials[material_index]
348             mesh_material_map[material_index]=index
349         except KeyError:
350             break
351
352         material=createPmdMaterial(m, material_index)
353
354         # main texture
355         texture_name=m.texture_file.decode('cp932')
356         if texture_name!='':
357             for i, t in enumerate(texture_name.split('*')):
358                 if t in textureMap:
359                     texture=textureMap[t]
360                 else:
361                     path=os.path.join(tex_dir, t)
362                     texture, image=bl.texture.create(path)
363                     textureMap[texture_name]=texture
364                     imageMap[material_index]=image
365                 texture_index=bl.material.addTexture(material, texture)
366                 if t.endswith('sph'):
367                     # sphere map
368                     setSphereMap(material, texture_index)
369                 elif t.endswith('spa'):
370                     # sphere map
371                     setSphereMap(material, texture_index, 'ADD')
372
373         # toon texture
374         toon_index=bl.material.addTexture(
375                 material,
376                 bl.material.getTexture(
377                     toon_material,
378                     0 if m.toon_index==0xFF else m.toon_index
379                     ),
380                 False)
381
382         bl.mesh.addMaterial(mesh, material)
383
384         index+=1
385
386     ############################################################
387     # vertex
388     ############################################################
389     bl.progress_print('create vertices')
390     # create vertices
391     vertices=[]
392     for v in l.each_vertex():
393         vertices.append(convert_coord(v.pos))
394
395     ############################################################
396     # face
397     ############################################################
398     bl.progress_print('create faces')
399     # create faces
400     mesh_face_indices=[]
401     mesh_face_materials=[]
402     used_vertices=set()
403
404     for material_index in material_order:
405         face_offset=face_map[material_index]
406         m=l.materials[material_index]
407         material_faces=l.indices[face_offset:face_offset+m.vertex_count]
408
409         def degenerate(i0, i1, i2):
410             """
411             縮退しているか?
412             """
413             return i0==i1 or i1==i2 or i2==i0
414
415         for j in xrange(0, len(material_faces), 3):
416             i0=material_faces[j]
417             i1=material_faces[j+1]
418             i2=material_faces[j+2]
419             # flip
420             triangle=[i2, i1, i0]
421             if degenerate(*triangle):
422                 continue
423             mesh_face_indices.append(triangle[0:3])
424             mesh_face_materials.append(material_index)
425             used_vertices.add(i0)
426             used_vertices.add(i1)
427             used_vertices.add(i2)
428
429     ############################################################
430     # create vertices & faces
431     ############################################################
432     bl.mesh.addGeometry(mesh, vertices, mesh_face_indices)
433
434     ############################################################
435     # vertex bone weight
436     ############################################################
437     # create vertex group
438     vertex_groups={}
439     for v in l.each_vertex():
440         vertex_groups[v.bone0]=True
441         vertex_groups[v.bone1]=True
442     for i in vertex_groups.keys():
443         bl.object.addVertexGroup(meshObject, get_bone_name(l, i))
444
445     # vertex params
446     bl.mesh.useVertexUV(mesh)
447     for i, v, mvert in zip(xrange(len(l.vertices)),
448         l.each_vertex(), mesh.vertices):
449         # normal, uv
450         bl.vertex.setNormal(mvert, convert_coord(v.normal))
451         # bone weight
452         w1=float(v.weight0)/100.0
453         w2=1.0-w1
454         bl.object.assignVertexGroup(meshObject, get_bone_name(l, v.bone0),
455             i,  w1)
456         bl.object.assignVertexGroup(meshObject, get_bone_name(l, v.bone1),
457             i,  w2)
458
459     ############################################################
460     # face params
461     ############################################################
462     used_map={}
463     bl.mesh.addUV(mesh)
464     for i, (face, material_index) in enumerate(
465             zip(mesh.faces, mesh_face_materials)):
466         try:
467             index=mesh_material_map[material_index]
468         except KeyError as message:
469             print(message, mesh_material_map, m)
470             assert(False)
471         bl.face.setMaterial(face, index)
472         material=mesh.materials[index]
473         used_map[index]=True
474         if bl.material.hasTexture(material):
475             uv_array=[l.getUV(i) for i in bl.face.getIndices(face)]
476             bl.mesh.setFaceUV(mesh, i, face,
477                     # fix uv
478                     [(uv.x, 1.0-uv.y) for uv in uv_array],
479                     imageMap.get(index, None))
480
481         # set smooth
482         bl.face.setSmooth(face, True)
483
484     mesh.update()
485
486     ############################################################
487     # clean up not used vertices
488     ############################################################
489     bl.progress_print('clean up vertices not used')
490     remove_vertices=[]
491     vertex_map={}
492     for i, v in enumerate(l.each_vertex()):
493         if i in used_vertices:
494             vertex_map[i]=len(vertex_map)
495         else:
496             remove_vertices.append(i)
497
498     bl.mesh.vertsDelete(mesh, remove_vertices)
499
500     bl.progress_print('%s created' % mesh.name)
501     return vertex_map
502
503
504 def __importMaterialAndMesh(io, tex_dir, toon_material):
505     """
506     @param l[in] mmd.PMDLoader
507     @param filename[in]
508     """
509     ############################################################
510     # shpaeキーで使われるマテリアル優先的に前に並べる
511     ############################################################
512     # shapeキーで使われる頂点インデックスを集める
513     shape_key_used_vertices=set()
514     if len(io.morphs)>0:
515         # base
516         base=None
517         for s in io.morphs:
518             if s.type!=0:
519                 continue
520             base=s
521             break
522         assert(base)
523
524         for index in base.indices:
525             shape_key_used_vertices.add(index)
526
527     # マテリアルに含まれる頂点がshape_keyに含まれるか否か?
528     def isMaterialUsedInShape(offset, m):
529         for i in xrange(offset, offset+m.vertex_count):
530             if io.indices[i] in shape_key_used_vertices:
531                 return True
532
533     material_with_shape=set()
534
535     # 各マテリアルの開始頂点インデックスを記録する
536     face_map={}
537     face_count=0
538     for i, m in enumerate(io.materials):
539         face_map[i]=face_count
540         if isMaterialUsedInShape(face_count, m):
541             material_with_shape.add(i)
542         face_count+=m.vertex_count
543
544     # shapeキーで使われる頂点のあるマテリアル
545     material_with_shape=list(material_with_shape)
546     material_with_shape.sort()
547
548     # shapeキーに使われていないマテリアル
549     material_without_shape=[]
550     for i in range(len(io.materials)):
551         if not i in material_with_shape:
552             material_without_shape.append(i)
553
554     # メッシュの生成
555     def __splitList(l, length):
556         for i in range(0, len(l), length):
557             yield l[i:i+length]
558
559     def __importMeshAndShape(material16, name):
560         mesh, meshObject=bl.mesh.create(name)
561
562         # activate object
563         bl.object.deselectAll()
564         bl.object.activate(meshObject)
565
566         # shapeキーで使われる順に並べなおしたマテリアル16個分の
567         # メッシュを作成する
568         vertex_map=__import16MaerialAndMesh(
569                 meshObject, io, material16, face_map, tex_dir, toon_material)
570
571         # crete shape key
572         __importShape(meshObject, io, vertex_map)
573
574         mesh.update()
575         return meshObject
576
577     mesh_objects=[__importMeshAndShape(material16, 'with_shape')
578         for material16 in __splitList(material_with_shape, 16)]
579
580     mesh_objects+=[__importMeshAndShape(material16, 'mesh')
581         for material16 in __splitList(material_without_shape, 16)]
582
583     return mesh_objects
584
585
586 def __importConstraints(io):
587     print("create constraint")
588     container=bl.object.createEmpty('Constraints')
589     layers=[
590         True, False, False, False, False, False, False, False, False, False,
591         False, False, False, False, False, False, False, False, False, False,
592             ]
593     material=bl.material.create('constraint')
594     material.diffuse_color=(1, 0, 0)
595     constraintMeshes=[]
596     for i, c in enumerate(io.joints):
597         bpy.ops.mesh.primitive_uv_sphere_add(
598                 segments=8,
599                 ring_count=4,
600                 size=0.1,
601                 location=(c.position.x, c.position.z, c.position.y),
602                 layers=layers
603                 )
604         meshObject=bl.object.getActive()
605         constraintMeshes.append(meshObject)
606         mesh=bl.object.getData(meshObject)
607         bl.mesh.addMaterial(mesh, material)
608         meshObject.name='c_%03d' % i
609         #meshObject.draw_transparent=True
610         #meshObject.draw_wire=True
611         meshObject.draw_type='SOLID'
612         rot=c.rotation
613         meshObject.rotation_euler=(-rot.x, -rot.z, -rot.y)
614
615         meshObject[bl.CONSTRAINT_NAME]=c.name.decode('cp932')
616         meshObject[bl.CONSTRAINT_A]=io.rigidbodies[c.rigidbody_index_a].name.decode('cp932')
617         meshObject[bl.CONSTRAINT_B]=io.rigidbodies[c.rigidbody_index_b].name.decode('cp932')
618         meshObject[bl.CONSTRAINT_POS_MIN]=VtoV(c.translation_limit_min)
619         meshObject[bl.CONSTRAINT_POS_MAX]=VtoV(c.translation_limit_max)
620         meshObject[bl.CONSTRAINT_ROT_MIN]=VtoV(c.rotation_limit_min)
621         meshObject[bl.CONSTRAINT_ROT_MAX]=VtoV(c.rotation_limit_max)
622         meshObject[bl.CONSTRAINT_SPRING_POS]=VtoV(c.spring_constant_translation)
623         meshObject[bl.CONSTRAINT_SPRING_ROT]=VtoV(c.spring_constant_rotation)
624
625     for meshObject in reversed(constraintMeshes):
626         bl.object.makeParent(container, meshObject)
627
628     return container
629
630
631 def __importRigidBodies(io):
632     print("create rigid bodies")
633
634     container=bl.object.createEmpty('RigidBodies')
635     layers=[
636         True, False, False, False, False, False, False, False, False, False,
637         False, False, False, False, False, False, False, False, False, False,
638             ]
639     material=bl.material.create('rigidBody')
640     rigidMeshes=[]
641     for i, rigid in enumerate(io.rigidbodies):
642         if rigid.bone_index==0xFFFF:
643             # no reference bone
644             bone=io.bones[0]
645         else:
646             bone=io.bones[rigid.bone_index]
647         pos=bone.pos+rigid.shape_position
648
649         if rigid.shape_type==pmd.SHAPE_SPHERE:
650             bpy.ops.mesh.primitive_ico_sphere_add(
651                     location=(pos.x, pos.z, pos.y),
652                     layers=layers
653                     )
654             bpy.ops.transform.resize(
655                     value=rigid.shape_size.to_a())
656         elif rigid.shape_type==pmd.SHAPE_BOX:
657             bpy.ops.mesh.primitive_cube_add(
658                     location=(pos.x, pos.z, pos.y),
659                     layers=layers
660                     )
661             bpy.ops.transform.resize(
662                     value=rigid.shape_size.to_a())
663         elif rigid.shape_type==pmd.SHAPE_CAPSULE:
664             bpy.ops.mesh.primitive_cylinder_add(
665                     location=(pos.x, pos.z, pos.y),
666                     layers=layers
667                     )
668             bpy.ops.transform.resize(
669                     value=rigid.shape_size.to_a())
670         else:
671             assert(False)
672
673         meshObject=bl.object.getActive()
674         mesh=bl.object.getData(meshObject)
675         rigidMeshes.append(meshObject)
676         bl.mesh.addMaterial(mesh, material)
677         meshObject.name='r_%03d' % i
678         meshObject[bl.RIGID_NAME]=rigid.name.decode('cp932')
679         #meshObject.draw_transparent=True
680         #meshObject.draw_wire=True
681         meshObject.draw_type='WIRE'
682         rot=rigid.shape_rotation
683         meshObject.rotation_euler=(-rot.x, -rot.z, -rot.y)
684
685         # custom properties
686         meshObject[bl.RIGID_SHAPE_TYPE]=rigid.shape_type
687         meshObject[bl.RIGID_PROCESS_TYPE]=rigid.mode
688
689         bone_name = englishmap.getEnglishBoneName(bone.name.decode('cp932'))
690         if not bone_name:
691             bone_name=bone.name.decode('cp932')
692         meshObject[bl.RIGID_BONE_NAME]=bone_name
693
694         meshObject[bl.RIGID_GROUP]=rigid.collision_group
695         meshObject[bl.RIGID_INTERSECTION_GROUP]=rigid.no_collision_group
696         meshObject[bl.RIGID_WEIGHT]=rigid.mass
697         meshObject[bl.RIGID_LINEAR_DAMPING]=rigid.linear_damping
698         meshObject[bl.RIGID_ANGULAR_DAMPING]=rigid.angular_damping
699         meshObject[bl.RIGID_RESTITUTION]=rigid.restitution
700         meshObject[bl.RIGID_FRICTION]=rigid.friction
701
702     for meshObject in reversed(rigidMeshes):
703         bl.object.makeParent(container, meshObject)
704
705     return container
706
707
708 def _execute(filepath=""):
709     """
710     load pmd file to context.
711     """
712
713     # load pmd
714     bl.progress_set('load %s' % filepath, 0.0)
715
716     model=reader.read_from_file(filepath)
717     if not model:
718         bl.message("fail to load %s" % filepath)
719         return
720     bl.progress_set('loaded', 0.1)
721
722     # create root object
723     model_name=model.english_name.decode('cp932')
724     if len(model_name)==0:
725         model_name=model.name.decode('cp932')
726     root=bl.object.createEmpty(model_name)
727     root[bl.MMD_MB_NAME]=model.name.decode('cp932')
728     root[bl.MMD_MB_COMMENT]=model.comment.decode('cp932')
729     root[bl.MMD_COMMENT]=model.english_comment.decode('cp932')
730
731     # toon textures
732     tex_dir=os.path.dirname(filepath)
733     toonTextures, toonMaterial=__importToonTextures(model, tex_dir)
734     bl.object.makeParent(root, toonTextures)
735
736     # import mesh
737     mesh_objects=__importMaterialAndMesh(model, tex_dir, toonMaterial)
738     for o in mesh_objects:
739         bl.object.makeParent(root, o)
740
741     # import armature
742     armature_object=__importArmature(model)
743     if armature_object:
744         bl.object.makeParent(root, armature_object)
745         armature = bl.object.getData(armature_object)
746
747         # add armature modifier
748         for o in mesh_objects:
749             bl.modifier.addArmature(o, armature_object)
750
751         # Limitation
752         for n, b in bl.object.getPose(armature_object).bones.items():
753             poseBoneLimit(n, b)
754
755     # import rigid bodies
756     rigidBodies=__importRigidBodies(model)
757     if rigidBodies:
758         bl.object.makeParent(root, rigidBodies)
759
760     # import constraints
761     constraints=__importConstraints(model)
762     if constraints:
763         bl.object.makeParent(root, constraints)
764
765     bl.object.activate(root)
766