+#!BPY
+# coding:utf-8
+"""
+ Name: 'MikuMikuDance model (.pmd)...'
+ Blender: 248
+ Group: 'Import'
+ Tooltip: 'Import PMD file for MikuMikuDance.'
+"""
+__author__= ["ousttrue"]
+__url__=()
+__bpydoc__="""
+pmd Importer
+
+This script imports a pmd into Blender for editing.
+
+20091126: first implement.
+20091209: implement IK.
+20091210: implement morph target.
+20100305: use english name.
+20100408: cleanup not used vertices.
+20100416: fix fornt face. texture load fail safe. add progress.
+20100506: C extension.
+20100521: add shape_key group.
+20100530: add invisilbe bone tail(armature layer 2).
+20100608: integrate 2.4 and 2.5.
+20100616: implement rigid body.
+20100619: fix for various models.
+20100623: fix constraint name.
+20100626: refactoring.
+20100629: sphere map.
+20100703: implement bone group.
+20100710: implement toon texture.
+20100718: keep model name, comment.
+20100724: update for Blender2.53.
+20100731: add full python module.
+20101005: update for Blender2.54.
+20101228: update for Blender2.55.
+20110429: update for Blender2.57b.
+20110522: implement RigidBody and Constraint.
+20110918: update for Blender2.59.
+20111002: update for pymeshio-2.1.0
+"""
+bl_addon_info = {
+ 'category': 'Import/Export',
+ 'name': 'Import: MikuMikuDance Model Format (.pmd)',
+ 'author': 'ousttrue',
+ 'version': (2, 2),
+ 'blender': (2, 5, 3),
+ 'location': 'File > Import',
+ 'description': 'Import from the MikuMikuDance Model Format (.pmd)',
+ 'warning': '', # used for warning icon and text in addons panel
+ 'wiki_url': 'http://sourceforge.jp/projects/meshio/wiki/FrontPage',
+ 'tracker_url': 'http://sourceforge.jp/ticket/newticket.php?group_id=5081',
+ }
+
+
+###############################################################################
+# import
+###############################################################################
+import os
+import sys
+import math
+
+from .pymeshio import pmd
+from .pymeshio.pmd import reader
+from .pymeshio import englishmap
+
+# for 2.5
+import bpy
+import mathutils
+
+# wrapper
+from . import bl
+
+xrange=range
+
+def createPmdMaterial(m, index):
+ material = bpy.data.materials.new("Material")
+ # diffuse
+ material.diffuse_shader='FRESNEL'
+ material.diffuse_color=([m.diffuse_color.r, m.diffuse_color.g, m.diffuse_color.b])
+ material.alpha=m.alpha
+ # specular
+ material.specular_shader='TOON'
+ material.specular_color=([m.specular_color.r, m.specular_color.g, m.specular_color.b])
+ material.specular_toon_size=int(m.specular_factor)
+ # ambient
+ material.mirror_color=([m.ambient_color.r, m.ambient_color.g, m.ambient_color.b])
+ # flag
+ material.subsurface_scattering.use=True if m.edge_flag==1 else False
+ # other
+ material.name="m_%02d" % index
+ material.preview_render_type='FLAT'
+ material.use_transparency=True
+ return material
+
+def poseBoneLimit(n, b):
+ if n.endswith("_t"):
+ return
+ if n.startswith("knee_"):
+ b.lock_ik_y=True
+ b.lock_ik_z=True
+ b.lock_ik_x=False
+ # IK limit
+ b.use_ik_limit_x=True
+ b.ik_min_x=0
+ b.ik_max_x=180
+ elif n.startswith("ankle_"):
+ #b.ik_dof_y=False
+ pass
+
+def setSphereMap(material, index, blend_type='MULTIPLY'):
+ slot=material.texture_slots[index]
+ slot.texture_coords='NORMAL'
+ slot.mapping='SPHERE'
+ slot.blend_type=blend_type
+
+
+###############################################################################
+def VtoV(v):
+ return bl.createVector(v.x, v.y, v.z)
+
+
+def convert_coord(pos):
+ """
+ Left handed y-up to Right handed z-up
+ """
+ return (pos.x, pos.z, pos.y)
+
+
+def to_radian(degree):
+ return math.pi * degree / 180
+
+
+def get_bone_name(l, index):
+ if index==0xFFFF:
+ return l.bones[0].name.decode('cp932')
+
+ if index < len(l.bones):
+ name=englishmap.getEnglishBoneName(l.bones[index].name.decode('cp932'))
+ if name:
+ return name
+ return l.bones[index].name.decode('cp932')
+ print('invalid bone index', index)
+ return l.bones[0].name.decode('cp932')
+
+
+def get_group_name(g):
+ group_name=englishmap.getEnglishBoneGroupName(g.decode('cp932').strip())
+ if not group_name:
+ group_name=g.decode('cp932').strip()
+ return group_name
+
+
+def __importToonTextures(io, tex_dir):
+ mesh, meshObject=bl.mesh.create(bl.TOON_TEXTURE_OBJECT)
+ material=bl.material.create(bl.TOON_TEXTURE_OBJECT)
+ bl.mesh.addMaterial(mesh, material)
+ for i in range(10):
+ toon=io.toon_textures[i]
+ path=os.path.join(tex_dir, toon.decode('cp932'))
+ texture, image=bl.texture.create(path)
+ bl.material.addTexture(material, texture, False)
+ return meshObject, material
+
+
+def __importShape(obj, l, vertex_map):
+ if len(l.morphs)==0:
+ return
+
+ # set shape_key pin
+ bl.object.pinShape(obj, True)
+
+ # find base
+ base=None
+ for s in l.morphs:
+ if s.type==0:
+ base=s
+
+ # create vertex group
+ bl.object.addVertexGroup(obj, bl.MMD_SHAPE_GROUP_NAME)
+ hasShape=False
+ for i in s.indices:
+ if i in vertex_map:
+ hasShape=True
+ bl.object.assignVertexGroup(
+ obj, bl.MMD_SHAPE_GROUP_NAME, vertex_map[i], 0)
+ if not hasShape:
+ return
+ assert(base)
+
+ # create base key
+ baseShapeBlock=bl.object.addShapeKey(obj, bl.BASE_SHAPE_NAME)
+ # mesh
+ mesh=bl.object.getData(obj)
+ mesh.update()
+
+ # each skin
+ for s in l.morphs:
+ if s.type==0:
+ continue
+
+ # name
+ name=englishmap.getEnglishSkinName(s.name.decode('cp932'))
+ if not name:
+ name=s.name.decode('cp932')
+
+ # 25
+ new_shape_key=bl.object.addShapeKey(obj, name)
+
+ for index, offset in zip(s.indices, s.pos_list):
+ try:
+ base_index=base.indices[index]
+ except IndexError as msg:
+ print(name)
+ print(msg)
+ print("invalid index %d/%d" % (index, len(base.indices)))
+ continue
+ try:
+ vertex_index=vertex_map[base_index]
+ bl.shapekey.assign(new_shape_key, vertex_index,
+ mesh.vertices[vertex_index].co+
+ bl.createVector(*convert_coord(offset)))
+ except KeyError as e:
+ print('base_index: %d' % base_index)
+ print(e)
+
+ # select base shape
+ bl.object.setActivateShapeKey(obj, 0)
+
+
+def __build(armature, b, p, parent):
+ name=englishmap.getEnglishBoneName(b.name.decode('cp932'))
+ if not name:
+ name=b.name.decode('cp932')
+
+ bone=bl.armature.createBone(armature, name)
+
+ if parent and (b.tail_index==0 or b.type==6 or b.type==7 or b.type==9):
+ # 先端ボーン
+ bone.head = bl.createVector(*convert_coord(b.pos))
+ bone.tail=bone.head+bl.createVector(0, 1, 0)
+ bone.parent=parent
+ if bone.name=="center_t":
+ # 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
+ parent.tail=parent.head+bl.createVector(0, 1, 0)
+ bone.head=parent.tail
+ bone.tail=bone.head+bl.createVector(0, 1, 0)
+ else:
+ if parent.tail==bone.head:
+ pass
+ else:
+ print('diffurence with parent.tail and head', name)
+
+ if b.type!=9:
+ bl.bone.setConnected(bone)
+ # armature layer 2
+ bl.bone.setLayerMask(bone, [0, 1])
+ else:
+ # 通常ボーン
+ bone.head = bl.createVector(*convert_coord(b.pos))
+ bone.tail = bl.createVector(*convert_coord(b.tail))
+ if parent:
+ bone.parent=parent
+ if parent.tail==bone.head:
+ bl.bone.setConnected(bone)
+
+ if bone.head==bone.tail:
+ bone.tail=bone.head+bl.createVector(0, 1, 0)
+
+ for c in b.children:
+ __build(armature, c, b, bone)
+
+
+def __importArmature(l):
+ armature, armature_object=bl.armature.create()
+
+ # build bone
+ bl.armature.makeEditable(armature_object)
+ for b in l.bones:
+ if not b.parent:
+ __build(armature, b, None, None)
+ bl.armature.update(armature)
+ bl.enterObjectMode()
+
+ # IK constraint
+ pose = bl.object.getPose(armature_object)
+ for ik in l.ik_list:
+ target=l.bones[ik.target]
+ name = englishmap.getEnglishBoneName(target.name.decode('cp932'))
+ if not name:
+ name=target.name.decode('cp932')
+ p_bone = pose.bones[name]
+ if not p_bone:
+ print('not found', name)
+ continue
+ if len(ik.children) >= 16:
+ print('over MAX_CHAINLEN', ik, len(ik.children))
+ continue
+ effector_name=englishmap.getEnglishBoneName(
+ l.bones[ik.index].name.decode('cp932'))
+ if not effector_name:
+ effector_name=l.bones[ik.index].name.decode('cp932')
+
+ constraint=bl.armature.createIkConstraint(armature_object,
+ p_bone, effector_name, ik)
+
+ bl.armature.makeEditable(armature_object)
+ bl.armature.update(armature)
+ bl.enterObjectMode()
+
+ # create bone group
+ for i, g in enumerate(l.bone_group_list):
+ name=get_group_name(g.name)
+ bl.object.createBoneGroup(armature_object, name, "THEME%02d" % (i+1))
+
+ # assign bone to group
+ for b_index, g_index in l.bone_display_list:
+ # bone
+ b=l.bones[b_index]
+ bone_name=englishmap.getEnglishBoneName(b.name.decode('cp932'))
+ if not bone_name:
+ bone_name=b.name.decode('cp932')
+ # group
+ g=l.bone_group_list[g_index-1]
+ group_name=get_group_name(g.name)
+
+ # assign
+ pose.bones[bone_name].bone_group=pose.bone_groups[group_name]
+
+ bl.enterObjectMode()
+
+ return armature_object
+
+
+def __import16MaerialAndMesh(meshObject, l,
+ material_order, face_map, tex_dir, toon_material):
+
+ mesh=bl.object.getData(meshObject)
+ ############################################################
+ # material
+ ############################################################
+ bl.progress_print('create materials')
+ mesh_material_map={}
+ textureMap={}
+ imageMap={}
+ index=0
+
+ for material_index in material_order:
+ try:
+ m=l.materials[material_index]
+ mesh_material_map[material_index]=index
+ except KeyError:
+ break
+
+ material=createPmdMaterial(m, material_index)
+
+ # main texture
+ texture_name=m.texture_file.decode('cp932')
+ if texture_name!='':
+ for i, t in enumerate(texture_name.split('*')):
+ if t in textureMap:
+ texture=textureMap[t]
+ else:
+ path=os.path.join(tex_dir, t)
+ texture, image=bl.texture.create(path)
+ textureMap[texture_name]=texture
+ imageMap[material_index]=image
+ texture_index=bl.material.addTexture(material, texture)
+ if t.endswith('sph'):
+ # sphere map
+ setSphereMap(material, texture_index)
+ elif t.endswith('spa'):
+ # sphere map
+ setSphereMap(material, texture_index, 'ADD')
+
+ # toon texture
+ toon_index=bl.material.addTexture(
+ material,
+ bl.material.getTexture(
+ toon_material,
+ 0 if m.toon_index==0xFF else m.toon_index
+ ),
+ False)
+
+ bl.mesh.addMaterial(mesh, material)
+
+ index+=1
+
+ ############################################################
+ # vertex
+ ############################################################
+ bl.progress_print('create vertices')
+ # create vertices
+ vertices=[]
+ for v in l.each_vertex():
+ vertices.append(convert_coord(v.pos))
+
+ ############################################################
+ # face
+ ############################################################
+ bl.progress_print('create faces')
+ # create faces
+ mesh_face_indices=[]
+ mesh_face_materials=[]
+ used_vertices=set()
+
+ for material_index in material_order:
+ face_offset=face_map[material_index]
+ m=l.materials[material_index]
+ material_faces=l.indices[face_offset:face_offset+m.vertex_count]
+
+ def degenerate(i0, i1, i2):
+ """
+ 縮退しているか?
+ """
+ return i0==i1 or i1==i2 or i2==i0
+
+ for j in xrange(0, len(material_faces), 3):
+ i0=material_faces[j]
+ i1=material_faces[j+1]
+ i2=material_faces[j+2]
+ # flip
+ triangle=[i2, i1, i0]
+ if degenerate(*triangle):
+ continue
+ mesh_face_indices.append(triangle[0:3])
+ mesh_face_materials.append(material_index)
+ used_vertices.add(i0)
+ used_vertices.add(i1)
+ used_vertices.add(i2)
+
+ ############################################################
+ # create vertices & faces
+ ############################################################
+ bl.mesh.addGeometry(mesh, vertices, mesh_face_indices)
+
+ ############################################################
+ # vertex bone weight
+ ############################################################
+ # create vertex group
+ vertex_groups={}
+ for v in l.each_vertex():
+ vertex_groups[v.bone0]=True
+ vertex_groups[v.bone1]=True
+ for i in vertex_groups.keys():
+ bl.object.addVertexGroup(meshObject, get_bone_name(l, i))
+
+ # vertex params
+ bl.mesh.useVertexUV(mesh)
+ for i, v, mvert in zip(xrange(len(l.vertices)),
+ l.each_vertex(), mesh.vertices):
+ # normal, uv
+ bl.vertex.setNormal(mvert, convert_coord(v.normal))
+ # bone weight
+ w1=float(v.weight0)/100.0
+ w2=1.0-w1
+ bl.object.assignVertexGroup(meshObject, get_bone_name(l, v.bone0),
+ i, w1)
+ bl.object.assignVertexGroup(meshObject, get_bone_name(l, v.bone1),
+ i, w2)
+
+ ############################################################
+ # face params
+ ############################################################
+ used_map={}
+ bl.mesh.addUV(mesh)
+ for i, (face, material_index) in enumerate(
+ zip(mesh.faces, mesh_face_materials)):
+ try:
+ index=mesh_material_map[material_index]
+ except KeyError as message:
+ print(message, mesh_material_map, m)
+ assert(False)
+ bl.face.setMaterial(face, index)
+ material=mesh.materials[index]
+ used_map[index]=True
+ if bl.material.hasTexture(material):
+ uv_array=[l.getUV(i) for i in bl.face.getIndices(face)]
+ bl.mesh.setFaceUV(mesh, i, face,
+ # fix uv
+ [(uv.x, 1.0-uv.y) for uv in uv_array],
+ imageMap.get(index, None))
+
+ # set smooth
+ bl.face.setSmooth(face, True)
+
+ mesh.update()
+
+ ############################################################
+ # clean up not used vertices
+ ############################################################
+ bl.progress_print('clean up vertices not used')
+ remove_vertices=[]
+ vertex_map={}
+ for i, v in enumerate(l.each_vertex()):
+ if i in used_vertices:
+ vertex_map[i]=len(vertex_map)
+ else:
+ remove_vertices.append(i)
+
+ bl.mesh.vertsDelete(mesh, remove_vertices)
+
+ bl.progress_print('%s created' % mesh.name)
+ return vertex_map
+
+
+def __importMaterialAndMesh(io, tex_dir, toon_material):
+ """
+ @param l[in] mmd.PMDLoader
+ @param filename[in]
+ """
+ ############################################################
+ # shpaeキーで使われるマテリアル優先的に前に並べる
+ ############################################################
+ # shapeキーで使われる頂点インデックスを集める
+ shape_key_used_vertices=set()
+ if len(io.morphs)>0:
+ # base
+ base=None
+ for s in io.morphs:
+ if s.type!=0:
+ continue
+ base=s
+ break
+ assert(base)
+
+ for index in base.indices:
+ shape_key_used_vertices.add(index)
+
+ # マテリアルに含まれる頂点がshape_keyに含まれるか否か?
+ def isMaterialUsedInShape(offset, m):
+ for i in xrange(offset, offset+m.vertex_count):
+ if io.indices[i] in shape_key_used_vertices:
+ return True
+
+ material_with_shape=set()
+
+ # 各マテリアルの開始頂点インデックスを記録する
+ face_map={}
+ face_count=0
+ for i, m in enumerate(io.materials):
+ face_map[i]=face_count
+ if isMaterialUsedInShape(face_count, m):
+ material_with_shape.add(i)
+ face_count+=m.vertex_count
+
+ # shapeキーで使われる頂点のあるマテリアル
+ material_with_shape=list(material_with_shape)
+ material_with_shape.sort()
+
+ # shapeキーに使われていないマテリアル
+ material_without_shape=[]
+ for i in range(len(io.materials)):
+ if not i in material_with_shape:
+ material_without_shape.append(i)
+
+ # メッシュの生成
+ def __splitList(l, length):
+ for i in range(0, len(l), length):
+ yield l[i:i+length]
+
+ def __importMeshAndShape(material16, name):
+ mesh, meshObject=bl.mesh.create(name)
+
+ # activate object
+ bl.object.deselectAll()
+ bl.object.activate(meshObject)
+
+ # 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
+ # メッシュを作成する
+ vertex_map=__import16MaerialAndMesh(
+ meshObject, io, material16, face_map, tex_dir, toon_material)
+
+ # crete shape key
+ __importShape(meshObject, io, vertex_map)
+
+ mesh.update()
+ return meshObject
+
+ mesh_objects=[__importMeshAndShape(material16, 'with_shape')
+ for material16 in __splitList(material_with_shape, 16)]
+
+ mesh_objects+=[__importMeshAndShape(material16, 'mesh')
+ for material16 in __splitList(material_without_shape, 16)]
+
+ return mesh_objects
+
+
+def __importConstraints(io):
+ print("create constraint")
+ container=bl.object.createEmpty('Constraints')
+ layers=[
+ True, False, False, False, False, False, False, False, False, False,
+ False, False, False, False, False, False, False, False, False, False,
+ ]
+ material=bl.material.create('constraint')
+ material.diffuse_color=(1, 0, 0)
+ constraintMeshes=[]
+ for i, c in enumerate(io.joints):
+ bpy.ops.mesh.primitive_uv_sphere_add(
+ segments=8,
+ ring_count=4,
+ size=0.1,
+ location=(c.position.x, c.position.z, c.position.y),
+ layers=layers
+ )
+ meshObject=bl.object.getActive()
+ constraintMeshes.append(meshObject)
+ mesh=bl.object.getData(meshObject)
+ bl.mesh.addMaterial(mesh, material)
+ meshObject.name='c_%03d' % i
+ #meshObject.draw_transparent=True
+ #meshObject.draw_wire=True
+ meshObject.draw_type='SOLID'
+ rot=c.rotation
+ meshObject.rotation_euler=(-rot.x, -rot.z, -rot.y)
+
+ meshObject[bl.CONSTRAINT_NAME]=c.name.decode('cp932')
+ meshObject[bl.CONSTRAINT_A]=io.rigidbodies[c.rigidbody_index_a].name.decode('cp932')
+ meshObject[bl.CONSTRAINT_B]=io.rigidbodies[c.rigidbody_index_b].name.decode('cp932')
+ meshObject[bl.CONSTRAINT_POS_MIN]=VtoV(c.translation_limit_min)
+ meshObject[bl.CONSTRAINT_POS_MAX]=VtoV(c.translation_limit_max)
+ meshObject[bl.CONSTRAINT_ROT_MIN]=VtoV(c.rotation_limit_min)
+ meshObject[bl.CONSTRAINT_ROT_MAX]=VtoV(c.rotation_limit_max)
+ meshObject[bl.CONSTRAINT_SPRING_POS]=VtoV(c.spring_constant_translation)
+ meshObject[bl.CONSTRAINT_SPRING_ROT]=VtoV(c.spring_constant_rotation)
+
+ for meshObject in reversed(constraintMeshes):
+ bl.object.makeParent(container, meshObject)
+
+ return container
+
+
+def __importRigidBodies(io):
+ print("create rigid bodies")
+
+ container=bl.object.createEmpty('RigidBodies')
+ layers=[
+ True, False, False, False, False, False, False, False, False, False,
+ False, False, False, False, False, False, False, False, False, False,
+ ]
+ material=bl.material.create('rigidBody')
+ rigidMeshes=[]
+ for i, rigid in enumerate(io.rigidbodies):
+ if rigid.bone_index==0xFFFF:
+ # no reference bone
+ bone=io.bones[0]
+ else:
+ bone=io.bones[rigid.bone_index]
+ pos=bone.pos+rigid.shape_position
+
+ if rigid.shape_type==pmd.SHAPE_SPHERE:
+ bpy.ops.mesh.primitive_ico_sphere_add(
+ location=(pos.x, pos.z, pos.y),
+ layers=layers
+ )
+ bpy.ops.transform.resize(
+ value=rigid.shape_size.to_a())
+ elif rigid.shape_type==pmd.SHAPE_BOX:
+ bpy.ops.mesh.primitive_cube_add(
+ location=(pos.x, pos.z, pos.y),
+ layers=layers
+ )
+ bpy.ops.transform.resize(
+ value=rigid.shape_size.to_a())
+ elif rigid.shape_type==pmd.SHAPE_CAPSULE:
+ bpy.ops.mesh.primitive_cylinder_add(
+ location=(pos.x, pos.z, pos.y),
+ layers=layers
+ )
+ bpy.ops.transform.resize(
+ value=rigid.shape_size.to_a())
+ else:
+ assert(False)
+
+ meshObject=bl.object.getActive()
+ mesh=bl.object.getData(meshObject)
+ rigidMeshes.append(meshObject)
+ bl.mesh.addMaterial(mesh, material)
+ meshObject.name='r_%03d' % i
+ meshObject[bl.RIGID_NAME]=rigid.name.decode('cp932')
+ #meshObject.draw_transparent=True
+ #meshObject.draw_wire=True
+ meshObject.draw_type='WIRE'
+ rot=rigid.shape_rotation
+ meshObject.rotation_euler=(-rot.x, -rot.z, -rot.y)
+
+ # custom properties
+ meshObject[bl.RIGID_SHAPE_TYPE]=rigid.shape_type
+ meshObject[bl.RIGID_PROCESS_TYPE]=rigid.mode
+
+ bone_name = englishmap.getEnglishBoneName(bone.name.decode('cp932'))
+ if not bone_name:
+ bone_name=bone.name.decode('cp932')
+ meshObject[bl.RIGID_BONE_NAME]=bone_name
+
+ meshObject[bl.RIGID_GROUP]=rigid.collision_group
+ meshObject[bl.RIGID_INTERSECTION_GROUP]=rigid.no_collision_group
+ meshObject[bl.RIGID_WEIGHT]=rigid.mass
+ meshObject[bl.RIGID_LINEAR_DAMPING]=rigid.linear_damping
+ meshObject[bl.RIGID_ANGULAR_DAMPING]=rigid.angular_damping
+ meshObject[bl.RIGID_RESTITUTION]=rigid.restitution
+ meshObject[bl.RIGID_FRICTION]=rigid.friction
+
+ for meshObject in reversed(rigidMeshes):
+ bl.object.makeParent(container, meshObject)
+
+ return container
+
+
+def _execute(filepath=""):
+ """
+ load pmd file to context.
+ """
+
+ # load pmd
+ bl.progress_set('load %s' % filepath, 0.0)
+
+ model=reader.read_from_file(filepath)
+ if not model:
+ bl.message("fail to load %s" % filepath)
+ return
+ bl.progress_set('loaded', 0.1)
+
+ # create root object
+ model_name=model.english_name.decode('cp932')
+ if len(model_name)==0:
+ model_name=model.name.decode('cp932')
+ root=bl.object.createEmpty(model_name)
+ root[bl.MMD_MB_NAME]=model.name.decode('cp932')
+ root[bl.MMD_MB_COMMENT]=model.comment.decode('cp932')
+ root[bl.MMD_COMMENT]=model.english_comment.decode('cp932')
+
+ # toon textures
+ tex_dir=os.path.dirname(filepath)
+ toonTextures, toonMaterial=__importToonTextures(model, tex_dir)
+ bl.object.makeParent(root, toonTextures)
+
+ # import mesh
+ mesh_objects=__importMaterialAndMesh(model, tex_dir, toonMaterial)
+ for o in mesh_objects:
+ bl.object.makeParent(root, o)
+
+ # import armature
+ armature_object=__importArmature(model)
+ if armature_object:
+ bl.object.makeParent(root, armature_object)
+ armature = bl.object.getData(armature_object)
+
+ # add armature modifier
+ for o in mesh_objects:
+ bl.modifier.addArmature(o, armature_object)
+
+ # Limitation
+ for n, b in bl.object.getPose(armature_object).bones.items():
+ poseBoneLimit(n, b)
+
+ # import rigid bodies
+ rigidBodies=__importRigidBodies(model)
+ if rigidBodies:
+ bl.object.makeParent(root, rigidBodies)
+
+ # import constraints
+ constraints=__importConstraints(model)
+ if constraints:
+ bl.object.makeParent(root, constraints)
+
+ bl.object.activate(root)
+