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refactoring export_pmd
[meshio/pymeshio.git] / blender26-meshio / oneskinmesh.py
diff --git a/blender26-meshio/oneskinmesh.py b/blender26-meshio/oneskinmesh.py
new file mode 100644 (file)
index 0000000..6f2d9d2
--- /dev/null
@@ -0,0 +1,801 @@
+# coding: utf-8
+"""
+Blenderのメッシュをワンスキンメッシュ化する
+"""
+import bpy
+
+from . import bl
+from .pymeshio import englishmap
+
+class VertexAttribute(object):
+    __slots__=[
+            'nx', 'ny', 'nz', # normal
+            'u', 'v', # uv
+            ]
+    def __init__(self, nx, ny, nz, u, v):
+        self.nx=nx
+        self.ny=ny
+        self.nz=nz
+        self.u=u
+        self.v=v
+
+    def __str__(self):
+        return "<vkey: %f, %f, %f, %f, %f>" % (
+                self.nx, self.ny, self.nz, self.u, self.v)
+
+    def __hash__(self):
+        return int(100*(self.nx + self.ny + self.nz + self.u + self.v))
+
+    def __eq__(self, rhs):
+        return self.nx==rhs.nx and self.ny==rhs.ny and self.nz==rhs.nz and self.u==rhs.u and self.v==rhs.v
+
+
+class VertexKey(object):
+    __slots__=[
+            'obj_index', 'index',
+            ]
+
+    def __init__(self, obj_index, index):
+        self.obj_index=obj_index
+        self.index=index
+
+    def __str__(self):
+        return "<vkey: %d, %d>" % (self.obj_index, self.index)
+
+    def __hash__(self):
+        return self.index*100+self.obj_index
+
+    def __eq__(self, rhs):
+        return self.obj_index==rhs.obj_index and self.index==rhs.index
+
+
+class VertexArray(object):
+    """
+    頂点配列
+    """
+    __slots__=[
+            'indexArrays',
+            'positions',
+            'attributes', # normal and uv
+            'b0', 'b1', 'weight',
+            'vertexMap',
+            'objectMap',
+            ]
+    def __init__(self):
+        # indexArrays split with each material
+        self.indexArrays={}
+
+        self.positions=[]
+        self.attributes=[]
+        self.b0=[]
+        self.b1=[]
+        self.weight=[]
+
+        self.vertexMap={}
+        self.objectMap={}
+
+    def __str__(self):
+        return "<VertexArray %d positions, %d indexArrays>" % (
+                len(self.positions), len(self.indexArrays))
+
+    def zip(self):
+        return zip(
+                self.positions, self.attributes,
+                self.b0, self.b1, self.weight)
+
+    def each(self):
+        keys=[key for key in self.indexArrays.keys()]
+        keys.sort()
+        for key in keys:
+            yield(key, self.indexArrays[key])
+
+    def __addOrGetIndex(self, obj_index, base_index, pos, normal, uv, b0, b1, weight0):
+        key=VertexKey(obj_index, base_index)
+        attribute=VertexAttribute( 
+                normal[0], normal[1], normal[2],
+                uv[0], uv[1])
+        if key in self.vertexMap:
+            if attribute in self.vertexMap[key]:
+                return self.vertexMap[key][attribute]
+            else:
+                return self.__addVertex(self.vertexMap[key],
+                        pos, attribute, b0, b1, weight0)
+        else:
+            vertexMapKey={}
+            self.vertexMap[key]=vertexMapKey
+            return self.__addVertex(vertexMapKey,
+                    pos, attribute, b0, b1, weight0)
+
+    def __addVertex(self, vertexMapKey, pos, attribute, b0, b1, weight0):
+        index=len(self.positions)
+        vertexMapKey[attribute]=index
+        # position
+        self.positions.append((pos.x, pos.y, pos.z))
+        # unique attribute
+        self.attributes.append(attribute)
+        # shared attribute
+        self.b0.append(b0)
+        self.b1.append(b1)
+        self.weight.append(weight0)
+        assert(index<=65535)
+        return index
+            
+    def getMappedIndex(self, obj_name, base_index):
+        return self.vertexMap[VertexKey(self.objectMap[obj_name], base_index)]
+
+    def addTriangle(self,
+            object_name, material,
+            base_index0, base_index1, base_index2,
+            pos0, pos1, pos2,
+            n0, n1, n2,
+            uv0, uv1, uv2,
+            b0_0, b0_1, b0_2,
+            b1_0, b1_1, b1_2,
+            weight0, weight1, weight2
+            ):
+        if object_name in self.objectMap:
+            obj_index=self.objectMap[object_name]
+        else:
+            obj_index=len(self.objectMap)
+            self.objectMap[object_name]=obj_index
+        index0=self.__addOrGetIndex(obj_index, base_index0, pos0, n0, uv0, b0_0, b1_0, weight0)
+        index1=self.__addOrGetIndex(obj_index, base_index1, pos1, n1, uv1, b0_1, b1_1, weight1)
+        index2=self.__addOrGetIndex(obj_index, base_index2, pos2, n2, uv2, b0_2, b1_2, weight2)
+
+        if not material in self.indexArrays:
+            self.indexArrays[material]=[]
+        self.indexArrays[material]+=[index0, index1, index2]
+
+
+class Morph(object):
+    __slots__=['name', 'type', 'offsets']
+    def __init__(self, name, type):
+        self.name=name
+        self.type=type
+        self.offsets=[]
+
+    def add(self, index, offset):
+        self.offsets.append((index, offset))
+
+    def sort(self):
+        self.offsets.sort(key=lambda e: e[0])
+
+    def __str__(self):
+        return "<Morph %s>" % self.name
+
+class IKSolver(object):
+    __slots__=['target', 'effector', 'length', 'iterations', 'weight']
+    def __init__(self, target, effector, length, iterations, weight):
+        self.target=target
+        self.effector=effector
+        self.length=length
+        self.iterations=iterations
+        self.weight=weight
+
+
+class SSS(object):
+    def __init__(self):
+        self.use=1
+
+
+class DefaultMatrial(object):
+    def __init__(self):
+        self.name='default'
+        # diffuse
+        self.diffuse_color=[1, 1, 1]
+        self.alpha=1
+        # specular
+        self.specular_toon_size=0
+        self.specular_hardness=5
+        self.specular_color=[1, 1, 1]
+        # ambient
+        self.mirror_color=[1, 1, 1]
+        # flag
+        self.subsurface_scattering=SSS()
+        # texture
+        self.texture_slots=[]
+
+
+class OneSkinMesh(object):
+    __slots__=['vertexArray', 'morphList', 'rigidbodies', 'constraints', ]
+    def __init__(self):
+        self.vertexArray=VertexArray()
+        self.morphList=[]
+        self.rigidbodies=[]
+        self.constraints=[]
+
+    def __str__(self):
+        return "<OneSkinMesh %s, morph:%d>" % (
+                self.vertexArray,
+                len(self.morphList))
+
+    def addMesh(self, obj):
+        if not bl.object.isVisible(obj):
+            return
+        self.__mesh(obj)
+        self.__skin(obj)
+        self.__rigidbody(obj)
+        self.__constraint(obj)
+
+    def __getWeightMap(self, obj, mesh):
+        # bone weight
+        weightMap={}
+        secondWeightMap={}
+        def setWeight(i, name, w):
+            if w>0:
+                if i in weightMap:
+                    if i in secondWeightMap:
+                        # 上位2つのweightを採用する
+                        if w<secondWeightMap[i][1]:
+                            pass
+                        elif w<weightMap[i][1]:
+                            # 2つ目を入れ替え
+                            secondWeightMap[i]=(name, w)
+                        else:
+                            # 1つ目を入れ替え
+                            weightMap[i]=(name, w)
+                    else:
+                        if w>weightMap[i][1]:
+                            # 多い方をweightMapに
+                            secondWeightMap[i]=weightMap[i]
+                            weightMap[i]=(name, w)
+                        else:
+                            secondWeightMap[i]=(name, w)
+                else:
+                    weightMap[i]=(name, w)
+
+        # ToDo bone weightと関係ないvertex groupを除外する
+        for i, v in enumerate(mesh.vertices):
+            if len(v.groups)>0:
+                for g in v.groups:
+                    setWeight(i, obj.vertex_groups[g.group].name, g.weight)
+            else:
+                try:
+                    setWeight(i, obj.vertex_groups[0].name, 1)
+                except:
+                    # no vertex_groups
+                    pass
+
+        # 合計値が1になるようにする
+        for i in range(len(mesh.vertices)):
+            if i in secondWeightMap:
+                secondWeightMap[i]=(secondWeightMap[i][0], 1.0-weightMap[i][1])
+            elif i in weightMap:
+                weightMap[i]=(weightMap[i][0], 1.0)
+                secondWeightMap[i]=("", 0)
+            else:
+                print("no weight vertex")
+                weightMap[i]=("", 0)
+                secondWeightMap[i]=("", 0)
+
+        return weightMap, secondWeightMap
+
+    def __processFaces(self, obj_name, mesh, weightMap, secondWeightMap):
+        default_material=DefaultMatrial()
+        # 各面の処理
+        for i, face in enumerate(mesh.faces):
+            faceVertexCount=bl.face.getVertexCount(face)
+            try:
+                material=mesh.materials[bl.face.getMaterialIndex(face)]
+            except IndexError as e:
+                material=default_material
+            v=[mesh.vertices[index] for index in bl.face.getVertices(face)]
+            uv=bl.mesh.getFaceUV(
+                    mesh, i, face, bl.face.getVertexCount(face))
+            # flip triangle
+            if faceVertexCount==3:
+                # triangle
+                self.vertexArray.addTriangle(
+                        obj_name, material.name,
+                        v[2].index, 
+                        v[1].index, 
+                        v[0].index,
+                        v[2].co, 
+                        v[1].co, 
+                        v[0].co,
+                        bl.vertex.getNormal(v[2]), 
+                        bl.vertex.getNormal(v[1]), 
+                        bl.vertex.getNormal(v[0]),
+                        uv[2], 
+                        uv[1], 
+                        uv[0],
+                        weightMap[v[2].index][0],
+                        weightMap[v[1].index][0],
+                        weightMap[v[0].index][0],
+                        secondWeightMap[v[2].index][0],
+                        secondWeightMap[v[1].index][0],
+                        secondWeightMap[v[0].index][0],
+                        weightMap[v[2].index][1],
+                        weightMap[v[1].index][1],
+                        weightMap[v[0].index][1]
+                        )
+            elif faceVertexCount==4:
+                # quadrangle
+                self.vertexArray.addTriangle(
+                        obj_name, material.name,
+                        v[2].index, 
+                        v[1].index, 
+                        v[0].index,
+                        v[2].co, 
+                        v[1].co, 
+                        v[0].co,
+                        bl.vertex.getNormal(v[2]), 
+                        bl.vertex.getNormal(v[1]), 
+                        bl.vertex.getNormal(v[0]), 
+                        uv[2], 
+                        uv[1], 
+                        uv[0],
+                        weightMap[v[2].index][0],
+                        weightMap[v[1].index][0],
+                        weightMap[v[0].index][0],
+                        secondWeightMap[v[2].index][0],
+                        secondWeightMap[v[1].index][0],
+                        secondWeightMap[v[0].index][0],
+                        weightMap[v[2].index][1],
+                        weightMap[v[1].index][1],
+                        weightMap[v[0].index][1]
+                        )
+                self.vertexArray.addTriangle(
+                        obj_name, material.name,
+                        v[0].index, 
+                        v[3].index, 
+                        v[2].index,
+                        v[0].co, 
+                        v[3].co, 
+                        v[2].co,
+                        bl.vertex.getNormal(v[0]), 
+                        bl.vertex.getNormal(v[3]), 
+                        bl.vertex.getNormal(v[2]), 
+                        uv[0], 
+                        uv[3], 
+                        uv[2],
+                        weightMap[v[0].index][0],
+                        weightMap[v[3].index][0],
+                        weightMap[v[2].index][0],
+                        secondWeightMap[v[0].index][0],
+                        secondWeightMap[v[3].index][0],
+                        secondWeightMap[v[2].index][0],
+                        weightMap[v[0].index][1],
+                        weightMap[v[3].index][1],
+                        weightMap[v[2].index][1]
+                        )
+
+    def __mesh(self, obj):
+        if bl.RIGID_SHAPE_TYPE in obj:
+            return
+        if bl.CONSTRAINT_A in obj:
+            return
+
+        bl.message("export: %s" % obj.name)
+
+        # メッシュのコピーを生成してオブジェクトの行列を適用する
+        copyMesh, copyObj=bl.object.duplicate(obj)
+        if len(copyMesh.vertices)>0:
+            # apply transform
+            """
+            try:
+                # svn 36722
+                copyObj.scale=obj.scale
+                bpy.ops.object.transform_apply(scale=True)
+                copyObj.rotation_euler=obj.rotation_euler
+                bpy.ops.object.transform_apply(rotation=True)
+                copyObj.location=obj.location
+                bpy.ops.object.transform_apply(location=True)
+            except AttributeError as e:
+                # 2.57b
+                copyObj.scale=obj.scale
+                bpy.ops.object.scale_apply()
+                copyObj.rotation_euler=obj.rotation_euler
+                bpy.ops.object.rotation_apply()
+                copyObj.location=obj.location
+                bpy.ops.object.location_apply()
+            """
+            copyMesh.transform(obj.matrix_world)
+
+            # apply modifier
+            for m in [m for m in copyObj.modifiers]:
+                if m.type=='SOLIDFY':
+                    continue
+                elif m.type=='ARMATURE':
+                    continue
+                elif m.type=='MIRROR':
+                    bpy.ops.object.modifier_apply(modifier=m.name)
+                else:
+                    print(m.type)
+
+            weightMap, secondWeightMap=self.__getWeightMap(copyObj, copyMesh)
+            self.__processFaces(obj.name, copyMesh, weightMap, secondWeightMap)
+        bl.object.delete(copyObj)
+
+    def createEmptyBasicSkin(self):
+        self.__getOrCreateMorph('base', 0)
+
+    def __skin(self, obj):
+        if not bl.object.hasShapeKey(obj):
+            return
+
+        indexRelativeMap={}
+        blenderMesh=bl.object.getData(obj)
+        baseMorph=None
+
+        # shape keys
+        vg=bl.object.getVertexGroup(obj, bl.MMD_SHAPE_GROUP_NAME)
+
+        # base
+        used=set()
+        for b in bl.object.getShapeKeys(obj):
+            if b.name==bl.BASE_SHAPE_NAME:
+                baseMorph=self.__getOrCreateMorph('base', 0)
+                basis=b
+
+                relativeIndex=0
+                for index in vg:
+                    v=bl.shapekey.getByIndex(b, index)
+                    pos=[v[0], v[1], v[2]]
+
+                    indices=self.vertexArray.getMappedIndex(obj.name, index)
+                    for attribute, i in indices.items():
+                        if i in used:
+                            continue
+                        used.add(i)
+
+                        baseMorph.add(i, pos)
+                        indexRelativeMap[i]=relativeIndex
+                        relativeIndex+=1
+
+                break
+        assert(basis)
+        #print(basis.name, len(baseMorph.offsets))
+
+        if len(baseMorph.offsets)==0:
+            return
+
+        # shape keys
+        for b in bl.object.getShapeKeys(obj):
+            if b.name==bl.BASE_SHAPE_NAME:
+                continue
+
+            #print(b.name)
+            morph=self.__getOrCreateMorph(b.name, 4)
+            used=set()
+            for index, src, dst in zip(
+                    range(len(blenderMesh.vertices)),
+                    bl.shapekey.get(basis),
+                    bl.shapekey.get(b)):
+                offset=[dst[0]-src[0], dst[1]-src[1], dst[2]-src[2]]
+                if offset[0]==0 and offset[1]==0 and offset[2]==0:
+                    continue
+                if index in vg:
+                    indices=self.vertexArray.getMappedIndex(obj.name, index)
+                    for attribute, i in indices.items():
+                        if i in used:
+                            continue
+                        used.add(i) 
+                        morph.add(indexRelativeMap[i], offset)
+            assert(len(morph.offsets)<len(baseMorph.offsets))
+
+        # sort skinmap
+        original=self.morphList[:]
+        def getIndex(morph):
+            for i, v in enumerate(englishmap.skinMap):
+                if v[0]==morph.name:
+                    return i
+            #print(morph)
+            return len(englishmap.skinMap)
+        self.morphList.sort(key=getIndex)
+
+    def __rigidbody(self, obj):
+        if not bl.RIGID_SHAPE_TYPE in obj:
+            return
+        self.rigidbodies.append(obj)
+
+    def __constraint(self, obj):
+        if not bl.CONSTRAINT_A in obj:
+            return
+        self.constraints.append(obj)
+
+    def __getOrCreateMorph(self, name, type):
+        for m in self.morphList:
+            if m.name==name:
+                return m
+        m=Morph(name, type)
+        self.morphList.append(m)
+        return m
+
+    def getVertexCount(self):
+        return len(self.vertexArray.positions)
+
+
+class Bone(object):
+    __slots__=['index', 'name', 'ik_index',
+            'pos', 'tail', 'parent_index', 'tail_index', 'type', 'isConnect']
+    def __init__(self, name, pos, tail, isConnect):
+        self.index=-1
+        self.name=name
+        self.pos=pos
+        self.tail=tail
+        self.parent_index=None
+        self.tail_index=None
+        self.type=0
+        self.isConnect=isConnect
+        self.ik_index=0
+
+    def __eq__(self, rhs):
+        return self.index==rhs.index
+
+    def __str__(self):
+        return "<Bone %s %d>" % (self.name, self.type)
+
+class BoneBuilder(object):
+    __slots__=['bones', 'boneMap', 'ik_list', 'bone_groups',]
+    def __init__(self):
+        self.bones=[]
+        self.boneMap={}
+        self.ik_list=[]
+        self.bone_groups=[]
+
+    def getBoneGroup(self, bone):
+        for i, g in enumerate(self.bone_groups):
+            for b in g[1]:
+                if b==bone.name:
+                    return i+1
+        print('no gorup', bone)
+        return 0
+
+    def build(self, armatureObj):
+        if not armatureObj:
+            return
+
+        bl.message("build skeleton")
+        armature=bl.object.getData(armatureObj)
+
+        ####################
+        # bone group
+        ####################
+        for g in bl.object.boneGroups(armatureObj):
+            self.bone_groups.append((g.name, []))
+
+        ####################
+        # get bones
+        ####################
+        for b in armature.bones.values():
+            if not b.parent:
+                # root bone
+                bone=Bone(b.name, 
+                        bl.bone.getHeadLocal(b),
+                        bl.bone.getTailLocal(b),
+                        False)
+                self.__addBone(bone)
+                self.__getBone(bone, b)
+
+        for b in armature.bones.values():
+            if not b.parent:
+                self.__checkConnection(b, None)
+
+        ####################
+        # get IK
+        ####################
+        pose = bl.object.getPose(armatureObj)
+        for b in pose.bones.values():
+            ####################
+            # assing bone group
+            ####################
+            self.__assignBoneGroup(b, b.bone_group)
+            for c in b.constraints:
+                if bl.constraint.isIKSolver(c):
+                    ####################
+                    # IK target
+                    ####################
+                    target=self.__boneByName(bl.constraint.ikTarget(c))
+                    target.type=2
+
+                    ####################
+                    # IK effector
+                    ####################
+                    # IK 接続先
+                    link=self.__boneByName(b.name)
+                    link.type=6
+
+                    # IK chain
+                    e=b.parent
+                    chainLength=bl.constraint.ikChainLen(c)
+                    for i in range(chainLength):
+                        # IK影響下
+                        chainBone=self.__boneByName(e.name)
+                        chainBone.type=4
+                        chainBone.ik_index=target.index
+                        e=e.parent
+                    self.ik_list.append(
+                            IKSolver(target, link, chainLength, 
+                                int(bl.constraint.ikItration(c) * 0.1), 
+                                bl.constraint.ikRotationWeight(c)
+                                ))
+
+        ####################
+
+        # boneのsort
+        self._sortBy()
+        self._fix()
+        # IKのsort
+        def getIndex(ik):
+            for i, v in enumerate(englishmap.boneMap):
+                if v[0]==ik.target.name:
+                    return i
+            return len(englishmap.boneMap)
+        self.ik_list.sort(key=getIndex)
+
+    def __assignBoneGroup(self, poseBone, boneGroup):
+        if boneGroup:
+            for g in self.bone_groups:
+                if g[0]==boneGroup.name:
+                    g[1].append(poseBone.name)
+
+    def __checkConnection(self, b, p):
+        if bl.bone.isConnected(b):
+            parent=self.__boneByName(p.name)
+            parent.isConnect=True
+
+        for c in b.children:
+            self.__checkConnection(c, b)
+
+    def _sortBy(self):
+        """
+        boneMap順に並べ替える
+        """
+        boneMap=englishmap.boneMap
+        original=self.bones[:]
+        def getIndex(bone):
+            for i, k_v in enumerate(boneMap):
+                if k_v[0]==bone.name:
+                    return i
+            print(bone)
+            return len(boneMap)
+
+        self.bones.sort(key=getIndex)
+
+        sortMap={}
+        for i, b in enumerate(self.bones):
+            src=original.index(b)
+            sortMap[src]=i
+        for b in self.bones:
+            b.index=sortMap[b.index]
+            if b.parent_index:
+                b.parent_index=sortMap[b.parent_index]
+            if b.tail_index:
+                b.tail_index=sortMap[b.tail_index]
+            if b.ik_index>0:
+                b.ik_index=sortMap[b.ik_index]
+
+    def _fix(self):
+        """
+        調整
+        """
+        for b in self.bones:
+            # parent index
+            if b.parent_index==None:
+                b.parent_index=0xFFFF
+            else:
+                if b.type==6 or b.type==7:
+                    # fix tail bone
+                    parent=self.bones[b.parent_index]
+                    #print('parnet', parent.name)
+                    parent.tail_index=b.index
+
+        for b in self.bones:
+            if b.tail_index==None:
+                b.tail_index=0
+            elif b.type==9:
+                b.tail_index==0
+
+    def getIndex(self, bone):
+        for i, b in enumerate(self.bones):
+            if b==bone:
+                return i
+        assert(false)
+
+    def indexByName(self, name):
+        if name=='':
+            return 0
+        else:
+            try:
+                return self.getIndex(self.__boneByName(name))
+            except:
+                return 0
+
+    def __boneByName(self, name):
+        return self.boneMap[name]
+
+    def __getBone(self, parent, b):
+        if len(b.children)==0:
+            parent.type=7
+            return
+
+        for i, c in enumerate(b.children):
+            bone=Bone(c.name, 
+                    bl.bone.getHeadLocal(c),
+                    bl.bone.getTailLocal(c),
+                    bl.bone.isConnected(c))
+            self.__addBone(bone)
+            if parent:
+                bone.parent_index=parent.index
+                #if i==0:
+                if bone.isConnect or (not parent.tail_index and parent.tail==bone.pos):
+                    parent.tail_index=bone.index
+            self.__getBone(bone, c)
+
+    def __addBone(self, bone):
+        bone.index=len(self.bones)
+        self.bones.append(bone)
+        self.boneMap[bone.name]=bone
+
+
+class Node(object):
+    __slots__=['o', 'children']
+    def __init__(self, o):
+        self.o=o
+        self.children=[]
+
+
+
+class Exporter(object):
+
+    __slots__=[
+            'armatureObj',
+            'oneSkinMesh',
+            'englishName',
+            'englishComment',
+            'name',
+            'comment',
+            'skeleton',
+            ]
+    def setup(self):
+        self.armatureObj=None
+
+        # 木構造を構築する
+        object_node_map={}
+        for o in bl.object.each():
+            object_node_map[o]=Node(o)
+        for o in bl.object.each():
+            node=object_node_map[o]
+            if node.o.parent:
+                object_node_map[node.o.parent].children.append(node)
+
+        # ルートを得る
+        root=object_node_map[bl.object.getActive()]
+        o=root.o
+        self.englishName=o.name
+        self.englishComment=o[bl.MMD_COMMENT] if bl.MMD_COMMENT in o else 'blender export\n'
+        self.name=o[bl.MMD_MB_NAME] if bl.MMD_MB_NAME in o else 'Blenderエクスポート'
+        self.comment=o[bl.MMD_MB_COMMENT] if bl.MMD_MB_COMMENT in o else 'Blnderエクスポート\n'
+
+        # ワンスキンメッシュを作る
+        self.oneSkinMesh=OneSkinMesh()
+        self.__createOneSkinMesh(root)
+        bl.message(self.oneSkinMesh)
+        if len(self.oneSkinMesh.morphList)==0:
+            # create emtpy skin
+            self.oneSkinMesh.createEmptyBasicSkin()
+
+        # skeleton
+        self.skeleton=BoneBuilder()
+        self.skeleton.build(self.armatureObj)
+
+    def __createOneSkinMesh(self, node):
+        ############################################################
+        # search armature modifier
+        ############################################################
+        for m in node.o.modifiers:
+            if bl.modifier.isType(m, 'ARMATURE'):
+                armatureObj=bl.modifier.getArmatureObject(m)
+                if not self.armatureObj:
+                    self.armatureObj=armatureObj
+                elif self.armatureObj!=armatureObj:
+                    print("warning! found multiple armature. ignored.", 
+                            armatureObj.name)
+
+        if node.o.type.upper()=='MESH':
+            self.oneSkinMesh.addMesh(node.o)
+
+        for child in node.children:
+            self.__createOneSkinMesh(child)
+