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[meshio/pymeshio.git] / blender26-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 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             try:
220                 vertex_index=vertex_map[base_index]
221                 bl.shapekey.assign(new_shape_key, vertex_index,
222                         mesh.vertices[vertex_index].co+
223                         bl.createVector(*convert_coord(offset)))
224             except KeyError as e:
225                 print('base_index: %d' % base_index)
226                 print(e)
227
228     # select base shape
229     bl.object.setActivateShapeKey(obj, 0)
230
231
232 def __build(armature, b, p, parent):
233     name=englishmap.getEnglishBoneName(b.name.decode('cp932'))
234     if not name:
235         name=b.name.decode('cp932')
236
237     bone=bl.armature.createBone(armature, name)
238
239     if parent and (b.tail_index==0 or b.type==6 or b.type==7 or b.type==9):
240         # 先端ボーン
241         bone.head = bl.createVector(*convert_coord(b.pos))
242         bone.tail=bone.head+bl.createVector(0, 1, 0)
243         bone.parent=parent
244         if bone.name=="center_t":
245             # 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
246             parent.tail=parent.head+bl.createVector(0, 1, 0)
247             bone.head=parent.tail
248             bone.tail=bone.head+bl.createVector(0, 1, 0)
249         else:
250             if parent.tail==bone.head:
251                 pass
252             else:
253                 print('diffurence with parent.tail and head', name)
254
255         if b.type!=9:
256             bl.bone.setConnected(bone)
257         # armature layer 2
258         bl.bone.setLayerMask(bone, [0, 1])
259     else:
260         # 通常ボーン
261         bone.head = bl.createVector(*convert_coord(b.pos))
262         bone.tail = bl.createVector(*convert_coord(b.tail))
263         if parent:
264             bone.parent=parent
265             if parent.tail==bone.head:
266                 bl.bone.setConnected(bone)
267
268     if bone.head==bone.tail:
269         bone.tail=bone.head+bl.createVector(0, 1, 0)
270
271     for c in b.children:
272         __build(armature, c, b, bone)
273
274
275 def __importArmature(l):
276     armature, armature_object=bl.armature.create()
277
278     # build bone
279     bl.armature.makeEditable(armature_object)
280     for b in l.bones:
281         if not b.parent:
282             __build(armature, b, None, None)
283     bl.armature.update(armature)
284     bl.enterObjectMode()
285
286     # IK constraint
287     pose = bl.object.getPose(armature_object)
288     for ik in l.ik_list:
289         target=l.bones[ik.target]
290         name = englishmap.getEnglishBoneName(target.name.decode('cp932'))
291         if not name:
292             name=target.name.decode('cp932')
293         p_bone = pose.bones[name]
294         if not p_bone:
295             print('not found', name)
296             continue
297         if len(ik.children) >= 16:
298             print('over MAX_CHAINLEN', ik, len(ik.children))
299             continue
300         effector_name=englishmap.getEnglishBoneName(
301                 l.bones[ik.index].name.decode('cp932'))
302         if not effector_name:
303             effector_name=l.bones[ik.index].name.decode('cp932')
304
305         constraint=bl.armature.createIkConstraint(armature_object,
306                 p_bone, effector_name, ik)
307
308     bl.armature.makeEditable(armature_object)
309     bl.armature.update(armature)
310     bl.enterObjectMode()
311
312     # create bone group
313     for i, g in enumerate(l.bone_group_list):
314         name=get_group_name(g.name)
315         bl.object.createBoneGroup(armature_object, name, "THEME%02d" % (i+1))
316
317     # assign bone to group
318     for b_index, g_index in l.bone_display_list:
319         # bone
320         b=l.bones[b_index]
321         bone_name=englishmap.getEnglishBoneName(b.name.decode('cp932'))
322         if not bone_name:
323             bone_name=b.name.decode('cp932')
324         # group
325         g=l.bone_group_list[g_index-1]
326         group_name=get_group_name(g.name)
327
328         # assign
329         pose.bones[bone_name].bone_group=pose.bone_groups[group_name]
330
331     bl.enterObjectMode()
332
333     return armature_object
334
335
336 def __import16MaerialAndMesh(meshObject, l,
337         material_order, face_map, tex_dir, toon_material):
338
339     mesh=bl.object.getData(meshObject)
340     ############################################################
341     # material
342     ############################################################
343     bl.progress_print('create materials')
344     mesh_material_map={}
345     textureMap={}
346     imageMap={}
347     index=0
348
349     for material_index in material_order:
350         try:
351             m=l.materials[material_index]
352             mesh_material_map[material_index]=index
353         except KeyError:
354             break
355
356         material=createPmdMaterial(m, material_index)
357
358         # main texture
359         texture_name=m.texture_file.decode('cp932')
360         if texture_name!='':
361             for i, t in enumerate(texture_name.split('*')):
362                 if t in textureMap:
363                     texture=textureMap[t]
364                 else:
365                     path=os.path.join(tex_dir, t)
366                     texture, image=bl.texture.create(path)
367                     textureMap[texture_name]=texture
368                     imageMap[material_index]=image
369                 texture_index=bl.material.addTexture(material, texture)
370                 if t.endswith('sph'):
371                     # sphere map
372                     setSphereMap(material, texture_index)
373                 elif t.endswith('spa'):
374                     # sphere map
375                     setSphereMap(material, texture_index, 'ADD')
376
377         # toon texture
378         toon_index=bl.material.addTexture(
379                 material,
380                 bl.material.getTexture(
381                     toon_material,
382                     0 if m.toon_index==0xFF else m.toon_index
383                     ),
384                 False)
385
386         bl.mesh.addMaterial(mesh, material)
387
388         index+=1
389
390     ############################################################
391     # vertex
392     ############################################################
393     bl.progress_print('create vertices')
394     # create vertices
395     vertices=[]
396     for v in l.each_vertex():
397         vertices.append(convert_coord(v.pos))
398
399     ############################################################
400     # face
401     ############################################################
402     bl.progress_print('create faces')
403     # create faces
404     mesh_face_indices=[]
405     mesh_face_materials=[]
406     used_vertices=set()
407
408     for material_index in material_order:
409         face_offset=face_map[material_index]
410         m=l.materials[material_index]
411         material_faces=l.indices[face_offset:face_offset+m.vertex_count]
412
413         def degenerate(i0, i1, i2):
414             """
415             縮退しているか?
416             """
417             return i0==i1 or i1==i2 or i2==i0
418
419         for j in xrange(0, len(material_faces), 3):
420             i0=material_faces[j]
421             i1=material_faces[j+1]
422             i2=material_faces[j+2]
423             # flip
424             triangle=[i2, i1, i0]
425             if degenerate(*triangle):
426                 continue
427             mesh_face_indices.append(triangle[0:3])
428             mesh_face_materials.append(material_index)
429             used_vertices.add(i0)
430             used_vertices.add(i1)
431             used_vertices.add(i2)
432
433     ############################################################
434     # create vertices & faces
435     ############################################################
436     bl.mesh.addGeometry(mesh, vertices, mesh_face_indices)
437
438     ############################################################
439     # vertex bone weight
440     ############################################################
441     # create vertex group
442     vertex_groups={}
443     for v in l.each_vertex():
444         vertex_groups[v.bone0]=True
445         vertex_groups[v.bone1]=True
446     for i in vertex_groups.keys():
447         bl.object.addVertexGroup(meshObject, get_bone_name(l, i))
448
449     # vertex params
450     bl.mesh.useVertexUV(mesh)
451     for i, v, mvert in zip(xrange(len(l.vertices)),
452         l.each_vertex(), mesh.vertices):
453         # normal, uv
454         bl.vertex.setNormal(mvert, convert_coord(v.normal))
455         # bone weight
456         w1=float(v.weight0)/100.0
457         w2=1.0-w1
458         bl.object.assignVertexGroup(meshObject, get_bone_name(l, v.bone0),
459             i,  w1)
460         bl.object.assignVertexGroup(meshObject, get_bone_name(l, v.bone1),
461             i,  w2)
462
463     ############################################################
464     # face params
465     ############################################################
466     used_map={}
467     bl.mesh.addUV(mesh)
468     for i, (face, material_index) in enumerate(
469             zip(mesh.faces, mesh_face_materials)):
470         try:
471             index=mesh_material_map[material_index]
472         except KeyError as message:
473             print(message, mesh_material_map, m)
474             assert(False)
475         bl.face.setMaterial(face, index)
476         material=mesh.materials[index]
477         used_map[index]=True
478         if bl.material.hasTexture(material):
479             uv_array=[l.getUV(i) for i in bl.face.getIndices(face)]
480             bl.mesh.setFaceUV(mesh, i, face,
481                     # fix uv
482                     [(uv.x, 1.0-uv.y) for uv in uv_array],
483                     imageMap.get(index, None))
484
485         # set smooth
486         bl.face.setSmooth(face, True)
487
488     mesh.update()
489
490     ############################################################
491     # clean up not used vertices
492     ############################################################
493     bl.progress_print('clean up vertices not used')
494     remove_vertices=[]
495     vertex_map={}
496     for i, v in enumerate(l.each_vertex()):
497         if i in used_vertices:
498             vertex_map[i]=len(vertex_map)
499         else:
500             remove_vertices.append(i)
501
502     bl.mesh.vertsDelete(mesh, remove_vertices)
503
504     bl.progress_print('%s created' % mesh.name)
505     return vertex_map
506
507
508 def __importMaterialAndMesh(io, tex_dir, toon_material):
509     """
510     @param l[in] mmd.PMDLoader
511     @param filename[in]
512     """
513     ############################################################
514     # shpaeキーで使われるマテリアル優先的に前に並べる
515     ############################################################
516     # shapeキーで使われる頂点インデックスを集める
517     shape_key_used_vertices=set()
518     if len(io.morphs)>0:
519         # base
520         base=None
521         for s in io.morphs:
522             if s.type!=0:
523                 continue
524             base=s
525             break
526         assert(base)
527
528         for index in base.indices:
529             shape_key_used_vertices.add(index)
530
531     # マテリアルに含まれる頂点がshape_keyに含まれるか否か?
532     def isMaterialUsedInShape(offset, m):
533         for i in xrange(offset, offset+m.vertex_count):
534             if io.indices[i] in shape_key_used_vertices:
535                 return True
536
537     material_with_shape=set()
538
539     # 各マテリアルの開始頂点インデックスを記録する
540     face_map={}
541     face_count=0
542     for i, m in enumerate(io.materials):
543         face_map[i]=face_count
544         if isMaterialUsedInShape(face_count, m):
545             material_with_shape.add(i)
546         face_count+=m.vertex_count
547
548     # shapeキーで使われる頂点のあるマテリアル
549     material_with_shape=list(material_with_shape)
550     material_with_shape.sort()
551
552     # shapeキーに使われていないマテリアル
553     material_without_shape=[]
554     for i in range(len(io.materials)):
555         if not i in material_with_shape:
556             material_without_shape.append(i)
557
558     # メッシュの生成
559     def __splitList(l, length):
560         for i in range(0, len(l), length):
561             yield l[i:i+length]
562
563     def __importMeshAndShape(material16, name):
564         mesh, meshObject=bl.mesh.create(name)
565
566         # activate object
567         bl.object.deselectAll()
568         bl.object.activate(meshObject)
569
570         # 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
571         # メッシュを作成する
572         vertex_map=__import16MaerialAndMesh(
573                 meshObject, io, material16, face_map, tex_dir, toon_material)
574
575         # crete shape key
576         __importShape(meshObject, io, vertex_map)
577
578         mesh.update()
579         return meshObject
580
581     mesh_objects=[__importMeshAndShape(material16, 'with_shape')
582         for material16 in __splitList(material_with_shape, 16)]
583
584     mesh_objects+=[__importMeshAndShape(material16, 'mesh')
585         for material16 in __splitList(material_without_shape, 16)]
586
587     return mesh_objects
588
589
590 def __importConstraints(io):
591     print("create constraint")
592     container=bl.object.createEmpty('Constraints')
593     layers=[
594         True, False, False, False, False, False, False, False, False, False,
595         False, False, False, False, False, False, False, False, False, False,
596             ]
597     material=bl.material.create('constraint')
598     material.diffuse_color=(1, 0, 0)
599     constraintMeshes=[]
600     for i, c in enumerate(io.joints):
601         bpy.ops.mesh.primitive_uv_sphere_add(
602                 segments=8,
603                 ring_count=4,
604                 size=0.1,
605                 location=(c.position.x, c.position.z, c.position.y),
606                 layers=layers
607                 )
608         meshObject=bl.object.getActive()
609         constraintMeshes.append(meshObject)
610         mesh=bl.object.getData(meshObject)
611         bl.mesh.addMaterial(mesh, material)
612         meshObject.name='c_%03d' % i
613         #meshObject.draw_transparent=True
614         #meshObject.draw_wire=True
615         meshObject.draw_type='SOLID'
616         rot=c.rotation
617         meshObject.rotation_euler=(-rot.x, -rot.z, -rot.y)
618
619         meshObject[bl.CONSTRAINT_NAME]=c.name.decode('cp932')
620         meshObject[bl.CONSTRAINT_A]=io.rigidbodies[c.rigidbody_index_a].name.decode('cp932')
621         meshObject[bl.CONSTRAINT_B]=io.rigidbodies[c.rigidbody_index_b].name.decode('cp932')
622         meshObject[bl.CONSTRAINT_POS_MIN]=VtoV(c.translation_limit_min)
623         meshObject[bl.CONSTRAINT_POS_MAX]=VtoV(c.translation_limit_max)
624         meshObject[bl.CONSTRAINT_ROT_MIN]=VtoV(c.rotation_limit_min)
625         meshObject[bl.CONSTRAINT_ROT_MAX]=VtoV(c.rotation_limit_max)
626         meshObject[bl.CONSTRAINT_SPRING_POS]=VtoV(c.spring_constant_translation)
627         meshObject[bl.CONSTRAINT_SPRING_ROT]=VtoV(c.spring_constant_rotation)
628
629     for meshObject in reversed(constraintMeshes):
630         bl.object.makeParent(container, meshObject)
631
632     return container
633
634
635 def __importRigidBodies(io):
636     print("create rigid bodies")
637
638     container=bl.object.createEmpty('RigidBodies')
639     layers=[
640         True, False, False, False, False, False, False, False, False, False,
641         False, False, False, False, False, False, False, False, False, False,
642             ]
643     material=bl.material.create('rigidBody')
644     rigidMeshes=[]
645     for i, rigid in enumerate(io.rigidbodies):
646         if rigid.bone_index==0xFFFF:
647             # no reference bone
648             bone=io.bones[0]
649         else:
650             bone=io.bones[rigid.bone_index]
651         pos=bone.pos+rigid.shape_position
652
653         if rigid.shape_type==pmd.SHAPE_SPHERE:
654             bpy.ops.mesh.primitive_ico_sphere_add(
655                     location=(pos.x, pos.z, pos.y),
656                     layers=layers
657                     )
658             bpy.ops.transform.resize(
659                     value=rigid.shape_size.to_a())
660         elif rigid.shape_type==pmd.SHAPE_BOX:
661             bpy.ops.mesh.primitive_cube_add(
662                     location=(pos.x, pos.z, pos.y),
663                     layers=layers
664                     )
665             bpy.ops.transform.resize(
666                     value=rigid.shape_size.to_a())
667         elif rigid.shape_type==pmd.SHAPE_CAPSULE:
668             bpy.ops.mesh.primitive_cylinder_add(
669                     location=(pos.x, pos.z, pos.y),
670                     layers=layers
671                     )
672             bpy.ops.transform.resize(
673                     value=rigid.shape_size.to_a())
674         else:
675             assert(False)
676
677         meshObject=bl.object.getActive()
678         mesh=bl.object.getData(meshObject)
679         rigidMeshes.append(meshObject)
680         bl.mesh.addMaterial(mesh, material)
681         meshObject.name='r_%03d' % i
682         meshObject[bl.RIGID_NAME]=rigid.name.decode('cp932')
683         #meshObject.draw_transparent=True
684         #meshObject.draw_wire=True
685         meshObject.draw_type='WIRE'
686         rot=rigid.shape_rotation
687         meshObject.rotation_euler=(-rot.x, -rot.z, -rot.y)
688
689         # custom properties
690         meshObject[bl.RIGID_SHAPE_TYPE]=rigid.shape_type
691         meshObject[bl.RIGID_PROCESS_TYPE]=rigid.mode
692
693         bone_name = englishmap.getEnglishBoneName(bone.name.decode('cp932'))
694         if not bone_name:
695             bone_name=bone.name.decode('cp932')
696         meshObject[bl.RIGID_BONE_NAME]=bone_name
697
698         meshObject[bl.RIGID_GROUP]=rigid.collision_group
699         meshObject[bl.RIGID_INTERSECTION_GROUP]=rigid.no_collision_group
700         meshObject[bl.RIGID_WEIGHT]=rigid.mass
701         meshObject[bl.RIGID_LINEAR_DAMPING]=rigid.linear_damping
702         meshObject[bl.RIGID_ANGULAR_DAMPING]=rigid.angular_damping
703         meshObject[bl.RIGID_RESTITUTION]=rigid.restitution
704         meshObject[bl.RIGID_FRICTION]=rigid.friction
705
706     for meshObject in reversed(rigidMeshes):
707         bl.object.makeParent(container, meshObject)
708
709     return container
710
711
712 def _execute(filepath=""):
713     """
714     load pmd file to context.
715     """
716
717     # load pmd
718     bl.progress_set('load %s' % filepath, 0.0)
719
720     model=reader.read_from_file(filepath)
721     if not model:
722         bl.message("fail to load %s" % filepath)
723         return
724     bl.progress_set('loaded', 0.1)
725
726     # create root object
727     model_name=model.english_name.decode('cp932')
728     if len(model_name)==0:
729         model_name=model.name.decode('cp932')
730     root=bl.object.createEmpty(model_name)
731     root[bl.MMD_MB_NAME]=model.name.decode('cp932')
732     root[bl.MMD_MB_COMMENT]=model.comment.decode('cp932')
733     root[bl.MMD_COMMENT]=model.english_comment.decode('cp932')
734
735     # toon textures
736     tex_dir=os.path.dirname(filepath)
737     toonTextures, toonMaterial=__importToonTextures(model, tex_dir)
738     bl.object.makeParent(root, toonTextures)
739
740     # import mesh
741     mesh_objects=__importMaterialAndMesh(model, tex_dir, toonMaterial)
742     for o in mesh_objects:
743         bl.object.makeParent(root, o)
744
745     # import armature
746     armature_object=__importArmature(model)
747     if armature_object:
748         bl.object.makeParent(root, armature_object)
749         armature = bl.object.getData(armature_object)
750
751         # add armature modifier
752         for o in mesh_objects:
753             bl.modifier.addArmature(o, armature_object)
754
755         # Limitation
756         for n, b in bl.object.getPose(armature_object).bones.items():
757             poseBoneLimit(n, b)
758
759     # import rigid bodies
760     rigidBodies=__importRigidBodies(model)
761     if rigidBodies:
762         bl.object.makeParent(root, rigidBodies)
763
764     # import constraints
765     constraints=__importConstraints(model)
766     if constraints:
767         bl.object.makeParent(root, constraints)
768
769     bl.object.activate(root)
770