OSDN Git Service

refactoring export_pmd
[meshio/pymeshio.git] / blender26-meshio / export_pmd.py
index dd63db6..9c808da 100644 (file)
@@ -32,1130 +32,311 @@ This script exports a pmd model.
 20110522: implement RigidBody and Constraint.
 20111002: update for pymeshio-2.1.0
 """
-
-bl_addon_info = {
-        'category': 'Import/Export',
-        'name': 'Export: MikuMikuDance Model Format (.pmd)',
-        'author': 'ousttrue',
-        'version': (2, 2),
-        'blender': (2, 5, 3),
-        'location': 'File > Export',
-        'description': 'Export to 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 io
 
-
-from .pymeshio import englishmap
+from . import bl
+from . import oneskinmesh
 from .pymeshio import common
 from .pymeshio import pmd
+from .pymeshio import englishmap
 from .pymeshio.pmd import writer
 
 
-# for 2.5
-import bpy
-import mathutils
-
-# wrapper
-from . import bl
-
-xrange=range
-
-def toCP932(s):
-    return s.encode('cp932')
-
-
-class Node(object):
-    __slots__=['o', 'children']
-    def __init__(self, o):
-        self.o=o
-        self.children=[]
-
-
-###############################################################################
-# Blenderのメッシュをワンスキンメッシュ化する
-###############################################################################
 def near(x, y, EPSILON=1e-5):
     d=x-y
     return d>=-EPSILON and d<=EPSILON
 
 
-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 xrange(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(
-                    xrange(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)
+def toCP932(s):
+    return s.encode('cp932')
 
-        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
+def write(self, path):
+    model=pmd.Model(1.0)
+    model.name=self.name.encode('cp932')
+    model.comment=self.comment.encode('cp932')
+
+    # 頂点
+    model.vertices=[pmd.Vertex(
+        # convert right-handed z-up to left-handed y-up
+        common.Vector3(pos[0], pos[2], pos[1]), 
+        # convert right-handed z-up to left-handed y-up
+        common.Vector3(attribute.nx, attribute.nz, attribute.ny),
+        # reverse vertical
+        common.Vector2(attribute.u, 1.0-attribute.v),
+        self.skeleton.indexByName(b0),
+        self.skeleton.indexByName(b1),
+        int(100*weight),
+        # edge flag, 0: enable edge, 1: not edge
+        0 
+        )
+        for pos, attribute, b0, b1, weight in self.oneSkinMesh.vertexArray.zip()]
+
+    # 面とマテリアル
+    vertexCount=self.oneSkinMesh.getVertexCount()
+    for material_name, indices in self.oneSkinMesh.vertexArray.each():
+        #print('material:', material_name)
+        try:
+            m=bl.material.get(material_name)
+        except KeyError as e:
+            m=DefaultMatrial()
+        def get_texture_name(texture):
+            pos=texture.replace("\\", "/").rfind("/")
+            if pos==-1:
+                return texture
             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
+                return texture[pos+1:]
+        textures=[get_texture_name(path)
+            for path in bl.material.eachEnalbeTexturePath(m)]
+        print(textures)
+        # マテリアル
+        model.materials.append(pmd.Material(
+                # diffuse_color
+                common.RGB(m.diffuse_color[0], m.diffuse_color[1], m.diffuse_color[2]),
+                m.alpha,
+                # specular_factor
+                0 if m.specular_toon_size<1e-5 else m.specular_hardness*10,
+                # specular_color
+                common.RGB(m.specular_color[0], m.specular_color[1], m.specular_color[2]),
+                # ambient_color
+                common.RGB(m.mirror_color[0], m.mirror_color[1], m.mirror_color[2]),
+                # flag
+                1 if m.subsurface_scattering.use else 0,
+                # toon
+                0,
+                # vertex_count
+                len(indices),
+                # texture
+                ('*'.join(textures) if len(textures)>0 else "").encode('cp932')
+                ))
+        # 面
+        for i in indices:
+            assert(i<vertexCount)
+        for i in range(0, len(indices), 3):
+            # reverse triangle
+            model.indices.append(indices[i])
+            model.indices.append(indices[i+1])
+            model.indices.append(indices[i+2])
+
+    # bones
+    boneNameMap={}
+    for i, b in enumerate(self.skeleton.bones):
+
+        # name
+        boneNameMap[b.name]=i
+        v=englishmap.getUnicodeBoneName(b.name)
+        if not v:
+            v=[b.name, b.name]
+        assert(v)
+        bone=pmd.Bone(v[1].encode('cp932'))
+
+        # english name
+        bone_english_name=toCP932(b.name)
+        if len(bone_english_name)>=20:
+            print(bone_english_name)
+            #assert(len(bone_english_name)<20)
+        bone.english_name=bone_english_name
+
+        if len(v)>=3:
+            # has type
+            if v[2]==5:
+                b.ik_index=self.skeleton.indexByName('eyes')
+            bone.type=v[2]
         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 PmdExporter(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)
-
-    def write(self, path):
-        model=pmd.Model(1.0)
-        model.name=self.name.encode('cp932')
-        model.comment=self.comment.encode('cp932')
-
-        # 頂点
-        model.vertices=[pmd.Vertex(
-            # convert right-handed z-up to left-handed y-up
-            common.Vector3(pos[0], pos[2], pos[1]), 
+            bone.type=b.type
+
+        bone.parent_index=b.parent_index
+        bone.tail_index=b.tail_index
+        bone.ik_index=b.ik_index
+
+        # convert right-handed z-up to left-handed y-up
+        bone.pos.x=b.pos[0] if not near(b.pos[0], 0) else 0
+        bone.pos.y=b.pos[2] if not near(b.pos[2], 0) else 0
+        bone.pos.z=b.pos[1] if not near(b.pos[1], 0) else 0
+        
+        model.bones.append(bone)
+
+    # IK
+    for ik in self.skeleton.ik_list:
+        solver=pmd.IK()
+        solver.index=self.skeleton.getIndex(ik.target)
+        solver.target=self.skeleton.getIndex(ik.effector)
+        solver.length=ik.length
+        b=self.skeleton.bones[ik.effector.parent_index]
+        for i in range(solver.length):
+            solver.children.append(self.skeleton.getIndex(b))
+            b=self.skeleton.bones[b.parent_index]
+        solver.iterations=ik.iterations
+        solver.weight=ik.weight
+        model.ik_list.append(solver)
+
+    # 表情
+    for i, m in enumerate(self.oneSkinMesh.morphList):
+        v=englishmap.getUnicodeSkinName(m.name)
+        if not v:
+            v=[m.name, m.name, 0]
+        assert(v)
+        # morph
+        morph=pmd.Morph(v[1].encode("cp932"))
+        morph.english_name=m.name.encode("cp932")
+        m.type=v[2]
+        morph.type=v[2]
+        for index, offset in m.offsets:
             # convert right-handed z-up to left-handed y-up
-            common.Vector3(attribute.nx, attribute.nz, attribute.ny),
-            # reverse vertical
-            common.Vector2(attribute.u, 1.0-attribute.v),
-            self.skeleton.indexByName(b0),
-            self.skeleton.indexByName(b1),
-            int(100*weight),
-            # edge flag, 0: enable edge, 1: not edge
-            0 
-            )
-            for pos, attribute, b0, b1, weight in self.oneSkinMesh.vertexArray.zip()]
-
-        # 面とマテリアル
-        vertexCount=self.oneSkinMesh.getVertexCount()
-        for material_name, indices in self.oneSkinMesh.vertexArray.each():
-            #print('material:', material_name)
-            try:
-                m=bl.material.get(material_name)
-            except KeyError as e:
-                m=DefaultMatrial()
-            def get_texture_name(texture):
-                pos=texture.replace("\\", "/").rfind("/")
-                if pos==-1:
-                    return texture
-                else:
-                    return texture[pos+1:]
-            textures=[get_texture_name(path)
-                for path in bl.material.eachEnalbeTexturePath(m)]
-            print(textures)
-            # マテリアル
-            model.materials.append(pmd.Material(
-                    # diffuse_color
-                    common.RGB(m.diffuse_color[0], m.diffuse_color[1], m.diffuse_color[2]),
-                    m.alpha,
-                    # specular_factor
-                    0 if m.specular_toon_size<1e-5 else m.specular_hardness*10,
-                    # specular_color
-                    common.RGB(m.specular_color[0], m.specular_color[1], m.specular_color[2]),
-                    # ambient_color
-                    common.RGB(m.mirror_color[0], m.mirror_color[1], m.mirror_color[2]),
-                    # flag
-                    1 if m.subsurface_scattering.use else 0,
-                    # toon
-                    0,
-                    # vertex_count
-                    len(indices),
-                    # texture
-                    ('*'.join(textures) if len(textures)>0 else "").encode('cp932')
-                    ))
-            # 面
-            for i in indices:
-                assert(i<vertexCount)
-            for i in xrange(0, len(indices), 3):
-                # reverse triangle
-                model.indices.append(indices[i])
-                model.indices.append(indices[i+1])
-                model.indices.append(indices[i+2])
-
-        # bones
-        boneNameMap={}
-        for i, b in enumerate(self.skeleton.bones):
-
-            # name
-            boneNameMap[b.name]=i
-            v=englishmap.getUnicodeBoneName(b.name)
-            if not v:
-                v=[b.name, b.name]
-            assert(v)
-            bone=pmd.Bone(v[1].encode('cp932'))
-
-            # english name
-            bone_english_name=toCP932(b.name)
-            if len(bone_english_name)>=20:
-                print(bone_english_name)
-                #assert(len(bone_english_name)<20)
-            bone.english_name=bone_english_name
-
-            if len(v)>=3:
-                # has type
-                if v[2]==5:
-                    b.ik_index=self.skeleton.indexByName('eyes')
-                bone.type=v[2]
+            morph.append(index, offset[0], offset[2], offset[1])
+        morph.vertex_count=len(m.offsets)
+
+    # 表情枠
+    # type==0はbase
+    for i, m in enumerate(self.oneSkinMesh.morphList):
+        if m.type==3:
+            model.morph_indices.append(i)
+    for i, m in enumerate(self.oneSkinMesh.morphList):
+        if m.type==2:
+            model.morph_indices.append(i)
+    for i, m in enumerate(self.oneSkinMesh.morphList):
+        if m.type==1:
+            model.morph_indices.append(i)
+    for i, m in enumerate(self.oneSkinMesh.morphList):
+        if m.type==4:
+            model.morph_indices.append(i)
+
+    # ボーングループ
+    for g in self.skeleton.bone_groups:
+        name=englishmap.getUnicodeBoneGroupName(g[0])
+        if not name:
+            name=g[0]
+        englishName=g[0]
+
+        model.bone_group_list.append(pmd.BoneGroup(
+                (name+'\n').encode('cp932'),
+                (englishName+'\n').encode('cp932')
+                ))
+
+    # ボーングループメンバー
+    for i, b in enumerate(self.skeleton.bones):
+        if i==0:
+           continue
+        if b.type in [6, 7]:
+           continue
+        model.bone_display_list.append((i, self.skeleton.getBoneGroup(b)))
+
+    # English
+    model.english_name=self.englishName.encode('cp932')
+    model.english_comment=self.englishComment.encode('cp932')
+
+    # toon
+    toonMeshObject=None
+    for o in bl.object.each():
+        try:
+            if o.name.startswith(bl.TOON_TEXTURE_OBJECT):
+                toonMeshObject=o
+        except:
+            p(o.name)
+        break
+    if toonMeshObject:
+        toonMesh=bl.object.getData(toonMeshObject)
+        toonMaterial=bl.mesh.getMaterial(toonMesh, 0)
+        for i in range(10):
+            t=bl.material.getTexture(toonMaterial, i)
+            if t:
+                model.toon_textures[i]=("%s" % t.name).encode('cp932')
             else:
-                bone.type=b.type
-
-            bone.parent_index=b.parent_index
-            bone.tail_index=b.tail_index
-            bone.ik_index=b.ik_index
-
-            # convert right-handed z-up to left-handed y-up
-            bone.pos.x=b.pos[0] if not near(b.pos[0], 0) else 0
-            bone.pos.y=b.pos[2] if not near(b.pos[2], 0) else 0
-            bone.pos.z=b.pos[1] if not near(b.pos[1], 0) else 0
-            
-            model.bones.append(bone)
-
-        # IK
-        for ik in self.skeleton.ik_list:
-            solver=pmd.IK()
-            solver.index=self.skeleton.getIndex(ik.target)
-            solver.target=self.skeleton.getIndex(ik.effector)
-            solver.length=ik.length
-            b=self.skeleton.bones[ik.effector.parent_index]
-            for i in xrange(solver.length):
-                solver.children.append(self.skeleton.getIndex(b))
-                b=self.skeleton.bones[b.parent_index]
-            solver.iterations=ik.iterations
-            solver.weight=ik.weight
-            model.ik_list.append(solver)
-
-        # 表情
-        for i, m in enumerate(self.oneSkinMesh.morphList):
-            v=englishmap.getUnicodeSkinName(m.name)
-            if not v:
-                v=[m.name, m.name, 0]
-            assert(v)
-            # morph
-            morph=pmd.Morph(v[1].encode("cp932"))
-            morph.english_name=m.name.encode("cp932")
-            m.type=v[2]
-            morph.type=v[2]
-            for index, offset in m.offsets:
-                # convert right-handed z-up to left-handed y-up
-                morph.append(index, offset[0], offset[2], offset[1])
-            morph.vertex_count=len(m.offsets)
-
-        # 表情枠
-        # type==0はbase
-        for i, m in enumerate(self.oneSkinMesh.morphList):
-            if m.type==3:
-                model.morph_indices.append(i)
-        for i, m in enumerate(self.oneSkinMesh.morphList):
-            if m.type==2:
-                model.morph_indices.append(i)
-        for i, m in enumerate(self.oneSkinMesh.morphList):
-            if m.type==1:
-                model.morph_indices.append(i)
-        for i, m in enumerate(self.oneSkinMesh.morphList):
-            if m.type==4:
-                model.morph_indices.append(i)
-
-        # ボーングループ
-        for g in self.skeleton.bone_groups:
-            name=englishmap.getUnicodeBoneGroupName(g[0])
-            if not name:
-                name=g[0]
-            englishName=g[0]
-
-            model.bone_group_list.append(pmd.BoneGroup(
-                    (name+'\n').encode('cp932'),
-                    (englishName+'\n').encode('cp932')
-                    ))
-
-        # ボーングループメンバー
-        for i, b in enumerate(self.skeleton.bones):
-            if i==0:
-               continue
-            if b.type in [6, 7]:
-               continue
-            model.bone_display_list.append((i, self.skeleton.getBoneGroup(b)))
-
-        # English
-        model.english_name=self.englishName.encode('cp932')
-        model.english_comment=self.englishComment.encode('cp932')
-
-        # toon
-        toonMeshObject=None
-        for o in bl.object.each():
-            try:
-                if o.name.startswith(bl.TOON_TEXTURE_OBJECT):
-                    toonMeshObject=o
-            except:
-                p(o.name)
-            break
-        if toonMeshObject:
-            toonMesh=bl.object.getData(toonMeshObject)
-            toonMaterial=bl.mesh.getMaterial(toonMesh, 0)
-            for i in range(10):
-                t=bl.material.getTexture(toonMaterial, i)
-                if t:
-                    model.toon_textures[i]=("%s" % t.name).encode('cp932')
-                else:
-                    model.toon_textures[i]=("toon%02d.bmp" % (i+1)).encode('cp932')
-        else:
-            for i in range(10):
                 model.toon_textures[i]=("toon%02d.bmp" % (i+1)).encode('cp932')
-
-        # rigid body
-        rigidNameMap={}
-        for i, obj in enumerate(self.oneSkinMesh.rigidbodies):
-            name=obj[bl.RIGID_NAME] if bl.RIGID_NAME in obj else obj.name
-            print(name)
-            rigidNameMap[name]=i
-            boneIndex=boneNameMap[obj[bl.RIGID_BONE_NAME]]
-            if boneIndex==0:
-                boneIndex=0xFFFF
-                bone=self.skeleton.bones[0]
-            else:
-                bone=self.skeleton.bones[boneIndex]
-            rigidBody=pmd.RigidBody(
-                    name.encode('cp932'), 
-                    boneIndex,
-                    shape_position=common.Vector3(
-                        obj.location.x-bone.pos[0],
-                        obj.location.z-bone.pos[2],
-                        obj.location.y-bone.pos[1]),
-                    shape_rotation=common.Vector3(
-                        -obj.rotation_euler[0],
-                        -obj.rotation_euler[2],
-                        -obj.rotation_euler[1]),
-                    collision_group=obj[bl.RIGID_GROUP],
-                    no_collision_group=obj[bl.RIGID_INTERSECTION_GROUP],
-                    mode=obj[bl.RIGID_PROCESS_TYPE],
-                    mass=obj[bl.RIGID_WEIGHT],
-                    linear_damping=obj[bl.RIGID_LINEAR_DAMPING],
-                    angular_damping=obj[bl.RIGID_ANGULAR_DAMPING],
-                    restitution=obj[bl.RIGID_RESTITUTION],
-                    friction=obj[bl.RIGID_FRICTION])
-            if obj[bl.RIGID_SHAPE_TYPE]==0:
-                rigidBody.shape_type=pmd.SHAPE_SPHERE
-                rigidBody.shape_size=common.Vector3(obj.scale[0], 0, 0)
-            elif obj[bl.RIGID_SHAPE_TYPE]==1:
-                rigidBody.shape_type=pmd.SHAPE_BOX
-                rigidBody.shape_size=common.Vector3(obj.scale[0], obj.scale[1], obj.scale[2])
-            elif obj[bl.RIGID_SHAPE_TYPE]==2:
-                rigidBody.shape_type=pmd.SHAPE_CAPSULE
-                rigidBody.shape_size=common.Vector3(obj.scale[0], obj.scale[2], 0)
-            model.rigidbodies.append(rigidBody)
-
-        # constraint
-        model.joints=[pmd.Joint(
-            name=obj[bl.CONSTRAINT_NAME].encode('cp932'),
-            rigidbody_index_a=rigidNameMap[obj[bl.CONSTRAINT_A]],
-            rigidbody_index_b=rigidNameMap[obj[bl.CONSTRAINT_B]],
-            position=common.Vector3(
-                obj.location[0], 
-                obj.location[2], 
-                obj.location[1]),
-            rotation=common.Vector3(
-                -obj.rotation_euler[0], 
-                -obj.rotation_euler[2], 
-                -obj.rotation_euler[1]),
-            translation_limit_min=common.Vector3(
-                obj[bl.CONSTRAINT_POS_MIN][0],
-                obj[bl.CONSTRAINT_POS_MIN][1],
-                obj[bl.CONSTRAINT_POS_MIN][2]
-                ),
-            translation_limit_max=common.Vector3(
-                obj[bl.CONSTRAINT_POS_MAX][0],
-                obj[bl.CONSTRAINT_POS_MAX][1],
-                obj[bl.CONSTRAINT_POS_MAX][2]
-                ),
-            rotation_limit_min=common.Vector3(
-                obj[bl.CONSTRAINT_ROT_MIN][0],
-                obj[bl.CONSTRAINT_ROT_MIN][1],
-                obj[bl.CONSTRAINT_ROT_MIN][2]),
-            rotation_limit_max=common.Vector3(
-                obj[bl.CONSTRAINT_ROT_MAX][0],
-                obj[bl.CONSTRAINT_ROT_MAX][1],
-                obj[bl.CONSTRAINT_ROT_MAX][2]),
-            spring_constant_translation=common.Vector3(
-                obj[bl.CONSTRAINT_SPRING_POS][0],
-                obj[bl.CONSTRAINT_SPRING_POS][1],
-                obj[bl.CONSTRAINT_SPRING_POS][2]),
-            spring_constant_rotation=common.Vector3(
-                obj[bl.CONSTRAINT_SPRING_ROT][0],
-                obj[bl.CONSTRAINT_SPRING_ROT][1],
-                obj[bl.CONSTRAINT_SPRING_ROT][2])
-            )
-            for obj in self.oneSkinMesh.constraints]
-
-        # 書き込み
-        bl.message('write: %s' % path)
-        return writer.write(io.open(path, 'wb'), model)
+    else:
+        for i in range(10):
+            model.toon_textures[i]=("toon%02d.bmp" % (i+1)).encode('cp932')
+
+    # rigid body
+    rigidNameMap={}
+    for i, obj in enumerate(self.oneSkinMesh.rigidbodies):
+        name=obj[bl.RIGID_NAME] if bl.RIGID_NAME in obj else obj.name
+        print(name)
+        rigidNameMap[name]=i
+        boneIndex=boneNameMap[obj[bl.RIGID_BONE_NAME]]
+        if boneIndex==0:
+            boneIndex=-1
+            bone=self.skeleton.bones[0]
+        else:
+            bone=self.skeleton.bones[boneIndex]
+        if obj[bl.RIGID_SHAPE_TYPE]==0:
+            shape_type=pmd.SHAPE_SPHERE
+            shape_size=common.Vector3(obj.scale[0], 0, 0)
+        elif obj[bl.RIGID_SHAPE_TYPE]==1:
+            shape_type=pmd.SHAPE_BOX
+            shape_size=common.Vector3(obj.scale[0], obj.scale[1], obj.scale[2])
+        elif obj[bl.RIGID_SHAPE_TYPE]==2:
+            shape_type=pmd.SHAPE_CAPSULE
+            shape_size=common.Vector3(obj.scale[0], obj.scale[2], 0)
+        rigidBody=pmd.RigidBody(
+                name.encode('cp932'), 
+                collision_group=obj[bl.RIGID_GROUP],
+                no_collision_group=obj[bl.RIGID_INTERSECTION_GROUP],
+                bone_index=boneIndex,
+                shape_position=common.Vector3(
+                    obj.location.x-bone.pos[0],
+                    obj.location.z-bone.pos[2],
+                    obj.location.y-bone.pos[1]),
+                shape_rotation=common.Vector3(
+                    -obj.rotation_euler[0],
+                    -obj.rotation_euler[2],
+                    -obj.rotation_euler[1]),
+                shape_type=shape_type,
+                shape_size=shape_size,
+                mass=obj[bl.RIGID_WEIGHT],
+                linear_damping=obj[bl.RIGID_LINEAR_DAMPING],
+                angular_damping=obj[bl.RIGID_ANGULAR_DAMPING],
+                restitution=obj[bl.RIGID_RESTITUTION],
+                friction=obj[bl.RIGID_FRICTION],
+                mode=obj[bl.RIGID_PROCESS_TYPE]
+                )
+        model.rigidbodies.append(rigidBody)
+
+    # constraint
+    model.joints=[pmd.Joint(
+        name=obj[bl.CONSTRAINT_NAME].encode('cp932'),
+        rigidbody_index_a=rigidNameMap[obj[bl.CONSTRAINT_A]],
+        rigidbody_index_b=rigidNameMap[obj[bl.CONSTRAINT_B]],
+        position=common.Vector3(
+            obj.location[0], 
+            obj.location[2], 
+            obj.location[1]),
+        rotation=common.Vector3(
+            -obj.rotation_euler[0], 
+            -obj.rotation_euler[2], 
+            -obj.rotation_euler[1]),
+        translation_limit_min=common.Vector3(
+            obj[bl.CONSTRAINT_POS_MIN][0],
+            obj[bl.CONSTRAINT_POS_MIN][1],
+            obj[bl.CONSTRAINT_POS_MIN][2]
+            ),
+        translation_limit_max=common.Vector3(
+            obj[bl.CONSTRAINT_POS_MAX][0],
+            obj[bl.CONSTRAINT_POS_MAX][1],
+            obj[bl.CONSTRAINT_POS_MAX][2]
+            ),
+        rotation_limit_min=common.Vector3(
+            obj[bl.CONSTRAINT_ROT_MIN][0],
+            obj[bl.CONSTRAINT_ROT_MIN][1],
+            obj[bl.CONSTRAINT_ROT_MIN][2]),
+        rotation_limit_max=common.Vector3(
+            obj[bl.CONSTRAINT_ROT_MAX][0],
+            obj[bl.CONSTRAINT_ROT_MAX][1],
+            obj[bl.CONSTRAINT_ROT_MAX][2]),
+        spring_constant_translation=common.Vector3(
+            obj[bl.CONSTRAINT_SPRING_POS][0],
+            obj[bl.CONSTRAINT_SPRING_POS][1],
+            obj[bl.CONSTRAINT_SPRING_POS][2]),
+        spring_constant_rotation=common.Vector3(
+            obj[bl.CONSTRAINT_SPRING_ROT][0],
+            obj[bl.CONSTRAINT_SPRING_ROT][1],
+            obj[bl.CONSTRAINT_SPRING_ROT][2])
+        )
+        for obj in self.oneSkinMesh.constraints]
+
+    # 書き込み
+    bl.message('write: %s' % path)
+    return writer.write(io.open(path, 'wb'), model)
 
 
 def _execute(filepath=''):
@@ -1163,10 +344,11 @@ def _execute(filepath=''):
     if not active:
         print("abort. no active object.")
         return
-    exporter=PmdExporter()
+
+    exporter=oneskinmesh.Exporter()
     exporter.setup()
     print(exporter)
-    exporter.write(filepath)
-    bl.object.activate(active)
 
+    write(exporter, filepath)
+    bl.object.activate(active)