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refactoring. separate exporter
[meshio/pymeshio.git] / blender26-meshio / oneskinmesh.py
diff --git a/blender26-meshio/oneskinmesh.py b/blender26-meshio/oneskinmesh.py
deleted file mode 100644 (file)
index 6f2d9d2..0000000
+++ /dev/null
@@ -1,801 +0,0 @@
-# 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)
-