- # 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=pmx.Bone(v[1])
- bone.english_name=b.name
-
- if len(v)>=3:
- # has type
- if v[2]==5:
- b.ik_index=self.skeleton.indexByName('eyes')
- bone.type=v[2]
- else:
- bone.type=b.type
-
- bone.parent_index=b.parent_index
- bone.tail_index=b.tail_index
- bone.ik_index=b.ik_index
+ def create_bone(b):
+ return pmx.Bone(
+ name=b.name,
+ english_name=b.name,
+ # convert right-handed z-up to left-handed y-up
+ position=common.Vector3(
+ b.pos[0] if not near(b.pos[0], 0) else 0,
+ b.pos[2] if not near(b.pos[2], 0) else 0,
+ b.pos[1] if not near(b.pos[1], 0) else 0
+ ),
+ parent_index=b.parent_index,
+ layer=0,
+ flag=0,
+ tail_position=None,
+ tail_index=b.tail_index,
+ effect_index=-1,
+ effect_factor=0.0,
+ fixed_axis=None,
+ local_x_vector=None,
+ local_z_vector=None,
+ external_key=-1,
+ ik=None
+ )
+ model.bones=[create_bone(b)
+ for b in ex.skeleton.bones]