OSDN Git Service

add pymeshio.
[meshio/meshio.git] / swig / blender / pmd_export.py
index 52ff883..c6770f0 100644 (file)
@@ -7,7 +7,7 @@
  Tooltip: 'Export PMD file for MikuMikuDance.'
 """
 __author__= ["ousttrue"]
-__version__= "1.6"
+__version__= "2.0"
 __url__=()
 __bpydoc__="""
 pmd Importer
@@ -23,10 +23,29 @@ This script exports a pmd model.
 1.4 20100626: refactoring.
 1.5 20100629: sphere map.
 1.6 20100710: toon texture & bone group.
+1.7 20100711: separate vertex with normal or uv.
+2.0 20100724: update for Blender2.53.
+2.1 20100731: add full python module.
 """
 
+bl_addon_info = {
+        'category': 'Import/Export',
+        'name': 'Export: MikuMikuDance Model Format (.pmd)',
+        'author': 'ousttrue',
+        'version': '2.0',
+        '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',
+        }
+
 MMD_SHAPE_GROUP_NAME='_MMD_SHAPE'
+MMD_MB_NAME='mb_name'
+MMD_MB_COMMENT='mb_comment'
+MMD_COMMENT='comment'
 BASE_SHAPE_NAME='Basis'
+RIGID_NAME='rigid_name'
 RIGID_SHAPE_TYPE='rigid_shape_type'
 RIGID_PROCESS_TYPE='rigid_process_type'
 RIGID_BONE_NAME='rigid_bone_name'
@@ -56,8 +75,13 @@ TOON_TEXTURE_OBJECT='ToonTextures'
 import os
 import sys
 
-# C extension
-from meshio import pmd, englishmap
+try:
+    # C extension
+    from meshio import pmd, englishmap
+except ImportError:
+    # full python
+    from pymeshio import englishmap
+    from pymeshio.mmd import PMDLoader as pmd
 
 def isBlender24():
     return sys.version_info[0]<3
@@ -96,7 +120,6 @@ if isBlender24():
 else:
     # for 2.5
     import bpy
-    from bpy.props import *
     import mathutils
 
     # wrapper
@@ -143,23 +166,12 @@ def near(x, y, EPSILON=1e-5):
     return d>=-EPSILON and d<=EPSILON
 
 
-class VertexKey(object):
-    """
-    重複頂点の検索キー
-    """
+class VertexAttribute(object):
     __slots__=[
-            'obj', 'index',
-            'x', 'y', 'z', # 位置
-            'nx', 'ny', 'nz', # 法線
+            'nx', 'ny', 'nz', # normal
             'u', 'v', # uv
             ]
-
-    def __init__(self, obj, index, x, y, z, nx, ny, nz, u, v):
-        self.obj=obj
-        self.index=index
-        self.x=x
-        self.y=y
-        self.z=z
+    def __init__(self, nx, ny, nz, u, v):
         self.nx=nx
         self.ny=ny
         self.nz=nz
@@ -167,19 +179,33 @@ class VertexKey(object):
         self.v=v
 
     def __str__(self):
-        return "<vkey: %f, %f, %f, %f, %f, %f, %f, %f>" % (
-                self.x, self.y, self.z, self.nx, self.ny, self.nz, self.u, self.v)
+        return "<vkey: %f, %f, %f, %f, %f>" % (
+                self.nx, self.ny, self.nz, self.u, self.v)
 
     def __hash__(self):
-        #return int((self.x+self.y+self.z+self.nx+self.ny+self.nz+self.u+self.v)*100)
-        #return int((self.x+self.y+self.z)*100)
-        return self.index*100+self.obj
+        return self.nx + self.ny + self.nz + self.u + self.v
 
     def __eq__(self, rhs):
-        #return near(self.x, rhs.x) and near(self.y, rhs.y) and near(self.z, rhs.z) and near(self.nx, rhs.nx) and near(self.ny, rhs.ny) and near(self.nz, rhs.nz) and near(self.u, rhs.u) and near(self.v, rhs.v)
-        #return near(self.x, rhs.x) and near(self.y, rhs.y) and near(self.z, rhs.z)
-        #return self.x==rhs.x and self.y==rhs.y and self.z==rhs.z
-        return self.obj==rhs.obj and self.index==rhs.index
+        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):
@@ -188,36 +214,32 @@ class VertexArray(object):
     """
     __slots__=[
             'indexArrays',
-            'vertices',
-            'normals',
-            'uvs',
+            'positions',
+            'attributes', # normal and uv
             'b0', 'b1', 'weight',
             'vertexMap',
             'objectMap',
             ]
     def __init__(self):
-        # マテリアル毎に分割したインデックス配列
+        # indexArrays split with each material
         self.indexArrays={}
-        # 頂点属性
-        self.vertices=[]
-        self.normals=[]
-        self.uvs=[]
-        # skinning属性
+
+        self.positions=[]
+        self.attributes=[]
         self.b0=[]
         self.b1=[]
         self.weight=[]
 
         self.vertexMap={}
-        #self.indexMap={}
         self.objectMap={}
 
     def __str__(self):
-        return "<VertexArray %d vertices, %d indexArrays>" % (
-                len(self.vertices), len(self.indexArrays))
+        return "<VertexArray %d positions, %d indexArrays>" % (
+                len(self.positions), len(self.indexArrays))
 
     def zip(self):
         return zip(
-                self.vertices, self.normals, self.uvs,
+                self.positions, self.attributes,
                 self.b0, self.b1, self.weight)
 
     def each(self):
@@ -226,48 +248,39 @@ class VertexArray(object):
         for key in keys:
             yield(key, self.indexArrays[key])
 
-    def __getIndex(self, obj, base_index, pos, normal, uv, b0, b1, weight0):
-        """
-        頂点属性からその頂点のインデックスを得る
-        """
-        key=VertexKey(
-                obj, base_index,
-                pos[0], pos[1], pos[2],
+    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:
-            # 同じ頂点を登録済み
-            index=self.vertexMap[key]
+            if attribute in self.vertexMap[key]:
+                return self.vertexMap[key][attribute]
+            else:
+                return self.__addVertex(self.vertexMap[key],
+                        pos, attribute, b0, b1, weight0)
         else:
-            index=len(self.vertices)
-            # 新規頂点
-            self.vertexMap[key]=index
-            # append...
-            self.vertices.append((pos.x, pos.y, pos.z))
-            self.normals.append((normal.x, normal.y, normal.z))
-            self.uvs.append((uv[0], uv[1]))
-            self.b0.append(b0)
-            self.b1.append(b1)
-            self.weight.append(weight0)
-            
-        # indexのマッピングを保存する
-        #if not base_index in self.indexMap:
-        #    self.indexMap[base_index]=set()
-        #self.indexMap[base_index].add(index)
-
+            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):
-        key=VertexKey(
-                self.objectMap[obj_name], base_index,
-                None, None, None,
-                None, None, None,
-                None, None)
-        return self.vertexMap[key]
-
-    def getMappedIndices(self, obj, base_index):
-        return self.indexMap[base_index]
+        return self.vertexMap[VertexKey(self.objectMap[obj_name], base_index)]
 
     def addTriangle(self,
             object_name, material,
@@ -280,13 +293,13 @@ class VertexArray(object):
             weight0, weight1, weight2
             ):
         if object_name in self.objectMap:
-            obj=self.objectMap[object_name]
+            obj_index=self.objectMap[object_name]
         else:
-            obj=len(self.objectMap)
-            self.objectMap[object_name]=obj
-        index0=self.__getIndex(obj, base_index0, pos0, n0, uv0, b0_0, b1_0, weight0)
-        index1=self.__getIndex(obj, base_index1, pos1, n1, uv1, b0_1, b1_1, weight1)
-        index2=self.__getIndex(obj, base_index2, pos2, n2, uv2, b0_2, b1_2, weight2)
+            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]=[]
@@ -323,16 +336,12 @@ class IKSolver(object):
 
 
 class OneSkinMesh(object):
-    __slots__=['scene', 'vertexArray', 'morphList', 
-            'rigidbodies',
-            'constraints',
-            ]
-    def __init__(self, scene):
+    __slots__=['vertexArray', 'morphList', 'rigidbodies', 'constraints', ]
+    def __init__(self):
         self.vertexArray=VertexArray()
         self.morphList=[]
         self.rigidbodies=[]
         self.constraints=[]
-        self.scene=scene
 
     def __str__(self):
         return "<OneSkinMesh %s, morph:%d>" % (
@@ -340,7 +349,7 @@ class OneSkinMesh(object):
                 len(self.morphList))
 
     def addMesh(self, obj):
-        if bl.object.isVisible(obj):
+        if not bl.object.isVisible(obj):
             return
         self.__mesh(obj)
         self.__skin(obj)
@@ -374,6 +383,7 @@ class OneSkinMesh(object):
                 else:
                     weightMap[i]=(name, w)
 
+        # ToDo bone weightと関係ないvertex groupを除外する
         if isBlender24():
             for name in bl.object.getVertexGroupNames(obj):
                 for i, w in mesh.getVertsFromGroup(name, 1):
@@ -388,7 +398,6 @@ class OneSkinMesh(object):
 
         # 合計値が1になるようにする
         for i in xrange(len(mesh.verts)):
-        #for i, name_weight in weightMap.items():
             if i in secondWeightMap:
                 secondWeightMap[i]=(secondWeightMap[i][0], 1.0-weightMap[i][1])
             elif i in weightMap:
@@ -420,11 +429,9 @@ class OneSkinMesh(object):
                         v[2].co, 
                         v[1].co, 
                         v[0].co,
-                        # ToDo vertex normal
-                        #v0.no, v1.no, v2.no,
-                        bl.face.getNormal(face), 
-                        bl.face.getNormal(face), 
-                        bl.face.getNormal(face),
+                        bl.vertex.getNormal(v[2]), 
+                        bl.vertex.getNormal(v[1]), 
+                        bl.vertex.getNormal(v[0]),
                         uv[2], 
                         uv[1], 
                         uv[0],
@@ -448,10 +455,9 @@ class OneSkinMesh(object):
                         v[2].co, 
                         v[1].co, 
                         v[0].co,
-                        #v0.no, v1.no, v2.no,
-                        bl.face.getNormal(face), 
-                        bl.face.getNormal(face), 
-                        bl.face.getNormal(face), 
+                        bl.vertex.getNormal(v[2]), 
+                        bl.vertex.getNormal(v[1]), 
+                        bl.vertex.getNormal(v[0]), 
                         uv[2], 
                         uv[1], 
                         uv[0],
@@ -473,10 +479,9 @@ class OneSkinMesh(object):
                         v[0].co, 
                         v[3].co, 
                         v[2].co,
-                        #v2.no, v3.no, v0.no,
-                        bl.face.getNormal(face), 
-                        bl.face.getNormal(face), 
-                        bl.face.getNormal(face), 
+                        bl.vertex.getNormal(v[0]), 
+                        bl.vertex.getNormal(v[3]), 
+                        bl.vertex.getNormal(v[2]), 
                         uv[0], 
                         uv[3], 
                         uv[2],
@@ -507,29 +512,27 @@ class OneSkinMesh(object):
 
         # 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.verts)==0:
-            return
-        # apply transform
-        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()
-        # 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.tpye)
-
-        weightMap, secondWeightMap=self.__getWeightMap(copyObj, copyMesh)
-        self.__processFaces(obj.name, copyMesh, weightMap, secondWeightMap)
+        if len(copyMesh.verts)>0:
+            # apply transform
+            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()
+            # 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):
@@ -557,19 +560,16 @@ class OneSkinMesh(object):
                 for index in vg:
                     v=bl.shapekey.getByIndex(b, index)
                     pos=[v[0], v[1], v[2]]
-                    i=self.vertexArray.getMappedIndex(obj.name, index)
-                    baseMorph.add(i, pos)
-                    indexRelativeMap[i]=relativeIndex
-                    relativeIndex+=1
-                    #indices=self.vertexArray.getMappedIndices(index)
-                    #for i in indices:
-                    #    if i in used:
-                    #        continue
-                    #    used.add(i)
-
-                    #    baseMorph.add(i, pos)
-                    #    indexRelativeMap[i]=relativeIndex
-                    #    relativeIndex+=1
+
+                    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)
@@ -594,17 +594,12 @@ class OneSkinMesh(object):
                 if offset[0]==0 and offset[1]==0 and offset[2]==0:
                     continue
                 if index in vg:
-                    i=self.vertexArray.getMappedIndex(obj.name, index)
-                    if i in used:
-                        continue
-                    used.add(i) 
-                    morph.add(indexRelativeMap[i], offset)
-                    #indices=self.vertexArray.getMappedIndices(index)
-                    #for i in indices:
-                    #    if i in used:
-                    #        continue
-                    #    used.add(i) 
-                    #    morph.add(indexRelativeMap[i], offset)
+                    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
@@ -643,13 +638,13 @@ class OneSkinMesh(object):
         return m
 
     def getVertexCount(self):
-        return len(self.vertexArray.vertices)
+        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):
+    def __init__(self, name, pos, tail, isConnect):
         self.index=-1
         self.name=name
         self.pos=pos
@@ -657,7 +652,7 @@ class Bone(object):
         self.parent_index=None
         self.tail_index=None
         self.type=0
-        self.isConnect=False
+        self.isConnect=isConnect
         self.ik_index=0
 
     def __eq__(self, rhs):
@@ -699,20 +694,12 @@ class BoneBuilder(object):
         # get bones
         ####################
         for b in armature.bones.values():
-            if b.name=='center':
-                # root bone
-                bone=Bone(b.name, 
-                        bl.bone.getHeadLocal(b),
-                        bl.bone.getTailLocal(b))
-                self.__addBone(bone)
-                self.__getBone(bone, b)
-
-        for b in armature.bones.values():
-            if not b.parent and b.name!='center':
+            if not b.parent:
                 # root bone
                 bone=Bone(b.name, 
                         bl.bone.getHeadLocal(b),
-                        bl.bone.getTailLocal(b))
+                        bl.bone.getTailLocal(b),
+                        False)
                 self.__addBone(bone)
                 self.__getBone(bone, b)
 
@@ -832,6 +819,7 @@ class BoneBuilder(object):
                 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:
@@ -863,11 +851,13 @@ class BoneBuilder(object):
         for i, c in enumerate(b.children):
             bone=Bone(c.name, 
                     bl.bone.getHeadLocal(c),
-                    bl.bone.getTailLocal(c))
+                    bl.bone.getTailLocal(c),
+                    bl.bone.isConnected(c))
             self.__addBone(bone)
             if parent:
                 bone.parent_index=parent.index
-                if i==0:
+                #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)
 
@@ -879,33 +869,43 @@ class BoneBuilder(object):
 
 class PmdExporter(object):
 
-    def setup(self, scene):
+    __slots__=[
+            'armatureObj',
+            'oneSkinMesh',
+            'englishName',
+            'englishComment',
+            'name',
+            'comment',
+            'skeleton',
+            ]
+    def setup(self):
         self.armatureObj=None
-        self.scene=scene
 
         # 木構造を構築する
         object_node_map={}
-        for o in scene.objects:
+        for o in bl.object.each():
             object_node_map[o]=Node(o)
-        for o in scene.objects:
-        #for node in object_node_map.values():
+        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[scene.objects.active]
+        root=object_node_map[bl.object.getActive()]
+        o=root.o
+        self.englishName=o.name
+        self.englishComment=o[MMD_COMMENT] if MMD_COMMENT in o else 'blender export\n'
+        self.name=o[MMD_MB_NAME] if MMD_MB_NAME in o else 'Blenderエクスポート'
+        self.comment=o[MMD_MB_COMMENT] if 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(scene)
+        self.oneSkinMesh=OneSkinMesh()
         self.__createOneSkinMesh(root)
         bl.message(self.oneSkinMesh)
         if len(self.oneSkinMesh.morphList)==0:
             # create emtpy skin
             self.oneSkinMesh.createEmptyBasicSkin()
 
-        self.name=root.o.name
-
         # skeleton
         self.skeleton=BoneBuilder()
         self.skeleton.build(self.armatureObj)
@@ -929,24 +929,24 @@ class PmdExporter(object):
         for child in node.children:
             self.__createOneSkinMesh(child)
 
-    def write(self, path, scene):
+    def write(self, path):
         io=pmd.IO()
-        io.name=self.name
-        io.comment="blender export"
+        io.setName(toCP932(self.name))
+        io.setComment(toCP932(self.comment))
         io.version=1.0
 
         # 頂点
-        for pos, normal, uv, b0, b1, weight in self.oneSkinMesh.vertexArray.zip():
+        for pos, attribute, b0, b1, weight in self.oneSkinMesh.vertexArray.zip():
             # convert right-handed z-up to left-handed y-up
             v=io.addVertex()
             v.pos.x=pos[0]
             v.pos.y=pos[2]
             v.pos.z=pos[1]
-            v.normal.x=normal[0]
-            v.normal.y=normal[2]
-            v.normal.z=normal[1]
-            v.uv.x=uv[0]
-            v.uv.y=1.0-uv[1] # reverse vertical
+            v.normal.x=attribute.nx
+            v.normal.y=attribute.ny
+            v.normal.z=attribute.nz
+            v.uv.x=attribute.u
+            v.uv.y=1.0-attribute.v # reverse vertical
             v.bone0=self.skeleton.indexByName(b0)
             v.bone1=self.skeleton.indexByName(b1)
             v.weight0=int(100*weight)
@@ -964,7 +964,7 @@ class PmdExporter(object):
             material.vertex_count=len(indices)
             material.toon_index=0
             textures=[os.path.basename(path) 
-                for path in bl.material.eachTexturePath(m)]
+                for path in bl.material.eachEnalbeTexturePath(m)]
             if len(textures)>0:
                 material.setTexture(toCP932('*'.join(textures)))
             else:
@@ -1085,15 +1085,18 @@ class PmdExporter(object):
         #assert(len(io.bones)==len(io.bone_display_list)+1)
 
         # English
-        io.setEnglishName(toCP932("blender export\n"))
-        io.setEnglishComment(toCP932("blender export comment"))
+        io.setEnglishName(toCP932(self.englishName))
+        io.setEnglishComment(toCP932(self.englishComment))
 
         # toon
         toonMeshObject=None
-        for o in scene.objects:
-            if o.name.startswith(TOON_TEXTURE_OBJECT):
-                toonMeshObject=o
-                break
+        for o in bl.object.each():
+            try:
+                if o.name.startswith(TOON_TEXTURE_OBJECT):
+                    toonMeshObject=o
+            except:
+                p(o.name)
+            break
         if toonMeshObject:
             toonMesh=bl.object.getData(toonMeshObject)
             toonMaterial=bl.mesh.getMaterial(toonMesh, 0)
@@ -1110,9 +1113,11 @@ class PmdExporter(object):
         # rigid body
         rigidNameMap={}
         for i, obj in enumerate(self.oneSkinMesh.rigidbodies):
+            name=obj[RIGID_NAME] if RIGID_NAME in obj else obj.name
+            print(name)
             rigidBody=io.addRigidBody()
-            rigidBody.setName(obj.name.encode('cp932'))
-            rigidNameMap[obj.name]=i
+            rigidBody.setName(name.encode('cp932'))
+            rigidNameMap[name]=i
             boneIndex=boneNameMap[obj[RIGID_BONE_NAME]]
             if boneIndex==0:
                 boneIndex=0xFFFF
@@ -1186,24 +1191,23 @@ class PmdExporter(object):
         return io.write(path)
 
 
-def __execute(filename, scene):
-    if not scene.objects.active:
+def __execute(filename):
+    active=bl.object.getActive()
+    if not active:
         print("abort. no active object.")
         return
-
-    active=bl.object.getActive()
     exporter=PmdExporter()
-    exporter.setup(scene)
-    exporter.write(filename, scene)
+    exporter.setup()
+    print(exporter)
+    exporter.write(filename)
     bl.object.activate(active)
 
 
 if isBlender24():
     # for 2.4
     def execute_24(filename):
-        scene = bpy.data.scenes.active
-        bl.initialize('pmd_export', scene)
-        __execute(filename.decode(bl.INTERNAL_ENCODING), scene)
+        bl.initialize('pmd_export', bpy.data.scenes.active)
+        __execute(filename.decode(bl.INTERNAL_ENCODING))
         bl.finalize()
 
     Blender.Window.FileSelector(
@@ -1215,7 +1219,7 @@ else:
     # for 2.5
     def execute_25(filename, scene):
         bl.initialize('pmd_export', scene)
-        __execute(filename, scene)
+        __execute(filename)
         bl.finalize()
 
     # operator
@@ -1226,29 +1230,13 @@ else:
 
         # List of operator properties, the attributes will be assigned
         # to the class instance from the operator settings before calling.
-
-        path = StringProperty(
-                name="File Path",
-                description="File path used for exporting the PMD file",
-                maxlen= 1024,
-                default= ""
-                )
-        filename = StringProperty(
-                name="File Name", 
-                description="Name of the file.")
-        directory = StringProperty(
-                name="Directory", 
-                description="Directory of the file.")
-
-        check_existing = BoolProperty(
-                name="Check Existing",
-                description="Check and warn on overwriting existing files",
-                default=True,
-                options=set('HIDDEN'))
+        filepath = bpy.props.StringProperty()
+        filename = bpy.props.StringProperty()
+        directory = bpy.props.StringProperty()
 
         def execute(self, context):
             execute_25(
-                    self.properties.path, 
+                    self.properties.filepath, 
                     context.scene
                     )
             return 'FINISHED'
@@ -1260,10 +1248,12 @@ else:
 
     # register menu
     def menu_func(self, context): 
-        #default_path=bpy.data.filename.replace(".blend", ".pmd")
+        default_path=bpy.data.filepath.replace(".blend", ".pmd")
         self.layout.operator(
                 EXPORT_OT_pmd.bl_idname, 
-                text="Miku Miku Dance Model(.pmd)")#.path=default_path
+                text="Miku Miku Dance Model(.pmd)",
+                icon='PLUGIN'
+                ).filepath=default_path
 
     def register():
         bpy.types.register(EXPORT_OT_pmd)