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fix.
[meshio/meshio.git] / swig / blender / pmd_import.py
index a09359b..8b0463f 100644 (file)
@@ -27,6 +27,7 @@ This script imports a pmd into Blender for editing.
 """
 
 MMD_SHAPE_GROUP_NAME='_MMD_SHAPE'
+BASE_SHAPE_NAME='Basis'
 
 
 ###############################################################################
@@ -82,339 +83,69 @@ def progress_set(message, progress):
     progressBar.set(message, progress)
 
 
-if isBlender24():
-    # functions
-    def convert_coord(pos):
-        """
-        Left handed y-up to Right handed z-up
-        """
-        return (pos.x, pos.z, pos.y)
-
-
-    def convert_uv(uv):
-        return (uv.x, 1.0 - uv.y)
+###############################################################################
+def convert_coord(pos):
+    """
+    Left handed y-up to Right handed z-up
+    """
+    return (pos.x, pos.z, pos.y)
 
 
-    def get_bone_name(l, index):
-        name=englishmap.getEnglishBoneName(l.bones[index].getName())
-        return name if name else l.bones[index].getName().encode(bl.INTERNAL_ENCODING)
+def convert_uv(uv):
+    return (uv.x, 1.0 - uv.y)
 
 
-    def createMaterial():
-        """
-        create default materil 
-        """
-        material=Blender.Material.New()
-        material.setDiffuseShader(Blender.Material.Shaders.DIFFUSE_TOON)
-        material.setRef(1)
-        material.diffuseSize = 3.14/2
-        material.setDiffuseSmooth(0)
-        material.setSpecShader(Blender.Material.Shaders.SPEC_TOON)
-        material.setSpecSize(0)
-        material.setSpec(0)
-        return material
-
-
-    def import16MaerialAndMesh(meshObject, l, 
-            material_order, face_map, tex_dir):
-        mesh=bl.objectGetData(meshObject)
-        ############################################################
-        # material
-        ############################################################
-        progress_print('create materials')
-        mesh_material_map={}
-        materials=[]
-        index=0
-        for material_index in material_order:
-            try:
-                m=l.materials[material_index]
-                mesh_material_map[material_index]=index
-            except KeyError:
-                break
-
-            material=createMaterial()
-            material.setRGBCol([m.diffuse.r, m.diffuse.g, m.diffuse.b])
-            material.setAlpha(m.diffuse.a)
-            material.setSpec(m.shinness*0.1)
-            material.setSpecCol([m.specular.r, m.specular.g, m.specular.b])
-            material.setMirCol([m.ambient.r, m.ambient.g, m.ambient.b])
-            material.enableSSS=True if m.flag==1 else False
-            # set texture
-            if m.getTexture()!='':
-                tex_file=re.compile('\*.*.spa$').sub('', m.getTexture())
-                tex_path = os.path.join(tex_dir, tex_file).encode(
-                        bl.INTERNAL_ENCODING)
-                tex = Blender.Texture.New()
-                tex.setType("Image")
-                try:
-                    tex.image = Blender.Image.Load(tex_path)
-                    material.setTexture(0, tex)
-                    material.getTextures()[0].texco = Blender.Texture.TexCo.UV
-                except IOError:
-                    print(material.name, "fail to load", tex_path)
-            materials.append(material)
-            # lookup table for assign
-            index+=1
-        mesh.materials=materials
-
-        ############################################################
-        # vertex
-        ############################################################
-        progress_print('create vertices')
-        # create vertices
-        vertex_groups={}
-        vertices=[]
-        for v in l.each_vertex():
-            vertices.append(convert_coord(v.pos))
-            vertex_groups[v.bone0]=True
-            vertex_groups[v.bone1]=True
-        mesh.verts.extend(vertices)
-
-        # create vertex group
-        for i in vertex_groups.keys():
-            mesh.addVertGroup(get_bone_name(l, i))
-
-        # vertex params
-        for i, v, mvert in zip(xrange(len(l.vertices)), l.each_vertex(), mesh.verts):
-            mvert.no=Mathutils.Vector(*convert_coord(v.normal))
-            mvert.uvco=convert_uv(v.uv)
-            w1=float(v.weight0)/100.0
-            w2=1.0-w1
-            mesh.assignVertsToGroup(get_bone_name(l, v.bone0), [i], w1, 
-                    Blender.Mesh.AssignModes.ADD)
-            mesh.assignVertsToGroup(get_bone_name(l, v.bone1), [i], w2, 
-                    Blender.Mesh.AssignModes.ADD)    
-
-        ############################################################
-        # face
-        ############################################################
-        progress_print('create faces')
-        # create faces
-        mesh_face_indices=[]
-        mesh_face_materials=[]
-        used_vertices=set()
-
-        def degenerate(i0, i1, i2):
-            return i0==i1 or i1==i2 or i2==i0
-
-        for material_index in material_order:
-            face_offset=face_map[material_index]
-            m=l.materials[material_index]
-            material_faces=l.indices[face_offset:face_offset+m.vertex_count]
-            for j in xrange(0, len(material_faces), 3):
-                i0=material_faces[j]
-                i1=material_faces[j+1]
-                i2=material_faces[j+2]
-                triangle=[i0, i1, i2]
-                if degenerate(*triangle):
-                    continue
-                mesh_face_indices.append(triangle)
-                mesh_face_materials.append(material_index)
-                used_vertices.add(i0)
-                used_vertices.add(i1)
-                used_vertices.add(i2)
+def to_radian(degree):
+    return math.pi * degree / 180
 
-        mesh.faces.extend(mesh_face_indices, ignoreDups=True)
-
-        # face params
-        used_map={}
-        mesh.addUVLayer('NewUV')
-        for face, material_index in zip(mesh.faces, mesh_face_materials):
-            try:
-                index=mesh_material_map[material_index]
-            except KeyError as message:
-                print(message, mesh_material_map, m)
-                assert(False)
-            face.mat=index
-            material=mesh.materials[index]
-            texture=material.getTextures()[0]
-            used_map[index]=True
-            if texture:
-                face.image=texture.tex.image
-                texture.tex.imageFlags|=Blender.Texture.ImageFlags.USEALPHA
-                face.uv=[face.verts[0].uvco, face.verts[1].uvco, face.verts[2].uvco]
-            # set smooth
-            face.smooth = 1
-        # flip
-        mesh.flipNormals()
-
-        ############################################################
-        # clean up not used vertices
-        ############################################################
-        progress_print('clean up vertices not used')
-        remove_vertices=[]
-        vertex_map={}
-        for i, v in enumerate(l.each_vertex()):
-            if i in used_vertices:
-                vertex_map[i]=len(vertex_map)
-            else:
-                remove_vertices.append(i)
-        mesh.verts.delete(remove_vertices)
-
-        progress_print('%s created' % mesh.name)
-        return vertex_map
-
-
-    class Builder(object):
-        def __init__(self):
-            self.boneMap={}
-
-        def build(self, armature, bones):
-            for b in bones:
-                if not b.parent:
-                    self.__build(armature, b, None, None)
-            armature.update()
-
-        def __build(self, armature, b, p, parent):
-            name=englishmap.getEnglishBoneName(b.getName())
-            if not name:
-                name=b.getName().encode(bl.INTERNAL_ENCODING)
-            self.boneMap[name]=b
-
-            bone=Blender.Armature.Editbone()
-            bone.name=name
-            armature.bones[name]=bone
-
-            if b.tail_index==0:
-                # 先端
-                assert(b.type==6 or b.type==7)
-                bone.head = Mathutils.Vector(*convert_coord(b.pos))
-                bone.tail=bone.head+Mathutils.Vector(0, 1, 0)
-                assert(parent)
-                bone.parent=parent
-                if bone.name=="center_t":
-                    # センターボーンは(0, 1, 0)の方向を向いていないと具合が悪い
-                    parent.tail=parent.head+Mathutils.Vector(0, 1, 0)
-                    bone.head=parent.tail
-                    bone.tail=bone.head+Mathutils.Vector(0, 1, 0)
-                else:
-                    assert(parent.tail==bone.head)
-                bone.options=[Blender.Armature.CONNECTED]
-                # armature layer 2
-                bone.layerMask = (1<<1)
-            else:
-                bone.head = Mathutils.Vector(*convert_coord(b.pos))
-                bone.tail = Mathutils.Vector(*convert_coord(b.tail))
-                if parent:
-                    bone.parent=parent
-                    if parent.tail==bone.head:
-                        bone.options=[Blender.Armature.CONNECTED]
-
-            if bone.head==bone.tail:
-                bone.tail=bone.head+Mathutils.Vector(0, 1, 0)
-
-            for c in b.children:
-                self.__build(armature, c, b, bone)
-
-
-    def importArmature(scene, l):
-        # create armature
-        armature = Blender.Armature.New()
-        # link to object
-        armature_object = scene.objects.new(armature)
-        # create action
-        act = Blender.Armature.NLA.NewAction()
-        act.setActive(armature_object)
-        # set XRAY
-        armature_object.drawMode = (
-                armature_object.drawMode | Blender.Object.DrawModes.XRAY)
-        # armature settings
-        armature.drawType = Blender.Armature.OCTAHEDRON
-        armature.drawNames=True
-        armature.envelopes = False
-        armature.vertexGroups = True
-        armature.mirrorEdit = True
-
-        # create armature
-        armature.makeEditable()
-
-        ############################################################
-        # build bone
-        ############################################################
-        builder=Builder()
-        builder.build(armature, l.bones)
-
-        ############################################################
-        # IK
-        ############################################################
-        pose = armature_object.getPose()
-        cSetting = Blender.Constraint.Settings
-        for ik in l.ik_list:
-            # IKtarget->parent(=IK).name
-            target=l.bones[ik.target]
-            name = englishmap.getEnglishBoneName(target.getName())
-            p_bone = pose.bones[name]
-            if not p_bone:
-                print('not found', name)
-                continue
-            if len(ik.children) >= 16:
-                print('over MAX_CHAINLEN', ik, len(ik.children))
-                continue
-            # IK solver
-            ik_solver = p_bone.constraints.append(Blender.Constraint.Type.IKSOLVER)
-            ik_solver[cSetting.CHAINLEN]=len(ik.children)
-            ik_solver[cSetting.TARGET]=armature_object
-            ik_solver[cSetting.USETIP]=False
-
-            effector_name=englishmap.getEnglishBoneName(
-                    l.bones[ik.index].getName())
-            if not effector_name:
-                effector_name=l.bones[ik.index].getName()
-
-            ik_solver[cSetting.BONE]=effector_name
-            #ik_solver.influence=ik.weight
-            # not used. place folder when export.
-            ik_solver[cSetting.ROTWEIGHT]=ik.weight
-            ik_solver[cSetting.ITERATIONS]=ik.iterations * 10
-
-        armature.makeEditable()
-        armature.update()
-
-        return armature_object
-        
 
-    def importShape(obj, l, vertex_map):
-        if len(l.morph_list)==0:
-            return
-        obj.pinShape=True
-        mesh=obj.getData(mesh=True)
+def get_bone_name(l, index):
+    name=englishmap.getEnglishBoneName(l.bones[index].getName())
+    return name if name else l.bones[index].getName()
 
-        # find base 
-        base=None
-        for s in l.morph_list:
-            if s.type==0:
-                base=s
-
-                # create vertex group
-                mesh.addVertGroup(MMD_SHAPE_GROUP_NAME)
-                indices=[]
-                hasShape=False
-                for i in s.indices:
-                    if i in vertex_map:
-                        hasShape=True
-                        indices.append(vertex_map[i])
-                mesh.assignVertsToGroup(MMD_SHAPE_GROUP_NAME, indices, 0, 
-                        Blender.Mesh.AssignModes.ADD)
-                if not hasShape:
-                    return
-
-                # create base key
-                mesh.insertKey()
-                assert(len(mesh.key.blocks)==1)
-                baseShapeIndex=0
-                baseShapeBlock=mesh.key.blocks[baseShapeIndex]
-                baseShapeBlock.name='Basis'
-                obj.activeShape=baseShapeIndex
-                mesh.update()
-                break
+def __importShape(obj, l, vertex_map):
+    if len(l.morph_list)==0:
+        return
 
-        assert(base)
+    # set shape_key pin
+    bl.objectPinShape(obj)
 
-        # each skin
-        for s in l.morph_list:
-            if s.name==base.name:
-                continue
+    # find base 
+    base=None
+    for s in l.morph_list:
+        if s.type==0:
+            base=s
 
+            # create vertex group
+            bl.meshAddVertexGroup(obj, MMD_SHAPE_GROUP_NAME)
+            hasShape=False
+            for i in s.indices:
+                if i in vertex_map:
+                    hasShape=True
+                    bl.meshAssignVertexGroup(
+                            obj, MMD_SHAPE_GROUP_NAME, vertex_map[i], 0)
+            if not hasShape:
+                return
+    assert(base)
+
+    # create base key
+    baseShapeBlock=bl.objectAddShapeKey(obj, BASE_SHAPE_NAME)
+    # mesh
+    mesh=bl.objectGetData(obj)
+    mesh.update()
+
+    # each skin
+    for s in l.morph_list:
+        if s.type==0:
+            continue
+
+        # name
+        name=englishmap.getEnglishSkinName(s.getName())
+        if not name:
+            name=s.getName()
+
+        if isBlender24():
+            # 24
             for index, offset in zip(s.indices, s.pos_list):
                 try:
                     vertex_index=vertex_map[base.indices[index]]
@@ -423,7 +154,7 @@ if isBlender24():
                     v[0]+=offset[0]
                     v[1]+=offset[1]
                     v[2]+=offset[2]
-                except IndexErrora as msg:
+                except IndexError as msg:
                     print(msg)
                     print(index, len(base.indices), len(vertex_map))
                     print(len(mesh.verts))
@@ -434,17 +165,8 @@ if isBlender24():
                     #print 'this mesh not has shape vertices'
                     break
 
-            # get skin name
-            name=englishmap.getEnglishSkinName(s.getName())
-            if not name:
-                name=s.getName().encode(bl.INTERNAL_ENCODING)
-                print(name)
-
             # create shapekey block
-            mesh.insertKey()
-            shapeIndex=len(mesh.key.blocks)-1
-            keyBlock=mesh.key.blocks[shapeIndex]
-            keyBlock.name=name
+            new_shape_key=bl.objectAddShapeKey(obj, name)
 
             # copy vertex to shape key
             mesh.update()
@@ -456,152 +178,258 @@ if isBlender24():
                 mv.co[2] = v[2]
             mesh.update()
 
-        # select base shape
-        obj.activeShape=baseShapeIndex
+        else:
+            # 25
+            new_shape_key=bl.objectAddShapeKey(obj, name)
 
-else:
-    # for 2.5
-    def to_radian(degree):
-        return math.pi * degree / 180
+            for index, offset in zip(s.indices, s.pos_list):
+                try:
+                    vertex_index=vertex_map[base.indices[index]]
+                    bl.shapeKeyAssign(new_shape_key, vertex_index,
+                            mesh.verts[vertex_index].co+
+                            bl.createVector(*convert_coord(offset)))
+                except IndexError as msg:
+                    print(msg)
+                    print(index, len(base.indices), len(vertex_map))
+                    print(len(mesh.verts))
+                    print(base.indices[index])
+                    print(vertex_index)
+                    break
+                except KeyError:
+                    #print 'this mesh not has shape vertices'
+                    break
+
+    # select base shape
+    bl.objectActivateShapeKey(obj, 0)
+
+
+def __build(armature, b, p, parent):
+    name=englishmap.getEnglishBoneName(b.getName())
+    if not name:
+        name=b.getName()
+
+    bone=bl.createArmatureBone(armature, name)
+
+    if b.tail_index==0:
+        # 先端
+        assert(b.type==6 or b.type==7)
+        bone.head = bl.createVector(*convert_coord(b.pos))
+        bone.tail=bone.head+bl.createVector(0, 1, 0)
+        assert(parent)
+        bone.parent=parent
+        if bone.name=="center_t":
+            # センターボーンは(0, 1, 0)の方向を向いていないと具合が悪い
+            parent.tail=parent.head+bl.createVector(0, 1, 0)
+            bone.head=parent.tail
+            bone.tail=bone.head+bl.createVector(0, 1, 0)
+        else:
+            assert(parent.tail==bone.head)
+        bl.boneSetConnected(bone)
+        # armature layer 2
+        bl.boneLayerMask(bone, [0, 1])
+    else:
+        bone.head = bl.createVector(*convert_coord(b.pos))
+        bone.tail = bl.createVector(*convert_coord(b.tail))
+        if parent:
+            bone.parent=parent
+            if parent.tail==bone.head:
+                bl.boneSetConnected(bone)
+
+    if bone.head==bone.tail:
+        bone.tail=bone.head+bl.createVector(0, 1, 0)
+
+    for c in b.children:
+        __build(armature, c, b, bone)
+
+
+def __importArmature(scene, l):
+    # build bone
+    armature, armature_object=bl.createArmature(scene)
+    bl.armatureMakeEditable(scene, armature_object)
+    for b in l.bones:
+        if not b.parent:
+            __build(armature, b, None, None)
+    bl.armatureUpdate(armature)
+    bl.exitEditMode()
+
+    # IK constraint
+    pose = bl.objectGetPose(armature_object)
+    for ik in l.ik_list:
+        target=l.bones[ik.target]
+        name = englishmap.getEnglishBoneName(target.getName())
+        if not name:
+            name=target.getName()
+        p_bone = pose.bones[name]
+        if not p_bone:
+            print('not found', name)
+            continue
+        if len(ik.children) >= 16:
+            print('over MAX_CHAINLEN', ik, len(ik.children))
+            continue
+        effector_name=englishmap.getEnglishBoneName(
+                l.bones[ik.index].getName())
+        if not effector_name:
+            effector_name=l.bones[ik.index].getName()
+
+        constraint=bl.createIkConstraint(armature_object, 
+                p_bone, effector_name, ik)
+
+    bl.armatureMakeEditable(scene, armature_object)
+    bl.armatureUpdate(armature)
+    bl.exitEditMode()
+
+    return armature_object
+        
 
+def __import16MaerialAndMesh(meshObject, l, 
+        material_order, face_map, tex_dir):
 
-    def convert_coord(pos):
-        """
-        Left handed y-up to Right handed z-up
-        """
-        return (pos.x, pos.z, pos.y)
+    mesh=bl.objectGetData(meshObject)
+    ############################################################
+    # material
+    ############################################################
+    progress_print('create materials')
+    mesh_material_map={}
+    textureMap={}
+    imageMap={}
+    index=0
+
+    for material_index in material_order:
+        try:
+            m=l.materials[material_index]
+            mesh_material_map[material_index]=index
+        except KeyError:
+            break
+
+        material=bl.createPmdMaterial(m)
+
+        texture_name=m.getTexture()
+        if texture_name!='':
+            if texture_name in textureMap:
+                texture=textureMap[texture_name]
+            else:
+                try:
+                    texture, image=bl.createTexture(
+                            os.path.join(tex_dir, texture_name))
+                    textureMap[texture_name]=texture
+                    imageMap[material_index]=image
+                except:
+                    continue
+            bl.materialAddTexture(material, texture)
+        bl.meshAddMaterial(mesh, material)
+        index+=1
 
+    ############################################################
+    # vertex
+    ############################################################
+    progress_print('create vertices')
+    # create vertices
+    vertices=[]
+    if isBlender24():
+        for v in l.each_vertex():
+            vertices.append(convert_coord(v.pos))
+    else:
+        for v in l.each_vertex():
+            vertices.extend(convert_coord(v.pos))
 
-    def convert_uv(uv):
-        return (uv.x, 1.0 - uv.y)
+    ############################################################
+    # face
+    ############################################################
+    progress_print('create faces')
+    # create faces
+    mesh_face_indices=[]
+    mesh_face_materials=[]
+    used_vertices=set()
 
+    for material_index in material_order:
+        face_offset=face_map[material_index]
+        m=l.materials[material_index]
+        material_faces=l.indices[face_offset:face_offset+m.vertex_count]
 
-    def getBoneName(bone):
-        name = englishmap.getEnglishBoneName(bone.getName())
-        return name if name else bone.getName()
+        def degenerate(i0, i1, i2):
+            """
+            縮退しているか?
+            """
+            return i0==i1 or i1==i2 or i2==i0
 
+        for j in xrange(0, len(material_faces), 3):
+            i0=material_faces[j]
+            i1=material_faces[j+1]
+            i2=material_faces[j+2]
+            if i2==0:
+                triangle=[i2, i0, i1]
+            else:
+                triangle=[i0, i1, i2]
+            if degenerate(*triangle):
+                continue
+            if isBlender24():
+                mesh_face_indices.append(triangle[0:3])
+            else:
+                mesh_face_indices.extend(
+                        [triangle[0], triangle[1], triangle[2], 0])
+            mesh_face_materials.append(material_index)
+            used_vertices.add(i0)
+            used_vertices.add(i1)
+            used_vertices.add(i2)
 
-    def create_texture(directory, texture_name):
-        texture=bpy.data.textures.new(texture_name)
-        texture.type='IMAGE'
-        texture=texture.recast_type()
-        texturePath=os.path.join(directory, texture_name)
-        print('create_texture', texturePath)
-        image=bpy.data.images.load(texturePath)
-        texture.image=image
-        texture.mipmap = True
-        texture.interpolation = True
-        texture.use_alpha = True
-        return texture
+    ############################################################
+    # create vertices & faces
+    ############################################################
+    bl.meshCreateVerteicesAndFaces(mesh, vertices, mesh_face_indices)
 
+    ############################################################
+    # vertex bone weight
+    ############################################################
+    # create vertex group
+    vertex_groups={}
+    for v in l.each_vertex():
+        vertex_groups[v.bone0]=True
+        vertex_groups[v.bone1]=True
+    for i in vertex_groups.keys():
+        bl.meshAddVertexGroup(meshObject, get_bone_name(l, i))
+
+    # vertex params
+    bl.meshUseVertexUv(mesh)
+    for i, v, mvert in zip(xrange(len(l.vertices)), 
+        l.each_vertex(), mesh.verts):
+        # normal, uv
+        bl.vertexSetNormal(mvert, convert_coord(v.normal))
+        bl.vertexSetUv(mvert, convert_uv(v.uv))
+        # bone weight
+        w1=float(v.weight0)/100.0
+        w2=1.0-w1
+        bl.meshAssignVertexGroup(meshObject, get_bone_name(l, v.bone0),
+            i,  w1)
+        bl.meshAssignVertexGroup(meshObject, get_bone_name(l, v.bone1),
+            i,  w2)
 
-    def createMaterial():
-        """
-        create default materil 
-        """
-        material = bpy.data.materials.new("Material")
-        material.diffuse_shader='TOON'
-        material.specular_shader='TOON'
-        # temporary
-        material.emit=1.0
-        return material
-
-
-    def import16MaerialAndMesh(meshObject, l, 
-            material_order, face_map, tex_dir):
-        mesh=bl.objectGetData(meshObject)
-        ############################################################
-        # material
-        ############################################################
-        #progress_print('create materials')
-        mesh_material_map={}
-        materials=[]
-        textureMap={}
-        imageMap={}
-        index=0
-        for material_index in material_order:
-            try:
-                m=l.materials[material_index]
-                mesh_material_map[material_index]=index
-            except KeyError:
-                break
-
-            material=createMaterial()
-            material.diffuse_color=([m.diffuse.r, m.diffuse.g, m.diffuse.b])
-            material.alpha=m.diffuse.a
-            material.specular_hardness=int(m.shinness)
-            material.specular_color=([m.specular.r, m.specular.g, m.specular.b])
-            material.mirror_color=([m.ambient.r, m.ambient.g, m.ambient.b])
-            texture_name=m.getTexture()
-            if texture_name!='':
-                if texture_name in textureMap:
-                    texture=textureMap[texture_name]
-                else:
-                    texture=create_texture(tex_dir, texture_name)
-                    textureMap[texture_name]=texture
-                    imageMap[material_index]=texture.image
-                #material.add_texture(texture, "UV", {"COLOR", "ALPHA"})
-                material.add_texture(texture, "UV", "COLOR")
-
-            materials.append(material)
-            mesh.add_material(material)
-            # lookup table for assign
-            index+=1
-
-        ############################################################
-        # vertex
-        ############################################################
-        #progress_print('create vertices')
-        # create vertices
-        vertex_groups={}
-        unpackedVertices=[]
-        for v in l.each_vertex():
-            unpackedVertices.extend(
-                    convert_coord(v.pos))
-            vertex_groups[v.bone0]=True
-            vertex_groups[v.bone1]=True
-
-        ############################################################
-        # face
-        ############################################################
-        #progress_print('create faces')
-        # create faces
-        mesh_face_indices=[]
-        mesh_face_materials=[]
-        used_vertices=set()
-
-        for material_index in material_order:
-            face_offset=face_map[material_index]
-            m=l.materials[material_index]
-            material_faces=l.indices[face_offset:face_offset+m.vertex_count]
-            for j in range(0, len(material_faces), 3):
-                i0=material_faces[j]
-                i1=material_faces[j+1]
-                i2=material_faces[j+2]
-                if i2==0:
-                    mesh_face_indices.extend([i2, i0, i1, 0])
-                else:
-                    mesh_face_indices.extend([i0, i1, i2, 0])
-                mesh_face_materials.append(material_index)
-                used_vertices.add(i0)
-                used_vertices.add(i1)
-                used_vertices.add(i2)
-
-        ############################################################
-        # create vertices & faces
-        ############################################################
-        mesh.add_geometry(
-                int(len(unpackedVertices)/3), 0, int(len(mesh_face_indices)/4))
-        mesh.verts.foreach_set("co", unpackedVertices)
-        mesh.faces.foreach_set("verts_raw", mesh_face_indices)
-        assert(len(l.vertices)==len(mesh.verts))
-
-        ############################################################
-        # face params
-        ############################################################
-        used_map={}
-        mesh.add_uv_texture()
+    ############################################################
+    # face params
+    ############################################################
+    used_map={}
+    bl.meshAddUV(mesh)
 
+    if isBlender24():
+        for face, material_index in zip(mesh.faces, mesh_face_materials):
+            try:
+                index=mesh_material_map[material_index]
+            except KeyError as message:
+                print(message, mesh_material_map, m)
+                assert(False)
+            face.mat=index
+            material=mesh.materials[index]
+            texture=material.getTextures()[0]
+            used_map[index]=True
+            if texture:
+                face.image=texture.tex.image
+                texture.tex.imageFlags|=Blender.Texture.ImageFlags.USEALPHA
+                face.uv=[
+                    face.verts[0].uvco, face.verts[1].uvco, face.verts[2].uvco]
+            # set smooth
+            face.smooth = 1
+        # flip
+        mesh.flipNormals()
+    else:
         for face, uv_face, material_index in zip(mesh.faces, 
                 mesh.uv_textures[0].data,
                 mesh_face_materials,
@@ -615,9 +443,6 @@ else:
             material=mesh.materials[index]
             used_map[index]=True
             if material.texture_slots[0]:
-                #texture=material.texture_slots[0].texture
-                #face.image=texture.image
-                #texture.imageFlags|=Blender.Texture.ImageFlags.USEALPHA
                 uv=l.getUV(face.verts[0])
                 uv_face.uv1=[uv.x, 1.0-uv.y]
 
@@ -632,183 +457,26 @@ else:
 
             # set smooth
             face.smooth = 1
+    mesh.update()
 
-        ############################################################
-        # vertex weight
-        ############################################################
-        # create vertex group
-        for i in vertex_groups.keys():
-            meshObject.add_vertex_group(getBoneName(l.bones[i]))
-
-        # vertex params
-        for i, v, mvert in zip(range(len(l.vertices)), 
-                l.each_vertex(), mesh.verts):
-            mvert.normal=mathutils.Vector(convert_coord(v.normal))
-            #mvert.uvco=convert_uv(v.uv)
-            w1=float(v.weight0)/100.0
-            w2=1.0-w1
-
-            meshObject.add_vertex_to_group(i, 
-                    meshObject.vertex_groups[getBoneName(l.bones[v.bone0])], w1, 'ADD')
-            meshObject.add_vertex_to_group(i, 
-                    meshObject.vertex_groups[getBoneName(l.bones[v.bone1])], w2, 'ADD')
-        mesh.update()
-
-        #progress_print('%s created' % mesh.name)
-        return meshObject, used_vertices
-
-
-    def build_bone(armature, b, parent=None):
-        if b.tail_index==0:
-            return
-
-        name=getBoneName(b)
-        bone = armature.edit_bones.new(name if name else b.getName())
-        if parent:
-            bone.head = mathutils.Vector(convert_coord(b.pos))
-            bone.parent=parent
-            bone.connected=True if parent.tail==bone.head else False
-            bone.tail = mathutils.Vector(convert_coord(b.tail))
-            if bone.head==bone.tail:
-                bone.tail=bone.head-mathutils.Vector((0, 1, 0))
-        elif b.__class__ is pmd.BONE_IK:
-            bone.head = mathutils.Vector(convert_coord(b.pos))
-            bone.tail = mathutils.Vector(convert_coord(b.tail))
+    ############################################################
+    # clean up not used vertices
+    ############################################################
+    progress_print('clean up vertices not used')
+    remove_vertices=[]
+    vertex_map={}
+    for i, v in enumerate(l.each_vertex()):
+        if i in used_vertices:
+            vertex_map[i]=len(vertex_map)
         else:
-            # center
-            tail=mathutils.Vector(convert_coord(b.pos))
-            bone.tail = tail
-            bone.head = tail-mathutils.Vector((0, 1, 0))
-
-        for child in b.children:
-            build_bone(armature, child, bone)
-
-
-    def importArmature(scene, l):
-        # create armature
-        armature = bpy.data.armatures.new('Armature')
-        # link to object
-        armature_object=bpy.data.objects.new('Armature', armature)
-        scene.objects.link(armature_object)
-        armature_object.x_ray=True
-        armature.draw_names=True
-
-        # armature settings
-        armature.drawtype='OCTAHEDRAL'
-        armature.deform_envelope=False
-        armature.deform_vertexgroups=True
-        armature.x_axis_mirror=True
-
-        # create action
-        #act = Blender.Armature.NLA.NewAction()
-        #act.setActive(armature_object)
-
-        # select only armature object and set edit mode
-        scene.objects.active=armature_object
-        bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
-        bpy.ops.object.mode_set(mode='EDIT', toggle=False)
-
-        # create armature
-        for b in l.bones:
-            if not b.parent:
-                build_bone(armature, b)
-
-        bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
-        bpy.ops.object.select_all(action='DESELECT')
-
-        ############################################################
-        # IK
-        ############################################################
-        pose = armature_object.pose
-        for ik in l.ik_list:
-            effector=l.bones[ik.target]
-            parent=l.bones[effector.parent_index]
-            name=getBoneName(parent)
-            p_bone = pose.bones[name]
-            if not p_bone:
-                print('not found', name)
-                continue
-            if len(ik.children) >= 16:
-                print('over MAX_CHAINLEN', ik, len(ik.children))
-                continue
-            # IK
-            ik_const = p_bone.constraints.new('IK')
-            ik_const.chain_length=len(ik.children)
-            ik_const.target=armature_object
-            ik_const.subtarget=getBoneName(l.bones[ik.index])
-            # ROT
-            rot_const = p_bone.constraints.new('LIMIT_ROTATION')
-            rot_const.influence = ik.weight
-            rot_const.owner_space = 'LOCAL'
-            rot_const.use_limit_x=True
-            rot_const.use_limit_z=True
-            rot_const.minimum_x=to_radian(ik.iterations)
-            rot_const.maximum_x=to_radian(180)
-            rot_const.minimum_z=to_radian(180 - ik.iterations)
-            rot_const.maximum_z=to_radian(0)
-
-        return armature_object
-        
+            remove_vertices.append(i)
 
-    def importShape(meshObject, l, vertex_map):
-        if len(l.morph_list)==0:
-            return
+    bl.meshVertsDelete(mesh, remove_vertices)
 
-        # base 
-        base=None
-        for s in l.morph_list:
-            if s.type!=0:
-                continue
-            base=s
-            break
-        assert(base)
-
-        # create base key
-        baseblock=meshObject.add_shape_key("Basis")
-
-        # mesh
-        mesh=meshObject.data
-
-        # each skin
-        for s in l.morph_list:
-            if s.getName()==base.name:
-                # skip base
-                continue
+    progress_print('%s created' % mesh.name)
+    return vertex_map
 
-            # restore
-            #for v, base_pos in zip(mesh.verts, baseblock.data):
-            #    v.co=base_pos.co
-            #mesh.update()
-
-            # name
-            name=englishmap.getEnglishSkinName(s.getName())
-            if not name:
-                name=s.getName()
-            new_shape_key=meshObject.add_shape_key(name)
-            #new_shape_key.value=1.0
-
-            # morph
-            for i, offset in zip(s.indices, s.pos_list):
-                try:
-                    vertex_index=base.indices[i]
-                    new_shape_key.data[vertex_index].co=[p+o for p, o in zip(
-                        mesh.verts[vertex_index].co, convert_coord(offset))]
-                except IndexError as msg:
-                    print(IndexError, msg)
-                    print(i, len(base.indices))
-                    print(vertex_index, len(mesh.verts))
-                    print(base.indices[i])
-                    break
-                except KeyError:
-                    #print 'this mesh not has shape vertices'
-                    break
-            
-            # set ipo curve
-            #icu=ipo.addCurve(name)
-            #icu.interpolation = Blender.IpoCurve.InterpTypes.LINEAR
-            #icu.append( (0.0, 0.0) )
 
-   
 def __importMesh(scene, io, tex_dir):
     """
     @param l[in] mmd.PMDLoader
@@ -862,34 +530,36 @@ def __importMesh(scene, io, tex_dir):
     mesh_objects=[]
     while material_offset<len(io.materials):
         mesh, meshObject=bl.createMesh(scene, 'mesh')
-        #mesh.vertexUV = 1
         # create object
         #meshObject.layers = [1]
         mesh_objects.append(meshObject)
 
+        # activate object
+        bl.objectDeselectAll()
+        bl.objectActivate(scene, meshObject)
+
         # shapeキーで使われる順に並べなおしたマテリアル16個分の
         # メッシュを作成する
-        vertex_map=import16MaerialAndMesh(
+        vertex_map=__import16MaerialAndMesh(
                 meshObject, io, 
                 material_order[material_offset:material_offset+16], 
                 face_map, tex_dir)
 
         # enter Edit Mode
-        bl.objectDeselectAll()
-        bl.objectActivate(scene, meshObject)
-        bl.enterEditMode()
+        #bl.enterEditMode()
 
         # crete shape key
-        importShape(meshObject, io, vertex_map)
+        __importShape(meshObject, io, vertex_map)
 
         # exit Edit Mode
-        bl.exitEditMode()
+        #bl.exitEditMode()
 
         mesh.update()
         material_offset+=16
 
     return mesh_objects
 
+
 def __execute(filename, scene):
     """
     load pmd file to context.
@@ -904,8 +574,10 @@ def __execute(filename, scene):
     progress_set('loaded %s' % filename, 0.1)
 
     # create root object
-    root=bl.createEmptyObject(scene, 
-            io.english_name if len(io.english_name)>0 else io.getName().encode(bl.INTERNAL_ENCODING))
+    model_name=io.getEnglishName()
+    if len(model_name)==0:
+        model_name=io.getName()
+    root=bl.createEmptyObject(scene, model_name)
 
     # import mesh
     mesh_objects=__importMesh(scene, io, os.path.dirname(filename))
@@ -913,7 +585,7 @@ def __execute(filename, scene):
         bl.objectMakeParent(root, o)
 
     # import armature
-    armature_object=importArmature(scene, io)
+    armature_object=__importArmature(scene, io)
     if armature_object:
         bl.objectMakeParent(root, armature_object)
         armature = bl.objectGetData(armature_object)