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fix bone group name.
[meshio/meshio.git] / swig / blender / pmd_import.py
old mode 100644 (file)
new mode 100755 (executable)
index 08c1d63..9590d7e
@@ -7,27 +7,54 @@
  Tooltip: 'Import PMD file for MikuMikuDance.'
 """
 __author__= ["ousttrue"]
-__version__= "1.1"
+__version__= "1.8"
 __url__=()
 __bpydoc__="""
 pmd Importer
 
 This script imports a pmd into Blender for editing.
 
-0.1: 20091126: first implement.
-0.2: 20091209: implement IK.
-0.3: 20091210: implement morph target.
-0.4: 20100305: use english name.
-0.5: 20100408: cleanup not used vertices.
-0.6: 20100416: fix fornt face. texture load fail safe. add progress.
-0.7: 20100506: C extension.
-0.8: 20100521: add shape_key group.
-1.0: 20100530: add invisilbe bone tail(armature layer 2).
-1.1: 20100608: integrate 2.4 and 2.5.
+0.1 20091126: first implement.
+0.2 20091209: implement IK.
+0.3 20091210: implement morph target.
+0.4 20100305: use english name.
+0.5 20100408: cleanup not used vertices.
+0.6 20100416: fix fornt face. texture load fail safe. add progress.
+0.7 20100506: C extension.
+0.8 20100521: add shape_key group.
+1.0 20100530: add invisilbe bone tail(armature layer 2).
+1.1 20100608: integrate 2.4 and 2.5.
+1.2 20100616: implement rigid body.
+1.3 20100619: fix for various models.
+1.4 20100623: fix constraint name.
+1.5 20100626: refactoring.
+1.6 20100629: sphere map.
+1.7 20100703: implement bone group.
+1.8 20100710: implement toon texture.
 """
 
 MMD_SHAPE_GROUP_NAME='_MMD_SHAPE'
 BASE_SHAPE_NAME='Basis'
+RIGID_SHAPE_TYPE='rigid_shape_type'
+RIGID_PROCESS_TYPE='rigid_process_type'
+RIGID_BONE_NAME='rigid_bone_name'
+#RIGID_LOCATION='rigid_loation'
+RIGID_GROUP='ribid_group'
+RIGID_INTERSECTION_GROUP='rigid_intersection_group'
+RIGID_WEIGHT='rigid_weight'
+RIGID_LINEAR_DAMPING='rigid_linear_damping'
+RIGID_ANGULAR_DAMPING='rigid_angular_damping'
+RIGID_RESTITUTION='rigid_restitution'
+RIGID_FRICTION='rigid_friction'
+CONSTRAINT_NAME='constraint_name'
+CONSTRAINT_A='const_a'
+CONSTRAINT_B='const_b'
+CONSTRAINT_POS_MIN='const_pos_min'
+CONSTRAINT_POS_MAX='const_pos_max'
+CONSTRAINT_ROT_MIN='const_rot_min'
+CONSTRAINT_ROT_MAX='const_rot_max'
+CONSTRAINT_SPRING_POS='const_spring_pos'
+CONSTRAINT_SPRING_ROT='const_spring_rot'
 
 
 ###############################################################################
@@ -35,7 +62,6 @@ BASE_SHAPE_NAME='Basis'
 ###############################################################################
 import os
 import sys
-import re
 import math
 
 # C extension
@@ -52,6 +78,46 @@ if isBlender24():
 
     # wrapper
     import bl24 as bl
+
+    def createPmdMaterial(m, index):
+        material=Blender.Material.New()
+        #material.setRef(1)
+        #material.diffuseSize = 3.14/2
+        #material.setDiffuseSmooth(0)
+        #material.setSpecSize(0)
+        #material.setSpec(0)
+        # shader
+        # diffuse
+        material.setDiffuseShader(Blender.Material.Shaders.DIFFUSE_TOON)
+        material.setRGBCol([m.diffuse.r, m.diffuse.g, m.diffuse.b])
+        material.setAlpha(m.diffuse.a)
+        # specular
+        material.setSpecShader(Blender.Material.Shaders.SPEC_TOON)
+        material.setSpec(m.shinness*0.1)
+        material.setSpecCol([m.specular.r, m.specular.g, m.specular.b])
+        # ambient
+        material.setMirCol([m.ambient.r, m.ambient.g, m.ambient.b])
+        # flag
+        material.enableSSS=True if m.flag==1 else False
+        # name
+        material.name="m_%02d" % index
+        return material
+
+    def poseBoneLimit(n, b):
+        if n.endswith("_t"):
+            return
+        if n.startswith("knee_"):
+            b.lockYRot=True
+            b.lockZRot=True
+            b.limitX=True
+            b.limitMin=[0, 0, 0]
+            b.limitMax=[180, 0, 0]
+        elif n.startswith("ankle_"):
+            b.lockYRot=True
+
+    def setSphereMap(material, index, blende_type=None):
+        pass
+
 else:
     # for 2.5
     import bpy
@@ -63,27 +129,52 @@ else:
 
     xrange=range
 
-###############################################################################
-# progress bar
-###############################################################################
-def progress_start(base):
-    global progressBar
-    progressBar=bl.ProgressBar(base)
-
-def progress_finish():
-    global progressBar
-    progressBar.finish()
+    def createPmdMaterial(m, index):
+        material = bpy.data.materials.new("Material")
+        # diffuse
+        material.diffuse_shader='FRESNEL'
+        material.diffuse_color=([m.diffuse.r, m.diffuse.g, m.diffuse.b])
+        material.alpha=m.diffuse.a
+        # specular
+        material.specular_shader='TOON'
+        material.specular_color=([m.specular.r, m.specular.g, m.specular.b])
+        material.specular_toon_size=int(m.shinness)
+        # ambient
+        material.mirror_color=([m.ambient.r, m.ambient.g, m.ambient.b])
+        # flag
+        material.subsurface_scattering.enabled=True if m.flag==1 else False
+        # other
+        material.name="m_%02d" % index
+        material.preview_render_type='FLAT'
+        material.transparency=True
+        return material
+
+    def poseBoneLimit(n, b):
+        if n.endswith("_t"):
+            return
+        if n.startswith("knee_"):
+            b.ik_dof_y=False
+            b.ik_dof_z=False
+            b.ik_dof_x=True
+            b.ik_limit_x=True
+            b.ik_min_x=0
+            b.ik_max_x=180
+        elif n.startswith("ankle_"):
+            #b.ik_dof_y=False
+            pass
+
+    def setSphereMap(material, index, blend_type='MULTIPLY'):
+        slot=material.texture_slots[index]
+        slot.texture_coordinates='NORMAL'
+        slot.mapping='SPHERE'
+        slot.blend_type=blend_type
 
-def progress_print(message, progress=0.05):
-    global progressBar
-    progressBar.advance(message, progress)
 
-def progress_set(message, progress):
-    global progressBar
-    progressBar.set(message, progress)
+###############################################################################
+def VtoV(v):
+    return bl.createVector(v.x, v.y, v.z)
 
 
-###############################################################################
 def convert_coord(pos):
     """
     Left handed y-up to Right handed z-up
@@ -91,24 +182,48 @@ def convert_coord(pos):
     return (pos.x, pos.z, pos.y)
 
 
-def convert_uv(uv):
-    return (uv.x, 1.0 - uv.y)
-
-
 def to_radian(degree):
     return math.pi * degree / 180
 
 
 def get_bone_name(l, index):
-    name=englishmap.getEnglishBoneName(l.bones[index].getName())
-    return name if name else l.bones[index].getName()
+    if index==0xFFFF:
+        return l.bones[0].getName()
+
+    if index < len(l.bones):
+        name=englishmap.getEnglishBoneName(l.bones[index].getName())
+        if name:
+            return name
+        return l.bones[index].getName()
+    print('invalid bone index', index)
+    return l.bones[0].getName()
+
+
+def get_group_name(g):
+    group_name=englishmap.getEnglishBoneGroupName(g.getName().strip())
+    if not group_name:
+        group_name=g.getName().strip()
+    return group_name
+
+
+def __importToonTextures(io, tex_dir):
+    mesh, meshObject=bl.mesh.create('ToonTextures')
+    material=bl.material.create('ToonTextures')
+    bl.mesh.addMaterial(mesh, material)
+    for i in range(10):
+        t=io.getToonTexture(i)
+        path=os.path.join(tex_dir, t.getName())
+        texture, image=bl.texture.create(path)
+        bl.material.addTexture(material, texture, False)
+    return meshObject, material
+
 
 def __importShape(obj, l, vertex_map):
     if len(l.morph_list)==0:
         return
 
     # set shape_key pin
-    bl.objectPinShape(obj)
+    bl.object.pinShape(obj, True)
 
     # find base 
     base=None
@@ -117,26 +232,21 @@ def __importShape(obj, l, vertex_map):
             base=s
 
             # create vertex group
-            bl.meshAddVertexGroup(obj, MMD_SHAPE_GROUP_NAME)
+            bl.object.addVertexGroup(obj, MMD_SHAPE_GROUP_NAME)
             hasShape=False
             for i in s.indices:
-                if isBlender24():
-                    if i in vertex_map:
-                        hasShape=True
-                        bl.meshAssignVertexGroup(
-                                obj, MMD_SHAPE_GROUP_NAME, vertex_map[i], 0)
-                else:
+                if i in vertex_map:
                     hasShape=True
-                    bl.meshAssignVertexGroup(
-                            obj, MMD_SHAPE_GROUP_NAME, i, 0)
+                    bl.object.assignVertexGroup(
+                            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)
+    baseShapeBlock=bl.object.addShapeKey(obj, BASE_SHAPE_NAME)
     # mesh
-    mesh=bl.objectGetData(obj)
+    mesh=bl.object.getData(obj)
     mesh.update()
 
     # each skin
@@ -171,7 +281,7 @@ def __importShape(obj, l, vertex_map):
                     break
 
             # create shapekey block
-            new_shape_key=bl.objectAddShapeKey(obj, name)
+            new_shape_key=bl.object.addShapeKey(obj, name)
 
             # copy vertex to shape key
             mesh.update()
@@ -185,12 +295,12 @@ def __importShape(obj, l, vertex_map):
 
         else:
             # 25
-            new_shape_key=bl.objectAddShapeKey(obj, name)
+            new_shape_key=bl.object.addShapeKey(obj, name)
 
             for index, offset in zip(s.indices, s.pos_list):
                 try:
-                    vertex_index=base.indices[index]
-                    bl.shapeKeyAssign(new_shape_key, vertex_index,
+                    vertex_index=vertex_map[base.indices[index]]
+                    bl.shapekey.assign(new_shape_key, vertex_index,
                             mesh.verts[vertex_index].co+
                             bl.createVector(*convert_coord(offset)))
                 except IndexError as msg:
@@ -205,7 +315,7 @@ def __importShape(obj, l, vertex_map):
                     break
 
     # select base shape
-    bl.objectActivateShapeKey(obj, 0)
+    bl.object.setActivateShapeKey(obj, 0)
 
 
 def __build(armature, b, p, parent):
@@ -213,14 +323,11 @@ def __build(armature, b, p, parent):
     if not name:
         name=b.getName()
 
-    bone=bl.createArmatureBone(armature, name)
+    bone=bl.armature.createBone(armature, name)
 
-    if b.tail_index==0:
-        # 先端
-        assert(b.type==6 or b.type==7)
+    if parent and (b.tail_index==0 or b.type==6 or b.type==7 or b.type==9):
         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
@@ -228,17 +335,23 @@ def __build(armature, b, p, parent):
             bone.head=parent.tail
             bone.tail=bone.head+bl.createVector(0, 1, 0)
         else:
-            assert(parent.tail==bone.head)
-        bl.boneSetConnected(bone)
+            if parent.tail==bone.head:
+                pass
+            else:
+                print('diffurence with parent.tail and head', name)
+
+        if b.type!=9:
+            bl.bone.setConnected(bone)
         # armature layer 2
-        bl.boneLayerMask(bone, [0, 1])
+        bl.bone.setLayerMask(bone, [0, 1])
     else:
+        # 通常ボーン
         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)
+                bl.bone.setConnected(bone)
 
     if bone.head==bone.tail:
         bone.tail=bone.head+bl.createVector(0, 1, 0)
@@ -247,18 +360,19 @@ def __build(armature, b, p, parent):
         __build(armature, c, b, bone)
 
 
-def __importArmature(scene, l):
+def __importArmature(l):
+    armature, armature_object=bl.armature.create()
+
     # build bone
-    armature, armature_object=bl.createArmature(scene)
-    bl.armatureMakeEditable(scene, armature_object)
+    bl.armature.makeEditable(armature_object)
     for b in l.bones:
         if not b.parent:
             __build(armature, b, None, None)
-    bl.armatureUpdate(armature)
-    bl.exitEditMode()
+    bl.armature.update(armature)
+    bl.enterObjectMode()
 
     # IK constraint
-    pose = bl.objectGetPose(armature_object)
+    pose = bl.object.getPose(armature_object)
     for ik in l.ik_list:
         target=l.bones[ik.target]
         name = englishmap.getEnglishBoneName(target.getName())
@@ -276,24 +390,48 @@ def __importArmature(scene, l):
         if not effector_name:
             effector_name=l.bones[ik.index].getName()
 
-        constraint=bl.createIkConstraint(armature_object, 
+        constraint=bl.armature.createIkConstraint(armature_object, 
                 p_bone, effector_name, ik)
 
-    bl.armatureMakeEditable(scene, armature_object)
-    bl.armatureUpdate(armature)
-    bl.exitEditMode()
+    bl.armature.makeEditable(armature_object)
+    bl.armature.update(armature)
+    bl.enterObjectMode()
+
+    if isBlender24():
+        pass
+    else:
+        # create bone group
+        for i, g in enumerate(l.bone_group_list):
+            name=get_group_name(g)
+            bl.object.createBoneGroup(armature_object, name, "THEME%02d" % (i+1))
+
+        # assign bone to group
+        for b_index, g_index in l.bone_display_list:
+            # bone
+            b=l.bones[b_index]
+            bone_name=englishmap.getEnglishBoneName(b.getName())
+            if not bone_name:
+                bone_name=b.getName()
+            # group
+            g=l.bone_group_list[g_index-1]
+            group_name=get_group_name(g)
+
+            # assign
+            pose.bones[bone_name].bone_group=pose.bone_groups[group_name]
+
+        bl.enterObjectMode()
 
     return armature_object
         
 
 def __import16MaerialAndMesh(meshObject, l, 
-        material_order, face_map, tex_dir):
+        material_order, face_map, tex_dir, toon_material):
 
-    mesh=bl.objectGetData(meshObject)
+    mesh=bl.object.getData(meshObject)
     ############################################################
     # material
     ############################################################
-    progress_print('create materials')
+    bl.progress_print('create materials')
     mesh_material_map={}
     textureMap={}
     imageMap={}
@@ -306,41 +444,49 @@ def __import16MaerialAndMesh(meshObject, l,
         except KeyError:
             break
 
-        material=bl.createPmdMaterial(m)
+        material=createPmdMaterial(m, material_index)
+        toon_index=bl.material.addTexture(
+                material, 
+                bl.material.getTexture(
+                    toon_material, 
+                    0 if m.toon_index==0xFF else m.toon_index
+                    ).texture,
+                False)
 
         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))
+            for i, t in enumerate(texture_name.split('*')):
+                if t in textureMap:
+                    texture=textureMap[t]
+                else:
+                    path=os.path.join(tex_dir, t)
+                    texture, image=bl.texture.create(path)
                     textureMap[texture_name]=texture
                     imageMap[material_index]=image
-                except:
-                    continue
-            bl.materialAddTexture(material, texture)
-        bl.meshAddMaterial(mesh, material)
+                texture_index=bl.material.addTexture(material, texture)
+                if t.endswith('sph'):
+                    # sphere map
+                    setSphereMap(material, texture_index)
+                elif t.endswith('spa'):
+                    # sphere map
+                    setSphereMap(material, texture_index, 'ADD')
+
+        bl.mesh.addMaterial(mesh, material)
         index+=1
 
     ############################################################
     # vertex
     ############################################################
-    progress_print('create vertices')
+    bl.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))
+    for v in l.each_vertex():
+        vertices.append(convert_coord(v.pos))
 
     ############################################################
     # face
     ############################################################
-    progress_print('create faces')
+    bl.progress_print('create faces')
     # create faces
     mesh_face_indices=[]
     mesh_face_materials=[]
@@ -361,17 +507,11 @@ def __import16MaerialAndMesh(meshObject, l,
             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]
+            # flip
+            triangle=[i2, i1, i0]
             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_indices.append(triangle[0:3])
             mesh_face_materials.append(material_index)
             used_vertices.add(i0)
             used_vertices.add(i1)
@@ -380,7 +520,7 @@ def __import16MaerialAndMesh(meshObject, l,
     ############################################################
     # create vertices & faces
     ############################################################
-    bl.meshCreateVerteicesAndFaces(mesh, vertices, mesh_face_indices)
+    bl.mesh.addGeometry(mesh, vertices, mesh_face_indices)
 
     ############################################################
     # vertex bone weight
@@ -391,83 +531,53 @@ def __import16MaerialAndMesh(meshObject, l,
         vertex_groups[v.bone0]=True
         vertex_groups[v.bone1]=True
     for i in vertex_groups.keys():
-        bl.meshAddVertexGroup(meshObject, get_bone_name(l, i))
+        bl.object.addVertexGroup(meshObject, get_bone_name(l, i))
 
     # vertex params
-    bl.meshUseVertexUv(mesh)
+    bl.mesh.useVertexUV(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))
+        bl.vertex.setNormal(mvert, convert_coord(v.normal))
         # bone weight
         w1=float(v.weight0)/100.0
         w2=1.0-w1
-        bl.meshAssignVertexGroup(meshObject, get_bone_name(l, v.bone0),
+        bl.object.assignVertexGroup(meshObject, get_bone_name(l, v.bone0),
             i,  w1)
-        bl.meshAssignVertexGroup(meshObject, get_bone_name(l, v.bone1),
+        bl.object.assignVertexGroup(meshObject, get_bone_name(l, v.bone1),
             i,  w2)
 
     ############################################################
     # face params
     ############################################################
     used_map={}
-    bl.meshAddUV(mesh)
+    bl.mesh.addUV(mesh)
+    for i, (face, material_index) in enumerate(
+            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)
+        bl.face.setMaterial(face, index)
+        material=mesh.materials[index]
+        used_map[index]=True
+        if bl.material.hasTexture(material):
+            uv_array=[l.getUV(i) for i in bl.face.getIndices(face)]
+            bl.mesh.setFaceUV(mesh, i, face, 
+                    # fix uv
+                    [(uv.x, 1.0-uv.y) for uv in uv_array], 
+                    imageMap.get(index, None))
+
+        # set smooth
+        face.smooth = 1
 
-    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,
-                ):
-            try:
-                index=mesh_material_map[material_index]
-            except KeyError as message:
-                print(message, mesh_material_map, m)
-                assert(False)
-            face.material_index=index
-            material=mesh.materials[index]
-            used_map[index]=True
-            if material.texture_slots[0]:
-                uv=l.getUV(face.verts[0])
-                uv_face.uv1=[uv.x, 1.0-uv.y]
-
-                uv=l.getUV(face.verts[1])
-                uv_face.uv2=[uv.x, 1.0-uv.y]
-
-                uv=l.getUV(face.verts[2])
-                uv_face.uv3=[uv.x, 1.0-uv.y]
-            if face.material_index in imageMap:
-                uv_face.image=imageMap[face.material_index]
-                uv_face.tex=True
-
-            # set smooth
-            face.smooth = 1
     mesh.update()
 
     ############################################################
     # clean up not used vertices
     ############################################################
-    progress_print('clean up vertices not used')
+    bl.progress_print('clean up vertices not used')
     remove_vertices=[]
     vertex_map={}
     for i, v in enumerate(l.each_vertex()):
@@ -476,13 +586,13 @@ def __import16MaerialAndMesh(meshObject, l,
         else:
             remove_vertices.append(i)
 
-    bl.meshVertsDelete(mesh, remove_vertices)
+    bl.mesh.vertsDelete(mesh, remove_vertices)
 
-    progress_print('%s created' % mesh.name)
+    bl.progress_print('%s created' % mesh.name)
     return vertex_map
 
 
-def __importMesh(scene, io, tex_dir):
+def __importMaterialAndMesh(io, tex_dir, toon_material):
     """
     @param l[in] mmd.PMDLoader
     @param filename[in]
@@ -511,129 +621,251 @@ def __importMesh(scene, io, tex_dir):
             if io.indices[i] in shape_key_used_vertices:
                 return True
 
-    # shapeキーで使われるマテリアルを記録する
-    shape_key_materials=set()
+    material_with_shape=set()
+
     # 各マテリアルの開始頂点インデックスを記録する
     face_map={}
     face_count=0
     for i, m in enumerate(io.materials):
         face_map[i]=face_count
         if isMaterialUsedInShape(face_count, m):
-            shape_key_materials.add(i)
+            material_with_shape.add(i)
         face_count+=m.vertex_count
 
-    # list化
-    material_order=list(shape_key_materials)
+    # shapeキーで使われる頂点のあるマテリアル
+    material_with_shape=list(material_with_shape)
+    material_with_shape.sort()
 
-    # shapeキーに使われていないマテリアルを後ろに追加
+    # shapeキーに使われていないマテリアル
+    material_without_shape=[]
     for i in range(len(io.materials)):
-        if not i in material_order:
-            material_order.append(i)
-
-    # マテリアル16個ごとに分割したメッシュを作成する
-    material_offset=0
-    mesh_objects=[]
-    while material_offset<len(io.materials):
-        mesh, meshObject=bl.createMesh(scene, 'mesh')
-        # create object
-        #meshObject.layers = [1]
-        mesh_objects.append(meshObject)
+        if not i in material_with_shape:
+            material_without_shape.append(i)
+
+    # メッシュの生成
+    def __splitList(l, length):
+        for i in range(0, len(l), length):
+            yield l[i:i+length]
+
+    def __importMeshAndShape(material16, name):
+        mesh, meshObject=bl.mesh.create(name)
 
         # activate object
-        bl.objectDeselectAll()
-        bl.objectActivate(scene, meshObject)
+        bl.object.deselectAll()
+        bl.object.activate(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(
-                meshObject, io, 
-                material_order[material_offset:material_offset+16], 
-                face_map, tex_dir)
-
-        # enter Edit Mode
-        #bl.enterEditMode()
+                meshObject, io, material16, face_map, tex_dir, toon_material)
 
         # crete shape key
         __importShape(meshObject, io, vertex_map)
 
-        # exit Edit Mode
-        #bl.exitEditMode()
-
         mesh.update()
-        material_offset+=16
+        return meshObject
 
+    mesh_objects=[__importMeshAndShape(material16, 'with_shape')
+        for material16 in __splitList(material_with_shape, 16)]
+    
+    mesh_objects+=[__importMeshAndShape(material16, 'mesh')
+        for material16 in __splitList(material_without_shape, 16)]
     return mesh_objects
 
 
-def __execute(filename, scene):
+def __importConstraints(io):
+    if isBlender24():
+        return
+    print("create constraint")
+    container=bl.object.createEmpty('Constraints')
+    layer=[
+            True, False, False, False, False, False, False, False,
+            False, False, False, False, False, False, False, False,
+            False, False, False, False, False, False, False, False,
+            False, False, False, False, False, False, False, False,
+            ]
+    material=bl.material.create('constraint')
+    material.diffuse_color=(1, 0, 0)
+    constraintMeshes=[]
+    for i, c in enumerate(io.constraints):
+        bpy.ops.mesh.primitive_uv_sphere_add(
+                segments=8,
+                rings=4,
+                size=0.1,
+                location=(c.pos.x, c.pos.z, c.pos.y),
+                layer=layer
+                )
+        meshObject=bl.object.getActive()
+        constraintMeshes.append(meshObject)
+        mesh=bl.object.getData(meshObject)
+        bl.mesh.addMaterial(mesh, material)
+        meshObject.name='c_%d' % i
+        #meshObject.draw_transparent=True
+        #meshObject.draw_wire=True
+        meshObject.max_draw_type='SOLID'
+        rot=c.rot
+        meshObject.rotation_euler=(-rot.x, -rot.z, -rot.y)
+
+        meshObject[CONSTRAINT_NAME]=c.getName()
+        meshObject[CONSTRAINT_A]=io.rigidbodies[c.rigidA].getName()
+        meshObject[CONSTRAINT_B]=io.rigidbodies[c.rigidB].getName()
+        meshObject[CONSTRAINT_POS_MIN]=VtoV(c.constraintPosMin)
+        meshObject[CONSTRAINT_POS_MAX]=VtoV(c.constraintPosMax)
+        meshObject[CONSTRAINT_ROT_MIN]=VtoV(c.constraintRotMin)
+        meshObject[CONSTRAINT_ROT_MAX]=VtoV(c.constraintRotMax)
+        meshObject[CONSTRAINT_SPRING_POS]=VtoV(c.springPos)
+        meshObject[CONSTRAINT_SPRING_ROT]=VtoV(c.springRot)
+
+    for meshObject in reversed(constraintMeshes):
+        bl.object.makeParent(container, meshObject)
+
+    return container
+
+
+def __importRigidBodies(io):
+    if isBlender24():
+        return
+    print("create rigid bodies")
+
+    container=bl.object.createEmpty('RigidBodies')
+    layer=[
+            True, False, False, False, False, False, False, False,
+            False, False, False, False, False, False, False, False,
+            False, False, False, False, False, False, False, False,
+            False, False, False, False, False, False, False, False,
+            ]
+    material=bl.material.create('rigidBody')
+    rigidMeshes=[]
+    for rigid in io.rigidbodies:
+        if rigid.boneIndex==0xFFFF:
+            # no reference bone
+            bone=io.bones[0]
+        else:
+            bone=io.bones[rigid.boneIndex]
+        pos=bone.pos+rigid.position
+
+        if rigid.shapeType==pmd.SHAPE_SPHERE:
+            bpy.ops.mesh.primitive_ico_sphere_add(
+                    location=(pos.x, pos.z, pos.y),
+                    layer=layer
+                    )
+            bpy.ops.transform.resize(
+                    value=(rigid.w, rigid.w, rigid.w))
+        elif rigid.shapeType==pmd.SHAPE_BOX:
+            bpy.ops.mesh.primitive_cube_add(
+                    location=(pos.x, pos.z, pos.y),
+                    layer=layer
+                    )
+            bpy.ops.transform.resize(
+                    value=(rigid.w, rigid.d, rigid.h))
+        elif rigid.shapeType==pmd.SHAPE_CAPSULE:
+            bpy.ops.mesh.primitive_tube_add(
+                    location=(pos.x, pos.z, pos.y),
+                    layer=layer
+                    )
+            bpy.ops.transform.resize(
+                    value=(rigid.w, rigid.w, rigid.h))
+        else:
+            assert(False)
+
+        meshObject=bl.object.getActive()
+        mesh=bl.object.getData(meshObject)
+        rigidMeshes.append(meshObject)
+        bl.mesh.addMaterial(mesh, material)
+        meshObject.name=rigid.getName()
+        #meshObject.draw_transparent=True
+        #meshObject.draw_wire=True
+        meshObject.max_draw_type='WIRE'
+        rot=rigid.rotation
+        meshObject.rotation_euler=(-rot.x, -rot.z, -rot.y)
+
+        # custom properties
+        meshObject[RIGID_SHAPE_TYPE]=rigid.shapeType
+        meshObject[RIGID_PROCESS_TYPE]=rigid.processType
+
+        bone_name = englishmap.getEnglishBoneName(bone.getName())
+        if not bone_name:
+            bone_name=bone.getName()
+        meshObject[RIGID_BONE_NAME]=bone_name
+
+        meshObject[RIGID_GROUP]=rigid.group
+        meshObject[RIGID_INTERSECTION_GROUP]=rigid.target
+        meshObject[RIGID_WEIGHT]=rigid.weight
+        meshObject[RIGID_LINEAR_DAMPING]=rigid.linearDamping
+        meshObject[RIGID_ANGULAR_DAMPING]=rigid.angularDamping
+        meshObject[RIGID_RESTITUTION]=rigid.restitution
+        meshObject[RIGID_FRICTION]=rigid.friction
+
+    for meshObject in reversed(rigidMeshes):
+        bl.object.makeParent(container, meshObject)
+
+    return container
+
+
+def _execute(filename):
     """
     load pmd file to context.
     """
+           
     # load pmd
-    progress_set('load %s' % filename, 0.0)
+    bl.progress_set('load %s' % filename, 0.0)
 
     io=pmd.IO()
     if not io.read(filename):
-        print("fail to load %s" % filename)
+        bl.message("fail to load %s" % filename)
         return
-    progress_set('loaded %s' % filename, 0.1)
+    bl.progress_set('loaded %s' % filename, 0.1)
 
     # create root object
     model_name=io.getEnglishName()
     if len(model_name)==0:
         model_name=io.getName()
-    root=bl.createEmptyObject(scene, model_name)
+    root=bl.object.createEmpty(model_name)
+
+    # toon textures
+    tex_dir=os.path.dirname(filename)
+    toonTextures, toonMaterial=__importToonTextures(io, tex_dir)
+    bl.object.makeParent(root, toonTextures)
 
     # import mesh
-    mesh_objects=__importMesh(scene, io, os.path.dirname(filename))
+    mesh_objects=__importMaterialAndMesh(io, tex_dir, toonMaterial)
     for o in mesh_objects:
-        bl.objectMakeParent(root, o)
+        bl.object.makeParent(root, o)
 
     # import armature
-    armature_object=__importArmature(scene, io)
+    armature_object=__importArmature(io)
     if armature_object:
-        bl.objectMakeParent(root, armature_object)
-        armature = bl.objectGetData(armature_object) 
+        bl.object.makeParent(root, armature_object)
+        armature = bl.object.getData(armature_object) 
 
         # add armature modifier
         for o in mesh_objects:
-            bl.objectAddArmatureModifier(o, armature_object)
+            bl.modifier.addArmature(o, armature_object)
 
         # Limitation
-        for n, b in bl.objectGetPose(armature_object).bones.items():
-            bl.poseBoneLimit(n, b)
+        for n, b in bl.object.getPose(armature_object).bones.items():
+            poseBoneLimit(n, b)
+
+    # import rigid bodies
+    rigidBodies=__importRigidBodies(io)
+    if rigidBodies:
+        bl.object.makeParent(root, rigidBodies)
+
+    # import constraints
+    constraints=__importConstraints(io)
+    if constraints:
+        bl.object.makeParent(root, constraints)
+
+    bl.object.activate(root)
 
-    # select objects
-    bl.objectSelect(root)
-    for o in mesh_objects:
-        bl.objectSelect(o)
-    bl.objectSelect(armature_object)
 
 if isBlender24():
     # for 2.4
     def execute_24(filename):
-        """
-        @param filename
-        """
-        filename=filename.decode(bl.INTERNAL_ENCODING)
-        print(bl.INTERNAL_ENCODING, bl.FS_ENCODING)
-
-        # set object mode
-        mode_edit = Blender.Window.EditMode() 
-        if mode_edit: 
-            Blender.Window.EditMode(0)
-            
-        progress_start('pmd_import')
-        scene = bpy.data.scenes.active
-        __execute(filename, scene)
-        scene.update(0)
-        progress_finish()
-
-        # restore edit mode
-        if mode_edit: 
-            Blender.Window.EditMode(1)
-        Blender.Window.RedrawAll()
+        bl.initialize('pmd_import', bpy.data.scenes.active)
+        _execute(filename.decode(bl.INTERNAL_ENCODING))
+        bl.finalize()
 
     Blender.Window.FileSelector(
             execute_24, 
@@ -641,12 +873,6 @@ if isBlender24():
             Blender.sys.makename(ext='.pmd'))
 
 else:
-    # for 2.5
-    def execute_25(*args):
-        progress_start('pmd_import')
-        __execute(*args)
-        progress_finish()
-
     # import operator
     class IMPORT_OT_pmd(bpy.types.Operator):
         bl_idname = "import_scene.pmd"
@@ -667,7 +893,9 @@ else:
                 description="Directory of the file.")
 
         def execute(self, context):
-            execute_25(self.properties.path, context.scene)
+            bl.initialize('pmd_import', context.scene)
+            _execute(self.properties.path)
+            bl.finalize()
             return 'FINISHED'
 
         def invoke(self, context, event):