Tooltip: 'Export PMD file for MikuMikuDance.'
"""
__author__= ["ousttrue"]
-__version__= "0.2"
+__version__= "1.0"
__url__=()
__bpydoc__="""
0.1 20100318 first implementation.
0.2 20100519 refactoring. use C extension.
+1.0 20100530 implement, basic features.
"""
import Blender
import os
INTERNAL_ENCODING=FS_ENCODING
+MMD_SHAPE_GROUP_NAME='_MMD_SHAPE'
EXTENSION = u'.pmd'
self.u=u
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)
+
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+self.nx+self.ny+self.nz+self.u+self.v)*100)
+ return int((self.x+self.y+self.z)*100)
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) 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
class VertexArray(object):
self.weight=[]
self.vertexMap={}
+ self.indexMap={}
def __str__(self):
return "<VertexArray %d vertices, %d indexArrays>" % (
self.vertices, self.normals, self.uvs,
self.b0, self.b1, self.weight)
- def getIndex(self, pos, normal, uv, b0, b1, weight0):
+ def __getIndex(self, 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
"""
pos[0], pos[1], pos[2],
normal[0], normal[1], normal[2],
uv[0], uv[1])
- if not key in self.vertexMap:
- self.vertexMap[key]=len(self.vertices)
+ if key in self.vertexMap:
+ # 同じ頂点を登録済み
+ index=self.vertexMap[key]
+ 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.x, uv.y))
- # ToDo
self.b0.append(b0)
self.b1.append(b1)
self.weight.append(weight0)
- return self.vertexMap[key]
+
+ # 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)
+
+ assert(index<=65535)
+ return index
+
+ def getMappedIndices(self, base_index):
+ return self.indexMap[base_index]
def addTriangle(self,
material,
+ base_index0, base_index1, base_index2,
pos0, pos1, pos2,
n0, n1, n2,
uv0, uv1, uv2,
if not material in self.indexArrays:
self.indexArrays[material]=[]
- index0=self.getIndex(pos0, n0, uv0, b0_0, b1_0, weight0)
- index1=self.getIndex(pos1, n1, uv1, b0_1, b1_1, weight1)
- index2=self.getIndex(pos2, n2, uv2, b0_2, b1_2, weight2)
+ index0=self.__getIndex(base_index0, pos0, n0, uv0, b0_0, b1_0, weight0)
+ index1=self.__getIndex(base_index1, pos1, n1, uv1, b0_1, b1_1, weight1)
+ index2=self.__getIndex(base_index2, pos2, n2, uv2, b0_2, b1_2, weight2)
self.indexArrays[material]+=[index0, index1, index2]
-class OneSkinMesh(object):
- __slots__=['armatureObj', 'vertexArray']
- def __init__(self, root):
- self.armatureObj=None
- self.vertexArray=VertexArray()
- self.__create(root)
+class Morph(object):
+ __slots__=['name', 'type', 'offsets']
+ def __init__(self, name, type):
+ self.name=name
+ self.type=type
+ self.offsets=[]
+
+ def add(self, index, offset):
+ self.offsets.append((index, offset))
+
+ def sort(self):
+ self.offsets.sort(lambda l, r: l[0]-r[0])
def __str__(self):
- return "<OneSkinMesh armature:%s, %s>" % (
- self.armatureObj.name if self.armatureObj else None,
- self.vertexArray)
+ return "<Morph %s>" % self.name
- def __create(self, node):
- if node.o.getType()=='Mesh':
- self.__addMesh(node.o)
+class IKSolver(object):
+ __slots__=['target', 'effector', 'length', 'iterations', 'weight']
+ def __init__(self, target, effector, length, iterations, weight):
+ self.target=target
+ self.effector=effector
+ self.length=length
+ self.iterations=iterations
+ self.weight=weight
- for child in node.children:
- self.__create(child)
- def __addMesh(self, obj):
+class OneSkinMesh(object):
+ __slots__=['vertexArray', 'morphList']
+ def __init__(self):
+ self.vertexArray=VertexArray()
+ self.morphList=[]
+
+ def __str__(self):
+ return "<OneSkinMesh %s, morph:%d>" % (
+ self.vertexArray,
+ len(self.morphList))
+
+ def addMesh(self, obj):
if obj.restrictDisplay:
# 非表示
return
print("export", obj.name)
############################################################
- # search armature modifier
- ############################################################
- for m in obj.modifiers:
- if m.name=="Armature":
- armatureObj=m[Blender.Modifier.Settings.OBJECT]
- if not self.armatureObj:
- self.armatureObj=armatureObj
- elif self.armatureObj!=armatureObj:
- print "warning! found multiple armature. ignored.", armatureObj.name
-
- ############################################################
# bone weight
############################################################
mesh=obj.getData(mesh=True)
# triangle
self.vertexArray.addTriangle(
material.name,
+ v0.index, v1.index, v2.index,
v0.co, v1.co, v2.co,
- v0.no, v1.no, v2.no,
+ # ToDo vertex normal
+ #v0.no, v1.no, v2.no,
+ face.no, face.no, face.no,
face.uv[0], face.uv[1], face.uv[2],
weightMap[v0.index][0],
weightMap[v1.index][0],
# quadrangle
self.vertexArray.addTriangle(
material.name,
+ v0.index, v1.index, v2.index,
v0.co, v1.co, v2.co,
- v0.no, v1.no, v2.no,
+ #v0.no, v1.no, v2.no,
+ face.no, face.no, face.no,
face.uv[0], face.uv[1], face.uv[2],
weightMap[v0.index][0],
weightMap[v1.index][0],
)
self.vertexArray.addTriangle(
material.name,
+ v2.index, v3.index, v0.index,
v2.co, v3.co, v0.co,
- v2.no, v3.no, v0.no,
+ #v2.no, v3.no, v0.no,
+ face.no, face.no, face.no,
face.uv[2], face.uv[3], face.uv[0],
weightMap[v2.index][0],
weightMap[v3.index][0],
weightMap[v0.index][1]
)
+ ############################################################
+ # skin
+ ############################################################
+ # base
+ indexRelativeMap={}
+ blenderMesh=obj.getData(mesh=True)
+ baseMorph=None
+ if blenderMesh.key:
+ for b in blenderMesh.key.blocks:
+ if b.name=='Basis':
+ print(b.name)
+ baseMorph=self.__getOrCreateMorph('base', 0)
+ relativeIndex=0
+ basis=b
+ for index in blenderMesh.getVertsFromGroup(
+ MMD_SHAPE_GROUP_NAME):
+ v=b.data[index]
+ pos=[v[0], v[1], v[2]]
+ indices=self.vertexArray.getMappedIndices(index)
+ for i in indices:
+ baseMorph.add(i, pos)
+ indexRelativeMap[relativeIndex]=i
+ relativeIndex+=1
+ break
+ print(len(baseMorph.offsets))
+ baseMorph.sort()
+ assert(basis)
+
+ # shape keys
+ vg=obj.getData(mesh=True).getVertsFromGroup(
+ MMD_SHAPE_GROUP_NAME)
+ for b in obj.getData(mesh=True).key.blocks:
+ if b.name=='Basis':
+ continue
+
+ print(b.name)
+ morph=self.__getOrCreateMorph(b.name, 4)
+ for index, src, dst in zip(
+ xrange(len(blenderMesh.verts)),
+ basis.data,
+ b.data):
+ offset=[dst[0]-src[0], dst[1]-src[1], dst[2]-src[2]]
+ if index in vg:
+ indices=self.vertexArray.getMappedIndices(index)
+ for i in indices:
+ morph.add(indexRelativeMap[i], offset)
+ assert(len(morph.offsets)==len(baseMorph.offsets))
+
+ # sort skinmap
+ if len(self.morphList)>1:
+ original=self.morphList[:]
+ def getIndex(morph):
+ for i, v in enumerate(englishmap.skinMap):
+ if v[0]==morph.name:
+ return i
+ #print(morph)
+ return 0
+ self.morphList.sort(lambda l, r: getIndex(l)-getIndex(r))
+
+ def __getOrCreateMorph(self, name, type):
+ for m in self.morphList:
+ if m.name==name:
+ return m
+ m=Morph(name, type)
+ self.morphList.append(m)
+ return m
+
def getVertexCount(self):
return len(self.vertexArray.vertices)
class Bone(object):
- def __init__(self, bone):
- self.name=bone.name
- pos=bone.head['ARMATURESPACE']
- self.pos=[pos.x, pos.y, pos.z]
+ __slots__=['index', 'name', 'ik_index',
+ 'pos', 'tail', 'parent_index', 'tail_index', 'type', 'isConnect']
+ def __init__(self, name, pos, tail):
+ self.index=-1
+ self.name=name
+ self.pos=pos
+ self.tail=tail
self.parent_index=None
self.tail_index=None
+ self.type=0
+ self.isConnect=False
+ self.ik_index=0
+
+ def __eq__(self, rhs):
+ return self.index==rhs.index
def __str__(self):
- return "<Bone %s>" % self.name
+ return "<Bone %s %d>" % (self.name, self.type)
class BoneBuilder(object):
- __slots__=['bones', 'boneMap']
+ __slots__=['bones', 'boneMap', 'ik_list']
def __init__(self):
self.bones=[]
self.boneMap={}
+ self.ik_list=[]
def build(self, armatureObj):
- if armatureObj:
- armature=armatureObj.getData()
- for b in armature.bones.values():
- if not b.parent:
- # root bone
- bone=Bone(b)
- self.addBone(bone)
- self.getBone(bone, b)
-
- def getBone(self, parent, b):
+ if not armatureObj:
+ return
+
+ print("gather bones")
+ armature=armatureObj.getData()
+ for b in armature.bones.values():
+ if b.name=='center':
+ # root bone
+ bone=Bone(b.name,
+ b.head['ARMATURESPACE'][0:3],
+ b.tail['ARMATURESPACE'][0:3])
+ self.__addBone(bone)
+ self.__getBone(bone, b)
+
+ for b in armature.bones.values():
+ if not b.parent and b.name!='center':
+ # root bone
+ bone=Bone(b.name,
+ b.head['ARMATURESPACE'][0:3],
+ b.tail['ARMATURESPACE'][0:3])
+ self.__addBone(bone)
+ self.__getBone(bone, b)
+
+ print("check connection")
+ for b in armature.bones.values():
+ if not b.parent:
+ self.__checkConnection(b, None)
+
+ print("gather ik")
+ pose = armatureObj.getPose()
+ cSetting=Blender.Constraint.Settings
+ for b in pose.bones.values():
+ for c in b.constraints:
+ if c.type==Blender.Constraint.Type.IKSOLVER:
+ ####################
+ # IK target
+ ####################
+ assert(c[cSetting.TARGET]==armatureObj)
+ target=self.__boneByName(
+ c[Blender.Constraint.Settings.BONE])
+ target.type=2
+
+ ####################
+ # IK effector
+ ####################
+ # IK 接続先
+ link=self.__boneByName(b.name)
+ link.type=6
+
+ # IK chain
+ e=b.parent
+ chainLength=c[cSetting.CHAINLEN]
+ for i in range(chainLength):
+ # IK影響下
+ chainBone=self.__boneByName(e.name)
+ chainBone.type=4
+ chainBone.ik_index=target.index
+ e=e.parent
+ self.ik_list.append(
+ IKSolver(target, link, chainLength,
+ int(c[cSetting.ITERATIONS] * 0.1),
+ c[cSetting.ROTWEIGHT]
+ ))
+
+ def __checkConnection(self, b, p):
+ if Blender.Armature.CONNECTED in b.options:
+ parent=self.__boneByName(p.name)
+ parent.isConnect=True
+
+ for c in b.children:
+ self.__checkConnection(c, b)
+
+ def sortBy(self, boneMap):
+ """
+ boneMap順に並べ替える
+ """
+ original=self.bones[:]
+ def getIndex(bone):
+ for i, k_v in enumerate(boneMap):
+ if k_v[0]==bone.name:
+ return i
+ print(bone)
+
+ self.bones.sort(lambda l, r: getIndex(l)-getIndex(r))
+ sortMap={}
+ for i, b in enumerate(self.bones):
+ src=original.index(b)
+ sortMap[src]=i
+ for b in self.bones:
+ b.index=sortMap[b.index]
+ if b.parent_index:
+ b.parent_index=sortMap[b.parent_index]
+ if b.tail_index:
+ b.tail_index=sortMap[b.tail_index]
+ if b.ik_index>0:
+ b.ik_index=sortMap[b.ik_index]
+
+ def getIndex(self, bone):
+ for i, b in enumerate(self.bones):
+ if b==bone:
+ return i
+ assert(false)
+
+ def indexByName(self, name):
+ return self.getIndex(self.__boneByName(name))
+
+ def __boneByName(self, name):
+ return self.bones[self.boneMap[name]]
+
+ def __getBone(self, parent, b):
if len(b.children)==0:
+ parent.type=7
return
for i, c in enumerate(b.children):
- bone=Bone(c)
- self.addBone(bone)
+ bone=Bone(c.name,
+ c.head['ARMATURESPACE'][0:3],
+ c.tail['ARMATURESPACE'][0:3])
+ self.__addBone(bone)
if parent:
bone.parent_index=parent.index
if i==0:
parent.tail_index=bone.index
- self.getBone(bone, c)
+ self.__getBone(bone, c)
- def addBone(self, bone):
+ def __addBone(self, bone):
bone.index=len(self.bones)
self.bones.append(bone)
self.boneMap[bone.name]=bone.index
class PmdExporter(object):
+ def __init__(self):
+ self.armatureObj=None
+
def setup(self, scene):
# 木構造を構築する
object_node_map={}
root=object_node_map[scene.objects.active]
# ワンスキンメッシュを作る
- self.oneSkinMesh=OneSkinMesh(root)
+ self.oneSkinMesh=OneSkinMesh()
+ self.__createOneSkinMesh(root)
print(self.oneSkinMesh)
self.name=root.o.name
+ # skeleton
+ self.builder=BoneBuilder()
+ self.builder.build(self.armatureObj)
+ self.builder.sortBy(englishmap.boneMap)
+ def getIndex(ik):
+ for i, v in enumerate(englishmap.boneMap):
+ if v[0]==ik.target.name:
+ return i
+ return len(englishmap.boneMap)
+ self.builder.ik_list.sort(lambda l, r: getIndex(l)-getIndex(r))
+
+ def __createOneSkinMesh(self, node):
+ ############################################################
+ # search armature modifier
+ ############################################################
+ for m in node.o.modifiers:
+ if m.name=="Armature":
+ armatureObj=m[Blender.Modifier.Settings.OBJECT]
+ if not self.armatureObj:
+ self.armatureObj=armatureObj
+ elif self.armatureObj!=armatureObj:
+ print "warning! found multiple armature. ignored.", armatureObj.name
+
+ if node.o.getType()=='Mesh':
+ self.oneSkinMesh.addMesh(node.o)
+
+ for child in node.children:
+ self.__createOneSkinMesh(child)
+
def write(self, path):
+ print('write')
io=pmd.IO()
io.name=self.name
io.comment="blender export"
io.version=1.0
- # bones
- builder=BoneBuilder()
- builder.build(self.oneSkinMesh.armatureObj)
- for b in builder.bones:
- bone=io.addBone()
- bone.name=b.name
- bone.type=0
- bone.parent_index=b.parent_index if b.parent_index!=None else 0xFFFF
- bone.tail_index=b.tail_index if b.tail_index!=None else 0xFFFF
- # ToDo
- bone.ik_index=0xFFFF
- # convert right-handed z-up to left-handed y-up
- bone.pos.x=b.pos[0]
- bone.pos.y=b.pos[2]
- bone.pos.z=b.pos[1]
-
# 頂点
+ print('vertices')
for pos, normal, uv, b0, b1, weight in self.oneSkinMesh.vertexArray.zip():
# convert right-handed z-up to left-handed y-up
v=io.addVertex()
v.normal.z=normal[1]
v.uv.x=uv[0]
v.uv.y=uv[1]
- v.bone0=builder.boneMap[b0] if b0 in builder.boneMap else 0
- v.bone1=builder.boneMap[b1] if b1 in builder.boneMap else 0
+ v.bone0=self.builder.boneMap[b0] if b0 in self.builder.boneMap else 0
+ v.bone1=self.builder.boneMap[b1] if b1 in self.builder.boneMap else 0
v.weight0=int(100*weight)
v.edge_flag=0 # edge flag, 0: enable edge, 1: not edge
# 面とマテリアル
+ print('faces and materials')
vertexCount=self.oneSkinMesh.getVertexCount()
for m, indices in self.oneSkinMesh.vertexArray.indexArrays.items():
- print(m, len(indices))
m=Blender.Material.Get(m)
# マテリアル
material=io.addMaterial()
material.diffuse.g=m.G
material.diffuse.b=m.B
material.diffuse.a=m.alpha
- material.sinness=m.spec
+ material.sinness=0 if m.spec<1e-5 else m.spec*10
material.specular.r=m.specR
material.specular.g=m.specG
material.specular.b=m.specB
- material.ambient.r=m.amb
- material.ambient.g=m.amb
- material.ambient.b=m.amb
+ material.ambient.r=m.mirR
+ material.ambient.g=m.mirG
+ material.ambient.b=m.mirB
material.vertex_count=len(indices)
material.toon_index=0
+ material.flag=1 if m.enableSSS else 0
# ToDo
material.texture=""
# 面
#io.indices.append(indices[i+1])
#io.indices.append(indices[i+2])
- # 書き込み
- return io.write(path.encode(FS_ENCODING))
+ # bones
+ print('bones')
+ for b in self.builder.bones:
+ if b.name.endswith("_t"):
+ if b.name.startswith("arm twist1_") or b.name.startswith("arm twist2_"):
+ # skip
+ print "skip %s" % b.name
+ continue
+
+ bone=io.addBone()
+
+ v=englishmap.getUnicodeBoneName(b.name)
+ assert(v)
+ cp932=v[1].encode('cp932')
+ bone_name="%s" % cp932
+ assert(len(bone_name)<20)
+ bone.name=bone_name
+
+ bone_english_name="%s" % b.name
+ assert(len(bone_english_name)<20)
+ bone.english_name=bone_english_name
+
+ if len(v)>=3:
+ # has type
+ if v[2]==5:
+ b.ik_index=self.builder.indexByName('eyes')
+ bone.type=v[2]
+ else:
+ bone.type=b.type
+ # parent index
+ bone.parent_index=b.parent_index if b.parent_index!=None else 0xFFFF
+
+ # tail index
+ if b.tail_index!=None:
+ if bone.type==9:
+ bone.tail_index=0
+ else:
+ bone.tail_index=b.tail_index
+ else:
+ bone.tail_index=0
+
+ bone.ik_index=b.ik_index
+
+ # convert right-handed z-up to left-handed y-up
+ bone.pos.x=b.pos[0] if not near(b.pos[0], 0) else 0
+ bone.pos.y=b.pos[2] if not near(b.pos[2], 0) else 0
+ bone.pos.z=b.pos[1] if not near(b.pos[1], 0) else 0
+
+ # IK
+ print('ik')
+ for ik in self.builder.ik_list:
+ solver=io.addIK()
+ solver.index=self.builder.getIndex(ik.target)
+ solver.target=self.builder.getIndex(ik.effector)
+ solver.length=ik.length
+ b=self.builder.bones[ik.effector.parent_index]
+ for i in xrange(solver.length):
+ solver.children.append(self.builder.getIndex(b))
+ b=self.builder.bones[b.parent_index]
+ solver.iterations=ik.iterations
+ solver.weight=ik.weight
+
+ # 表情
+ print('shape keys')
+ for i, m in enumerate(self.oneSkinMesh.morphList):
+ # morph
+ morph=io.addMorph()
+
+ v=englishmap.getUnicodeSkinName(m.name)
+ assert(v)
+ cp932=v[1].encode('cp932')
+ morph.name="%s\n" % cp932
+
+ morph.english_name="%s\n" % m.name
+ m.type=v[2]
+ morph.type=v[2]
+ for index, offset in m.offsets:
+ # convert right-handed z-up to left-handed y-up
+ morph.append(index, offset[0], offset[2], offset[1])
+ morph.vertex_count=len(m.offsets)
+
+ # 表情枠
+ print('display list')
+ # type==0はbase
+ for i, m in enumerate(self.oneSkinMesh.morphList):
+ if m.type==3:
+ io.face_list.append(i)
+ for i, m in enumerate(self.oneSkinMesh.morphList):
+ if m.type==2:
+ io.face_list.append(i)
+ for i, m in enumerate(self.oneSkinMesh.morphList):
+ if m.type==1:
+ io.face_list.append(i)
+ for i, m in enumerate(self.oneSkinMesh.morphList):
+ if m.type==4:
+ io.face_list.append(i)
+
+ # ボーン表示枠
+ print('bone display list')
+ def createBoneDisplayName(name, english):
+ boneDisplayName=io.addBoneDisplayName()
+ boneDisplayName.name=name.decode('utf-8').encode('cp932')
+ boneDisplayName.english_name=english
+ boneDisplayName=createBoneDisplayName("IK\n", "IK\n")
+ boneDisplayName=createBoneDisplayName("体(上)\n", "Body[u]\n")
+ boneDisplayName=createBoneDisplayName("髪\n", "Hair\n")
+ boneDisplayName=createBoneDisplayName("腕\n", "Arms\n")
+ boneDisplayName=createBoneDisplayName("指\n", "Fingers\n")
+ boneDisplayName=createBoneDisplayName("体(下)\n", "Body[l]\n")
+ boneDisplayName=createBoneDisplayName("足\n", "Legs\n")
+ for i, b in enumerate(self.builder.bones):
+ if i==0:
+ continue
+ if b.type in [6, 7]:
+ continue
+ io.addBoneDisplay(i, getBoneDisplayGroup(b))
+
+ # English
+ print('english')
+ io.english_name="blender export"
+ io.english_coment="blender export"
+
+ for i in range(10):
+ io.getToonTexture(i).name="toon%02d.bmp\n" % i
+
+ # 書き込み
+ return io.write(path)
+
+
+def getBoneDisplayGroup(bone):
+ boneGroups=[
+ [ # IK
+ "necktie IK", "hair IK_L", "hair IK_R", "leg IK_L", "leg IK_R",
+ "toe IK_L", "toe IK_R",
+ ],
+ [ # 体(上)
+ "upper body", "neck", "head", "eye_L", "eye_R",
+ "necktie1", "necktie2", "necktie3", "eyes",
+ "eyelight_L", "eyelight_R",
+ ],
+ [ # 髪
+ "front hair1", "front hair2", "front hair3",
+ "hair1_L", "hair2_L", "hair3_L",
+ "hair4_L", "hair5_L", "hair6_L",
+ "hair1_R", "hair2_R", "hair3_R",
+ "hair4_R", "hair5_R", "hair6_R",
+ ],
+ [ # 腕
+ "shoulder_L", "arm_L", "arm twist_L", "elbow_L",
+ "wrist twist_L", "wrist_L", "sleeve_L",
+ "shoulder_R", "arm_R", "arm twist_R", "elbow_R",
+ "wrist twist_R", "wrist_R", "sleeve_R",
+ ],
+ [ # 指
+ "thumb1_L", "thumb2_L", "fore1_L", "fore2_L", "fore3_L",
+ "middle1_L", "middle2_L", "middle3_L",
+ "third1_L", "third2_L", "third3_L",
+ "little1_L", "little2_L", "little3_L",
+ "thumb1_R", "thumb2_R", "fore1_R", "fore2_R", "fore3_R",
+ "middle1_R", "middle2_R", "middle3_R",
+ "third1_R", "third2_R", "third3_R",
+ "little1_R", "little2_R", "little3_R",
+ ],
+ [ # 体(下)
+ "lower body", "waist accessory",
+ "front skirt_L", "back skirt_L",
+ "front skirt_R", "back skirt_R",
+ ],
+ [ # 足
+ "leg_L", "knee_L", "ankle_L",
+ "leg_R", "knee_R", "ankle_R",
+ ],
+ ]
+ index=1
+ for g in boneGroups:
+ if bone.name in g:
+ return index
+ index+=1
+ print(bone)
+ return -1
def export_pmd(filename):
filename=filename.decode(INTERNAL_ENCODING)