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  • # ##### BEGIN GPL LICENSE BLOCK #####
    #
    #  This program is free software; you can redistribute it and/or
    #  modify it under the terms of the GNU General Public License
    #  as published by the Free Software Foundation; either version 2
    #  of the License, or (at your option) any later version.
    #
    #  This program is distributed in the hope that it will be useful,
    #  but WITHOUT ANY WARRANTY; without even the implied warranty of
    #  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    #  GNU General Public License for more details.
    #
    #  You should have received a copy of the GNU General Public License
    #  along with this program; if not, write to the Free Software Foundation,
    #  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
    #
    # ##### END GPL LICENSE BLOCK #####
    
    # <pep8 compliant>
    
    ###############################################################################
    #234567890123456789012345678901234567890123456789012345678901234567890123456789
    #--------1---------2---------3---------4---------5---------6---------7---------
    
    
    # ##### BEGIN COPYRIGHT BLOCK #####
    #
    
    # initial script copyright (c)2011-2013 Alexander Nussbaumer
    
    #
    # ##### END COPYRIGHT BLOCK #####
    
    
    #import python stuff
    import io
    from mathutils import (
            Vector,
            Matrix,
            )
    from os import (
            path,
            )
    from sys import (
            exc_info,
            )
    from time import (
            time,
            )
    
    
    # import io_scene_ms3d stuff
    from io_scene_ms3d.ms3d_strings import (
            ms3d_str,
            )
    from io_scene_ms3d.ms3d_spec import (
            Ms3dSpec,
            Ms3dModel,
            Ms3dVertexEx2,
            Ms3dVertexEx3,
            )
    from io_scene_ms3d.ms3d_utils import (
            select_all,
            enable_pose_mode,
            enable_edit_mode,
            pre_setup_environment,
            post_setup_environment,
            get_edge_split_modifier_add_if,
            )
    from io_scene_ms3d.ms3d_ui import (
            Ms3dUi,
            )
    
    
    #import blender stuff
    from bpy import (
            ops,
            )
    import bmesh
    from bpy_extras.image_utils import (
            load_image,
            )
    
    
    ###############################################################################
    class Ms3dImporter():
        """
        Load a MilkShape3D MS3D File
        """
        def __init__(self,
                report,
                verbose=False,
                use_extended_normal_handling=False,
                use_animation=True,
                use_quaternion_rotation=False,
                use_joint_size=False,
                joint_size=1.0,
                use_joint_to_bones=False,
                ):
            self.report = report
            self.options_verbose = verbose
            self.options_use_extended_normal_handling = use_extended_normal_handling
            self.options_use_animation = use_animation
            self.options_use_quaternion_rotation = use_quaternion_rotation
            self.options_use_joint_size = use_joint_size
            self.options_joint_size = joint_size
            self.options_use_joint_to_bones = use_joint_to_bones
    
            self.directory_name = ""
            self.file_name = ""
    
            pass
    
        ###########################################################################
        # create empty blender ms3d_model
        # read ms3d file
        # fill blender with ms3d_model content
        def read(self, blender_context, filepath):
    
            """ read ms3d file and convert ms3d content to bender content """
    
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            t1 = time()
            t2 = None
            self.has_textures = False
    
            try:
                # setup environment
                pre_setup_environment(self, blender_context)
    
                # inject splitted filepath
                self.directory_name, self.file_name = path.split(filepath)
    
                # create an empty ms3d template
                ms3d_model = Ms3dModel(self.file_name)
    
                try:
                    # open ms3d file
                    with io.FileIO(filepath, 'rb') as raw_io:
                        # read and inject ms3d data from disk to internal structure
                        ms3d_model.read(raw_io)
                        raw_io.close()
                finally:
                    pass
    
                # if option is set, this time will enlargs the io time
                if self.options_verbose:
                    ms3d_model.print_internal()
    
                t2 = time()
    
                is_valid, statistics = ms3d_model.is_valid()
    
                if is_valid:
                    # inject ms3d data to blender
                    self.to_blender(blender_context, ms3d_model)
    
                    blender_scene = blender_context.scene
    
                    # finalize/restore environment
                    blender_scene.update()
    
                    post_setup_environment(self, blender_context)
    
                print()
                print("##########################################################")
                print("Import from MS3D to Blender")
                print(statistics)
                print("##########################################################")
    
            except Exception:
                type, value, traceback = exc_info()
                print("read - exception in try block\n  type: '{0}'\n"
                        "  value: '{1}'".format(type, value, traceback))
    
                if t2 is None:
                    t2 = time()
    
                raise
    
            else:
                pass
    
            t3 = time()
            print(ms3d_str['SUMMARY_IMPORT'].format(
                    (t3 - t1), (t2 - t1), (t3 - t2)))
    
            return {"FINISHED"}
    
    
        def internal_read(self, blender_context, raw_io):
            try:
                # setup environment
                pre_setup_environment(self, blender_context)
    
                try:
                    ms3d_model.read(raw_io)
                finally:
                    pass
    
                # if option is set, this time will enlargs the io time
                if self.options_verbose:
                    ms3d_model.print_internal()
    
                is_valid, statistics = ms3d_model.is_valid()
    
                if is_valid:
                    # inject ms3d data to blender
                    blender_empty_object, blender_mesh_object = self.to_blender(blender_context, ms3d_model)
    
                    blender_scene = blender_context.scene
    
                    # finalize/restore environment
                    blender_scene.update()
    
                    post_setup_environment(self, blender_context)
    
            except Exception:
                type, value, traceback = exc_info()
                print("read - exception in try block\n  type: '{0}'\n"
                        "  value: '{1}'".format(type, value, traceback))
    
                raise
    
            else:
                pass
    
            return blender_empty_object, blender_mesh_object
    
    
        ###########################################################################
        def to_blender(self, blender_context, ms3d_model):
            blender_mesh_object = self.create_geometry(blender_context, ms3d_model)
            blender_armature_object = self.create_animation(
                    blender_context, ms3d_model, blender_mesh_object)
    
            blender_empty_object = self.organize_objects(
                    blender_context, ms3d_model,
                    [blender_mesh_object, blender_armature_object])
    
            return blender_empty_object, blender_mesh_object
    
    
        ###########################################################################
        def organize_objects(self, blender_context, ms3d_model, blender_objects):
            ##########################
            # blender_armature_object to blender_mesh_object
            # that has bad side effects to the armature
            # and causes cyclic dependecies
            ###blender_armature_object.parent = blender_mesh_object
            ###blender_mesh_object.parent = blender_armature_object
    
            blender_scene = blender_context.scene
    
            blender_group = blender_context.blend_data.groups.new(
                    "{}.g".format(ms3d_model.name))
            blender_empty_object = blender_context.blend_data.objects.new(
                    "{}.e".format(ms3d_model.name), None)
            blender_empty_object.location = blender_scene.cursor_location
            blender_scene.objects.link(blender_empty_object)
            blender_group.objects.link(blender_empty_object)
    
            for blender_object in blender_objects:
                if blender_object is not None:
                    blender_group.objects.link(blender_object)
                    blender_object.parent = blender_empty_object
    
            return blender_empty_object
    
    
        ###########################################################################
        def create_geometry(self, blender_context, ms3d_model):
            ##########################
            # blender stuff:
            # create a blender Mesh
            blender_mesh = blender_context.blend_data.meshes.new(
                    "{}.m".format(ms3d_model.name))
            blender_mesh.ms3d.name = ms3d_model.name
    
            ms3d_comment = ms3d_model.comment_object
            if ms3d_comment is not None:
                blender_mesh.ms3d.comment = ms3d_comment.comment
            ms3d_model_ex = ms3d_model.model_ex_object
            if ms3d_model_ex is not None:
                blender_mesh.ms3d.joint_size = ms3d_model_ex.joint_size
                blender_mesh.ms3d.alpha_ref = ms3d_model_ex.alpha_ref
                blender_mesh.ms3d.transparency_mode \
                        = Ms3dUi.transparency_mode_from_ms3d(
                                ms3d_model_ex.transparency_mode)
    
            ##########################
            # blender stuff:
            # link to blender object
            blender_mesh_object = blender_context.blend_data.objects.new(
                    "{}.m".format(ms3d_model.name), blender_mesh)
    
            ##########################
            # blender stuff:
            # create edge split modifire, to make sharp edges visible
            blender_modifier = get_edge_split_modifier_add_if(blender_mesh_object)
    
            ##########################
            # blender stuff:
            # link to blender scene
            blender_scene = blender_context.scene
            blender_scene.objects.link(blender_mesh_object)
            #blender_mesh_object.location = blender_scene.cursor_location
            enable_edit_mode(False, blender_context)
            select_all(False)
            blender_mesh_object.select = True
            blender_scene.objects.active = blender_mesh_object
    
            ##########################
            # take this as active object after import
            self.active_object = blender_mesh_object
    
            ##########################
            # blender stuff:
            # create all (ms3d) groups
            ms3d_to_blender_group_index = {}
            blender_group_manager = blender_mesh.ms3d
            for ms3d_group_index, ms3d_group in enumerate(ms3d_model.groups):
                blender_group = blender_group_manager.create_group()
                blender_group.name = ms3d_group.name
                blender_group.flags = Ms3dUi.flags_from_ms3d(ms3d_group.flags)
                blender_group.material_index = ms3d_group.material_index
    
                ms3d_comment = ms3d_group.comment_object
                if ms3d_comment is not None:
                    blender_group.comment = ms3d_comment.comment
    
                # translation dictionary
                ms3d_to_blender_group_index[ms3d_group_index] = blender_group.id
    
            ####################################################
            # begin BMesh stuff
            #
    
            ##########################
            # BMesh stuff:
            # create an empty BMesh
            bm = bmesh.new()
    
            ##########################
            # BMesh stuff:
            # create new Layers for custom data per "mesh face"
            layer_texture = bm.faces.layers.tex.get(
                    ms3d_str['OBJECT_LAYER_TEXTURE'])
            if layer_texture is None:
                layer_texture = bm.faces.layers.tex.new(
                        ms3d_str['OBJECT_LAYER_TEXTURE'])
    
            layer_smoothing_group = bm.faces.layers.int.get(
                    ms3d_str['OBJECT_LAYER_SMOOTHING_GROUP'])
            if layer_smoothing_group is None:
                layer_smoothing_group = bm.faces.layers.int.new(
                        ms3d_str['OBJECT_LAYER_SMOOTHING_GROUP'])
    
            layer_group = bm.faces.layers.int.get(
                    ms3d_str['OBJECT_LAYER_GROUP'])
            if layer_group is None:
                layer_group = bm.faces.layers.int.new(
                        ms3d_str['OBJECT_LAYER_GROUP'])
    
            ##########################
            # BMesh stuff:
            # create new Layers for custom data per "face vertex"
            layer_uv = bm.loops.layers.uv.get(ms3d_str['OBJECT_LAYER_UV'])
            if layer_uv is None:
                layer_uv = bm.loops.layers.uv.new(ms3d_str['OBJECT_LAYER_UV'])
    
            ##########################
            # BMesh stuff:
            # create new Layers for custom data per "vertex"
            layer_extra = bm.verts.layers.int.get(ms3d_str['OBJECT_LAYER_EXTRA'])
            if layer_extra is None:
                layer_extra = bm.verts.layers.int.new(ms3d_str['OBJECT_LAYER_EXTRA'])
    
            ##########################
            # BMesh stuff:
            # create all vertices
            for ms3d_vertex_index, ms3d_vertex in enumerate(ms3d_model.vertices):
                bmv = bm.verts.new(self.geometry_correction(ms3d_vertex.vertex))
    
                if layer_extra and ms3d_vertex.vertex_ex_object and \
                        (isinstance(ms3d_vertex.vertex_ex_object, Ms3dVertexEx2) \
                        or isinstance(ms3d_vertex.vertex_ex_object, Ms3dVertexEx3)):
    
                    #bmv[layer_extra] = ms3d_vertex.vertex_ex_object.extra
                    # bm.verts.layers.int does only support signed int32
                    # convert unsigned int32 to signed int32 (little-endian)
                    unsigned_int32 = ms3d_vertex.vertex_ex_object.extra
                    bytes_int32 = unsigned_int32.to_bytes(
                            4, byteorder='little', signed=False)
                    signed_int32 = int.from_bytes(
                            bytes_int32, byteorder='little', signed=True)
                    bmv[layer_extra] = signed_int32
    
            ##########################
            # blender stuff (uses BMesh stuff):
            # create all materials / image textures
            ms3d_to_blender_material = {}
            for ms3d_material_index, ms3d_material in enumerate(
                    ms3d_model.materials):
                blender_material = blender_context.blend_data.materials.new(
                        ms3d_material.name)
    
                # custom datas
                blender_material.ms3d.name = ms3d_material.name
                blender_material.ms3d.ambient = ms3d_material.ambient
                blender_material.ms3d.diffuse = ms3d_material.diffuse
                blender_material.ms3d.specular = ms3d_material.specular
                blender_material.ms3d.emissive = ms3d_material.emissive
                blender_material.ms3d.shininess = ms3d_material.shininess
                blender_material.ms3d.transparency = ms3d_material.transparency
                blender_material.ms3d.mode = Ms3dUi.texture_mode_from_ms3d(
                        ms3d_material.mode)
    
                if ms3d_material.texture:
                    blender_material.ms3d.texture = ms3d_material.texture
    
                if ms3d_material.alphamap:
                    blender_material.ms3d.alphamap = ms3d_material.alphamap
    
                ms3d_comment = ms3d_material.comment_object
                if ms3d_comment is not None:
                    blender_material.ms3d.comment = ms3d_comment.comment
    
                # blender datas
                blender_material.ambient = (
                        (ms3d_material.ambient[0]
                        + ms3d_material.ambient[1]
                        + ms3d_material.ambient[2]) / 3.0)
    
                blender_material.diffuse_color[0] = ms3d_material.diffuse[0]
                blender_material.diffuse_color[1] = ms3d_material.diffuse[1]
                blender_material.diffuse_color[2] = ms3d_material.diffuse[2]
    
                blender_material.specular_color[0] = ms3d_material.specular[0]
                blender_material.specular_color[1] = ms3d_material.specular[1]
                blender_material.specular_color[2] = ms3d_material.specular[2]
    
                blender_material.emit = (
                        (ms3d_material.emissive[0]
                        + ms3d_material.emissive[1]
                        + ms3d_material.emissive[2]) / 3.0)
    
                blender_material.specular_hardness = ms3d_material.shininess * 4.0
                blender_material.alpha = 1.0 - ms3d_material.transparency
    
                # diffuse texture
                if ms3d_material.texture:
                    dir_name_diffuse = self.directory_name
                    file_name_diffuse = path.split(ms3d_material.texture)[1]
                    blender_image_diffuse = load_image(
                            file_name_diffuse, dir_name_diffuse)
                    blender_texture_diffuse = \
                            blender_context.blend_data.textures.new(
                            name=file_name_diffuse, type='IMAGE')
                    blender_texture_diffuse.image = blender_image_diffuse
                    blender_texture_slot_diffuse \
                            = blender_material.texture_slots.add()
                    blender_texture_slot_diffuse.texture = blender_texture_diffuse
                    blender_texture_slot_diffuse.texture_coords = 'UV'
                    blender_texture_slot_diffuse.uv_layer = layer_uv.name
                    blender_texture_slot_diffuse.use_map_color_diffuse = True
                    blender_texture_slot_diffuse.use_map_alpha = False
                    if blender_image_diffuse is not None:
                        self.has_textures = True
                else:
                    blender_image_diffuse = None
    
                # alpha texture
                if ms3d_material.alphamap:
                    dir_name_alpha = self.directory_name
                    file_name_alpha = path.split(ms3d_material.alphamap)[1]
                    blender_image_alpha = load_image(
                            file_name_alpha, dir_name_alpha)
                    blender_texture_alpha = blender_context.blend_data.textures.new(
                            name=file_name_alpha, type='IMAGE')
                    blender_texture_alpha.image = blender_image_alpha
                    blender_texture_slot_alpha \
                            = blender_material.texture_slots.add()
                    blender_texture_slot_alpha.texture = blender_texture_alpha
                    blender_texture_slot_alpha.texture_coords = 'UV'
                    blender_texture_slot_alpha.uv_layer = layer_uv.name
                    blender_texture_slot_alpha.use_map_color_diffuse = False
                    blender_texture_slot_alpha.use_map_alpha = True
                    blender_texture_slot_alpha.use_rgb_to_intensity = True
                    blender_material.alpha = 0
                    blender_material.specular_alpha = 0
    
                # append blender material to blender mesh, to be linked to
                blender_mesh.materials.append(blender_material)
    
                # translation dictionary
                ms3d_to_blender_material[ms3d_material_index] \
                        = blender_image_diffuse
    
            ##########################
            # BMesh stuff:
            # create all triangles
            length_verts = len(bm.verts)
            vertex_extra_index = length_verts
            blender_invalide_normal = Vector()
            smoothing_group_blender_faces = {}
            for ms3d_triangle_index, ms3d_triangle in enumerate(
                    ms3d_model.triangles):
                bmv_list = []
                bmf_normal = Vector()
    
                for index, vert_index in enumerate(ms3d_triangle.vertex_indices):
                    if vert_index < 0 or vert_index >= length_verts:
                        continue
                    bmv = bm.verts[vert_index]
    
                    blender_normal = self.geometry_correction(
                            ms3d_triangle.vertex_normals[index])
                    if bmv.normal == blender_invalide_normal:
                        bmv.normal = blender_normal
                    elif bmv.normal != blender_normal \
                            and self.options_use_extended_normal_handling:
                        ## search for an already created extra vertex
                        bmv_new = None
                        for vert_index_candidat in range(
                                vertex_extra_index, length_verts):
                            bmv_candidat = bm.verts[vert_index_candidat]
                            if bmv_candidat.co == bmv.co \
                                    and bmv_candidat.normal == blender_normal:
                                bmv_new = bmv_candidat
                                vert_index = vert_index_candidat
                                break
    
                        ## if not exists, create one in blender and ms3d as well
                        if bmv_new is None:
                            ms3d_model.vertices.append(
                                    ms3d_model.vertices[vert_index])
                            bmv_new = bm.verts.new(bmv.co)
                            bmv_new.normal = blender_normal
                            bmv_new[layer_extra] = bmv[layer_extra]
                            vert_index = length_verts
                            length_verts += 1
                            self.report({'WARNING', 'INFO'},
                                    ms3d_str['WARNING_IMPORT_EXTRA_VERTEX_NORMAL'].format(
                                    bmv.normal, blender_normal))
                        bmv = bmv_new
    
                    if [[x] for x in bmv_list if x == bmv]:
                        self.report(
                                {'WARNING', 'INFO'},
                                ms3d_str['WARNING_IMPORT_SKIP_VERTEX_DOUBLE'].format(
                                        ms3d_triangle_index))
                        continue
                    bmv_list.append(bmv)
                    bmf_normal += bmv.normal
    
                if len(bmv_list) < 3:
                    self.report(
                            {'WARNING', 'INFO'},
                            ms3d_str['WARNING_IMPORT_SKIP_LESS_VERTICES'].format(
                                    ms3d_triangle_index))
                    continue
    
                bmf_normal.normalize()
    
                bmf = bm.faces.get(bmv_list)
                if bmf is not None:
                    self.report(
                            {'WARNING', 'INFO'},
                            ms3d_str['WARNING_IMPORT_SKIP_FACE_DOUBLE'].format(
                                    ms3d_triangle_index))
                    continue
    
                bmf = bm.faces.new(bmv_list)
                bmf.normal = bmf_normal
    
                # blender uv custom data per "face vertex"
                bmf.loops[0][layer_uv].uv = Vector(
                        (ms3d_triangle.s[0], 1.0 - ms3d_triangle.t[0]))
                bmf.loops[1][layer_uv].uv = Vector(
                        (ms3d_triangle.s[1], 1.0 - ms3d_triangle.t[1]))
                bmf.loops[2][layer_uv].uv = Vector(
                        (ms3d_triangle.s[2], 1.0 - ms3d_triangle.t[2]))
    
                # ms3d custom data per "mesh face"
                bmf[layer_smoothing_group] = ms3d_triangle.smoothing_group
    
                blender_group_id = ms3d_to_blender_group_index.get(
                        ms3d_triangle.group_index)
                if blender_group_id is not None:
                    bmf[layer_group] = blender_group_id
    
                if ms3d_triangle.group_index >= 0 \
                        and ms3d_triangle.group_index < len(ms3d_model.groups):
                    ms3d_material_index \
                            = ms3d_model.groups[ms3d_triangle.group_index].material_index
                    if ms3d_material_index != Ms3dSpec.NONE_GROUP_MATERIAL_INDEX:
                        bmf.material_index = ms3d_material_index
                        # apply diffuse texture image to face, to be visible in 3d view
                        bmf[layer_texture].image = ms3d_to_blender_material.get(
                                ms3d_material_index)
    
                # helper dictionary for post-processing smoothing_groups
                smoothing_group_blender_face = smoothing_group_blender_faces.get(
                        ms3d_triangle.smoothing_group)
                if smoothing_group_blender_face is None:
                    smoothing_group_blender_face = []
                    smoothing_group_blender_faces[ms3d_triangle.smoothing_group] \
                            = smoothing_group_blender_face
                smoothing_group_blender_face.append(bmf)
    
            ##########################
            # BMesh stuff:
            # create all sharp edges for blender to make smoothing_groups visible
            for ms3d_smoothing_group_index, blender_face_list \
                    in smoothing_group_blender_faces.items():
                edge_dict = {}
                for bmf in blender_face_list:
                    bmf.smooth = True
                    for bme in bmf.edges:
                        if edge_dict.get(bme) is None:
                            edge_dict[bme] = 0
                        else:
                            edge_dict[bme] += 1
                        bme.seam = (edge_dict[bme] == 0)
                        bme.smooth = (edge_dict[bme] != 0)
    
            ##########################
            # BMesh stuff:
            # finally tranfer BMesh to Mesh
            bm.to_mesh(blender_mesh)
            bm.free()
    
    
            #
            # end BMesh stuff
            ####################################################
    
            blender_mesh.validate(self.options_verbose)
    
            return blender_mesh_object
    
    
        ###########################################################################
        def create_animation(self, blender_context, ms3d_model, blender_mesh_object):
            ##########################
            # setup scene
            blender_scene = blender_context.scene
            blender_scene.render.fps = ms3d_model.animation_fps
            if ms3d_model.animation_fps:
                blender_scene.render.fps_base = (blender_scene.render.fps /
                        ms3d_model.animation_fps)
    
            blender_scene.frame_start = 1
            blender_scene.frame_end = (ms3d_model.number_total_frames
                    + blender_scene.frame_start) - 1
            blender_scene.frame_current = (ms3d_model.current_time
                    * ms3d_model.animation_fps)
    
            ##########################
            if not ms3d_model.joints:
                return
    
            ##########################
            ms3d_armature_name = "{}.a".format(ms3d_model.name)
            ms3d_action_name = "{}.act".format(ms3d_model.name)
    
            ##########################
            # create new blender_armature_object
            blender_armature = blender_context.blend_data.armatures.new(
                    ms3d_armature_name)
            blender_armature.ms3d.name = ms3d_model.name
            blender_armature.draw_type = 'STICK'
            blender_armature.show_axes = True
            blender_armature.use_auto_ik = True
            blender_armature_object = blender_context.blend_data.objects.new(
                    ms3d_armature_name, blender_armature)
            blender_scene.objects.link(blender_armature_object)
            #blender_armature_object.location = blender_scene.cursor_location
            blender_armature_object.show_x_ray = True
    
            ##########################
            # create new modifier
            blender_modifier = blender_mesh_object.modifiers.new(
                    ms3d_armature_name, type='ARMATURE')
            blender_modifier.show_expanded = False
            blender_modifier.use_vertex_groups = True
            blender_modifier.use_bone_envelopes = False
            blender_modifier.object = blender_armature_object
    
            ##########################
            # prepare for vertex groups
            ms3d_to_blender_vertex_groups = {}
            for ms3d_vertex_index, ms3d_vertex in enumerate(ms3d_model.vertices):
                # prepare for later use for blender vertex group
                if ms3d_vertex.bone_id != Ms3dSpec.NONE_VERTEX_BONE_ID:
                    if ms3d_vertex.vertex_ex_object \
                            and ( \
                            ms3d_vertex.vertex_ex_object.bone_ids[0] != \
                                    Ms3dSpec.NONE_VERTEX_BONE_ID \
                            or ms3d_vertex.vertex_ex_object.bone_ids[1] != \
                                    Ms3dSpec.NONE_VERTEX_BONE_ID \
                            or ms3d_vertex.vertex_ex_object.bone_ids[2] != \
                                    Ms3dSpec.NONE_VERTEX_BONE_ID \
                            ):
                        ms3d_vertex_group_ids_weights = []
                        ms3d_vertex_group_ids_weights.append(
                                (ms3d_vertex.bone_id,
                                float(ms3d_vertex.vertex_ex_object.weights[0] % 101) / 100.0,
                                ))
                        if ms3d_vertex.vertex_ex_object.bone_ids[0] != \
                                Ms3dSpec.NONE_VERTEX_BONE_ID:
                            ms3d_vertex_group_ids_weights.append(
                                    (ms3d_vertex.vertex_ex_object.bone_ids[0],
                                    float(ms3d_vertex.vertex_ex_object.weights[1] % 101) / 100.0
                                    ))
                        if ms3d_vertex.vertex_ex_object.bone_ids[1] != \
                                Ms3dSpec.NONE_VERTEX_BONE_ID:
                            ms3d_vertex_group_ids_weights.append(
                                    (ms3d_vertex.vertex_ex_object.bone_ids[1],
                                    float(ms3d_vertex.vertex_ex_object.weights[2] % 101) / 100.0
                                    ))
                        if ms3d_vertex.vertex_ex_object.bone_ids[2] != \
                                Ms3dSpec.NONE_VERTEX_BONE_ID:
                            ms3d_vertex_group_ids_weights.append(
                                    (ms3d_vertex.vertex_ex_object.bone_ids[2],
                                    1.0 -
                                    float((ms3d_vertex.vertex_ex_object.weights[0] % 101)
                                    + (ms3d_vertex.vertex_ex_object.weights[1] % 101)
                                    + (ms3d_vertex.vertex_ex_object.weights[2] % 101)) / 100.0
                                    ))
    
                    else:
                        ms3d_vertex_group_ids_weights = [(ms3d_vertex.bone_id, 1.0), ]
    
                    for ms3d_vertex_group_id_weight in ms3d_vertex_group_ids_weights:
                        ms3d_vertex_group_id = ms3d_vertex_group_id_weight[0]
                        blender_vertex_weight = ms3d_vertex_group_id_weight[1]
                        blender_vertex_group = ms3d_to_blender_vertex_groups.get(
                                ms3d_vertex_group_id)
                        if blender_vertex_group is None:
                            ms3d_to_blender_vertex_groups[ms3d_vertex_group_id] \
                                    = blender_vertex_group = []
                        blender_vertex_group.append((ms3d_vertex_index,
                                blender_vertex_weight))
    
            ##########################
            # blender stuff:
            # create all vertex groups to be used for bones
            for ms3d_bone_id, blender_vertex_index_weight_list \
                    in ms3d_to_blender_vertex_groups.items():
                ms3d_name = ms3d_model.joints[ms3d_bone_id].name
                blender_vertex_group = blender_mesh_object.vertex_groups.new(
                        ms3d_name)
                for blender_vertex_id_weight in blender_vertex_index_weight_list:
                    blender_vertex_index = blender_vertex_id_weight[0]
                    blender_vertex_weight = blender_vertex_id_weight[1]
                    blender_vertex_group.add((blender_vertex_index, ),
                            blender_vertex_weight, 'ADD')
    
            ##########################
            # bring joints in the correct order
            ms3d_joints_ordered = []
            self.build_ms3d_joint_dependency_order(ms3d_model.joints,
                    ms3d_joints_ordered)
    
            ##########################
            # prepare joint data for later use
            ms3d_joint_by_name = {}
            for ms3d_joint in ms3d_joints_ordered:
                item = ms3d_joint_by_name.get(ms3d_joint.name)
                if item is None:
                    ms3d_joint.__children = []
                    ms3d_joint_by_name[ms3d_joint.name] = ms3d_joint
    
                matrix_local_rot = (Matrix.Rotation(ms3d_joint.rotation[2], 4, 'Z')
                        * Matrix.Rotation(ms3d_joint.rotation[1], 4, 'Y')
                        ) * Matrix.Rotation(ms3d_joint.rotation[0], 4, 'X')
                matrix_local = Matrix.Translation(Vector(ms3d_joint.position)
                        ) * matrix_local_rot
    
                ms3d_joint.__matrix_local_rot = matrix_local_rot
                ms3d_joint.__matrix_global_rot = matrix_local_rot
                ms3d_joint.__matrix_local = matrix_local
                ms3d_joint.__matrix_global = matrix_local
    
                if ms3d_joint.parent_name:
                    ms3d_joint_parent = ms3d_joint_by_name.get(
                            ms3d_joint.parent_name)
                    if ms3d_joint_parent is not None:
                        ms3d_joint_parent.__children.append(ms3d_joint)
    
                        matrix_global = ms3d_joint_parent.__matrix_global \
                                * matrix_local
                        ms3d_joint.__matrix_global = matrix_global
    
                        matrix_global_rot = ms3d_joint_parent.__matrix_global_rot \
                                * matrix_local_rot
                        ms3d_joint.__matrix_global_rot = matrix_global_rot
    
            ##########################
            # ms3d_joint to blender_edit_bone
            if ms3d_model.model_ex_object and not self.options_use_joint_size:
                joint_length = ms3d_model.model_ex_object.joint_size
            else:
                joint_length = self.options_joint_size
            if joint_length < 0.01:
                joint_length = 0.01
    
            blender_scene.objects.active = blender_armature_object
            enable_edit_mode(True, blender_context)
            for ms3d_joint in ms3d_joints_ordered:
                blender_edit_bone = blender_armature.edit_bones.new(ms3d_joint.name)
                blender_edit_bone.use_connect = False
                blender_edit_bone.use_inherit_rotation = True
                blender_edit_bone.use_inherit_scale = True
                blender_edit_bone.use_local_location = True
                blender_armature.edit_bones.active = blender_edit_bone
    
                ms3d_joint = ms3d_joint_by_name[ms3d_joint.name]
                ms3d_joint_vector = ms3d_joint.__matrix_global * Vector()
    
                blender_edit_bone.head \
                        = self.geometry_correction(ms3d_joint_vector)
    
                vector_tail_end_up = ms3d_joint.__matrix_global_rot * Vector((0,1,0))
                vector_tail_end_dir = ms3d_joint.__matrix_global_rot * Vector((0,0,1))
                vector_tail_end_up.normalize()
                vector_tail_end_dir.normalize()
                blender_edit_bone.tail = blender_edit_bone.head \
                        + self.geometry_correction(
                        vector_tail_end_dir * joint_length)
                blender_edit_bone.align_roll(self.geometry_correction(
                        vector_tail_end_up))
    
                if ms3d_joint.parent_name:
                    ms3d_joint_parent = ms3d_joint_by_name[ms3d_joint.parent_name]
                    blender_edit_bone_parent = ms3d_joint_parent.blender_edit_bone
                    blender_edit_bone.parent = blender_edit_bone_parent
    
                ms3d_joint.blender_bone_name = blender_edit_bone.name
                ms3d_joint.blender_edit_bone = blender_edit_bone
            enable_edit_mode(False, blender_context)
    
            if self.options_use_joint_to_bones:
                enable_edit_mode(True, blender_context)
                for ms3d_joint in ms3d_joints_ordered:
                    blender_edit_bone = blender_armature.edit_bones[ms3d_joint.name]
                    if blender_edit_bone.children:
                        new_length = 0.0
                        for child_bone in blender_edit_bone.children:
                            length = (child_bone.head - blender_edit_bone.head).length
                            if new_length <= 0 or length < new_length:
                                new_length = length
                        if new_length >= 0.01:
                            direction = blender_edit_bone.tail - blender_edit_bone.head
                            direction.normalize()
                            blender_edit_bone.tail = blender_edit_bone.head + (direction * new_length)
                enable_edit_mode(False, blender_context)
    
            ##########################
            # post process bones
            enable_edit_mode(False, blender_context)
            for ms3d_joint_name, ms3d_joint in ms3d_joint_by_name.items():
                blender_bone = blender_armature.bones.get(
                        ms3d_joint.blender_bone_name)
                if blender_bone is None:
                    continue
    
                blender_bone.ms3d.name = ms3d_joint.name
                blender_bone.ms3d.flags = Ms3dUi.flags_from_ms3d(ms3d_joint.flags)
    
                ms3d_joint_ex = ms3d_joint.joint_ex_object
                if ms3d_joint_ex is not None:
                    blender_bone.ms3d.color = ms3d_joint_ex.color
    
                ms3d_comment = ms3d_joint.comment_object
                if ms3d_comment is not None:
                    blender_bone.ms3d.comment = ms3d_comment.comment
    
            ##########################
            if not self.options_use_animation:
                return blender_armature_object
    
    
            ##########################
            # process pose bones
            enable_pose_mode(True, blender_context)
    
            blender_action = blender_context.blend_data.actions.new(ms3d_action_name)
            if blender_armature_object.animation_data is None:
                blender_armature_object.animation_data_create()
            blender_armature_object.animation_data.action = blender_action
    
            ##########################
            # transition between keys may be incorrect
            # because of the gimbal-lock problem!
            # http://www.youtube.com/watch?v=zc8b2Jo7mno
            # http://www.youtube.com/watch?v=rrUCBOlJdt4
            # you can fix it manually by selecting the affected keyframes
            # and allpy the following option to it:
            # "Graph Editor -> Key -> Discontinuity (Euler) Filter"
            # ==> "bpy.ops.graph.euler_filter()"
            # but this option is only available for Euler rotation f-curves!
            #
            for ms3d_joint_name, ms3d_joint in ms3d_joint_by_name.items():
                blender_pose_bone = blender_armature_object.pose.bones.get(
                        ms3d_joint.blender_bone_name)
                if blender_pose_bone is None:
                    continue
    
                data_path = blender_pose_bone.path_from_id('location')
                fcurve_location_x = blender_action.fcurves.new(data_path, index=0)
                fcurve_location_y = blender_action.fcurves.new(data_path, index=1)
                fcurve_location_z = blender_action.fcurves.new(data_path, index=2)
                for translation_key_frames in ms3d_joint.translation_key_frames:
                    frame = (translation_key_frames.time * ms3d_model.animation_fps)
                    matrix_local = Matrix.Translation(
                            Vector(translation_key_frames.position))
                    v = (matrix_local) * Vector()
                    fcurve_location_x.keyframe_points.insert(frame, -v[0])
                    fcurve_location_y.keyframe_points.insert(frame, v[2])
                    fcurve_location_z.keyframe_points.insert(frame, v[1])
    
                if self.options_use_quaternion_rotation:
                    blender_pose_bone.rotation_mode = 'QUATERNION'
                    data_path = blender_pose_bone.path_from_id("rotation_quaternion")
                    fcurve_rotation_w = blender_action.fcurves.new(data_path, index=0)
                    fcurve_rotation_x = blender_action.fcurves.new(data_path, index=1)
                    fcurve_rotation_y = blender_action.fcurves.new(data_path, index=2)
                    fcurve_rotation_z = blender_action.fcurves.new(data_path, index=3)
                    for rotation_key_frames in ms3d_joint.rotation_key_frames:
                        frame = (rotation_key_frames.time * ms3d_model.animation_fps)
                        matrix_local_rot = (
                                Matrix.Rotation(
                                        rotation_key_frames.rotation[2], 4, 'Y')
                                * Matrix.Rotation(
                                        rotation_key_frames.rotation[1], 4, 'Z')
                                ) * Matrix.Rotation(
                                        -rotation_key_frames.rotation[0], 4, 'X')
                        q = (matrix_local_rot).to_quaternion()
                        fcurve_rotation_w.keyframe_points.insert(frame, q.w)
                        fcurve_rotation_x.keyframe_points.insert(frame, q.x)
                        fcurve_rotation_y.keyframe_points.insert(frame, q.y)
                        fcurve_rotation_z.keyframe_points.insert(frame, q.z)
                else:
                    blender_pose_bone.rotation_mode = 'XZY'
                    data_path = blender_pose_bone.path_from_id("rotation_euler")
                    fcurve_rotation_x = blender_action.fcurves.new(data_path, index=0)
                    fcurve_rotation_y = blender_action.fcurves.new(data_path, index=1)
                    fcurve_rotation_z = blender_action.fcurves.new(data_path, index=2)
                    for rotation_key_frames in ms3d_joint.rotation_key_frames:
                        frame = (rotation_key_frames.time * ms3d_model.animation_fps)
                        fcurve_rotation_x.keyframe_points.insert(
                                frame, -rotation_key_frames.rotation[0])
                        fcurve_rotation_y.keyframe_points.insert(
                                frame, rotation_key_frames.rotation[2])
                        fcurve_rotation_z.keyframe_points.insert(
                                frame, rotation_key_frames.rotation[1])
    
            enable_pose_mode(False, blender_context)
    
            return blender_armature_object
    
    
        ###########################################################################
        def geometry_correction(self, value):
            return Vector((value[2], value[0], value[1]))
    
    
        ###########################################################################
        def build_ms3d_joint_dependency_order(self, ms3d_joints, ms3d_joints_ordered):
            ms3d_joints_children = {"": {}}
            for ms3d_joint in ms3d_joints:
                if ms3d_joint.parent_name:
                    ms3d_joint_children = ms3d_joints_children.get(
                            ms3d_joint.parent_name)
                    if ms3d_joint_children is None:
                        ms3d_joint_children = ms3d_joints_children[
                                ms3d_joint.parent_name] = {}
                else:
                    ms3d_joint_children = ms3d_joints_children[""]
    
                ms3d_joint_children[ms3d_joint.name] = ms3d_joint
    
            self.traverse_dependencies(
                    ms3d_joints_ordered,
                    ms3d_joints_children,
                    "")
    
    
            return ms3d_joints_ordered
    
    
        ###########################################################################
        def traverse_dependencies(self, ms3d_joints_ordered, ms3d_joints_children,
                key):
            ms3d_joint_children = ms3d_joints_children.get(key)
            if ms3d_joint_children:
                for item in ms3d_joint_children.items():
                    ms3d_joint_name = item[0]
                    ms3d_joint = item[1]
                    ms3d_joints_ordered.append(ms3d_joint)
                    self.traverse_dependencies(
                            ms3d_joints_ordered,
                            ms3d_joints_children,
                            ms3d_joint_name)