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animate.py
ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
Bake SMPL motion (from HumanML3D [T, 263] features) onto a UniRig-rigged GLB.
Retargeting method: world-direction matching
ββββββββββββββββββββββββββββββββββββββββββββ
Commercial retargeters (Mixamo, Rokoko, MotionBuilder) avoid rest-pose
convention mismatches by matching WORLD BONE DIRECTIONS, not local rotations.
Algorithm (per frame, per bone):
1. Run t2m FK with HumanML3D 6D rotations β world bone direction d_t2m
2. Flip X axis: t2m +X = character's LEFT; SMPL/UniRig +X = character's RIGHT
So d_desired = (-d_t2m_x, d_t2m_y, d_t2m_z) in SMPL/UniRig world frame
3. d_rest = normalize(ur_pos[bone] - ur_pos[parent]) from GLB inverse bind matrices
4. R_world = R_between(d_rest, d_desired) -- minimal rotation in world space
5. local_rot = inv(R_world[parent]) @ R_world[bone]
6. pose_rot_delta = inv(rest_r) @ local_rot -- composing with glTF rest rotation
This avoids all rest-pose convention issues:
- t2m canonical arms point DOWN: handled automatically
- t2m canonical hips/shoulders have inverted X: handled by the X-flip
- UniRig non-identity rest rotations: handled by inv(rest_r) composition
Key bugs fixed vs previous version:
- IBM column-major: glTF IBMs are column-major; was using inv(ibm)[:3,3] (zeros).
Fixed to inv(ibm.T)[:3,3] which gives correct world-space bone positions.
- Normalisation: was mixing ur/smpl Y ranges, causing wrong height alignment.
Fixed with independent per-skeleton Y normalisation.
- Rotation convention: was applying t2m rotations directly without X-flip.
Fixed by world-direction matching with coordinate-frame conversion.
"""
from __future__ import annotations
import os
import re
import numpy as np
from typing import Union
from .smpl import SMPLMotion, hml3d_to_smpl_motion
# ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
# T2M (HumanML3D) skeleton constants
# Source: HumanML3D/common/paramUtil.py
# ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
T2M_RAW_OFFSETS = np.array([
[ 0, 0, 0], # 0 Hips (root)
[ 1, 0, 0], # 1 LeftUpLeg +X = character LEFT in t2m convention
[-1, 0, 0], # 2 RightUpLeg
[ 0, 1, 0], # 3 Spine
[ 0,-1, 0], # 4 LeftLeg
[ 0,-1, 0], # 5 RightLeg
[ 0, 1, 0], # 6 Spine1
[ 0,-1, 0], # 7 LeftFoot
[ 0,-1, 0], # 8 RightFoot
[ 0, 1, 0], # 9 Spine2
[ 0, 0, 1], # 10 LeftToeBase
[ 0, 0, 1], # 11 RightToeBase
[ 0, 1, 0], # 12 Neck
[ 1, 0, 0], # 13 LeftShoulder +X = character LEFT
[-1, 0, 0], # 14 RightShoulder
[ 0, 0, 1], # 15 Head
[ 0,-1, 0], # 16 LeftArm arms hang DOWN in t2m canonical
[ 0,-1, 0], # 17 RightArm
[ 0,-1, 0], # 18 LeftForeArm
[ 0,-1, 0], # 19 RightForeArm
[ 0,-1, 0], # 20 LeftHand
[ 0,-1, 0], # 21 RightHand
], dtype=np.float64)
T2M_KINEMATIC_CHAIN = [
[0, 2, 5, 8, 11], # Hips -> RightUpLeg -> RightLeg -> RightFoot -> RightToe
[0, 1, 4, 7, 10], # Hips -> LeftUpLeg -> LeftLeg -> LeftFoot -> LeftToe
[0, 3, 6, 9, 12, 15], # Hips -> Spine -> Spine1 -> Spine2 -> Neck -> Head
[9, 14, 17, 19, 21], # Spine2 -> RightShoulder -> RightArm -> RightForeArm -> RightHand
[9, 13, 16, 18, 20], # Spine2 -> LeftShoulder -> LeftArm -> LeftForeArm -> LeftHand
]
# Parent joint index for each of the 22 t2m joints
T2M_PARENTS = [-1] * 22
for _chain in T2M_KINEMATIC_CHAIN:
for _k in range(1, len(_chain)):
T2M_PARENTS[_chain[_k]] = _chain[_k - 1]
# ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
# SMPL joint names / T-pose (for bone mapping reference)
# ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
SMPL_NAMES = [
"Hips", "LeftUpLeg", "RightUpLeg", "Spine",
"LeftLeg", "RightLeg", "Spine1", "LeftFoot",
"RightFoot", "Spine2", "LeftToeBase", "RightToeBase",
"Neck", "LeftShoulder", "RightShoulder","Head",
"LeftArm", "RightArm", "LeftForeArm", "RightForeArm",
"LeftHand", "RightHand",
]
# Approximate T-pose joint world positions in metres (Y-up, facing +Z)
# +X = character's RIGHT (standard SMPL/UniRig convention)
SMPL_TPOSE = np.array([
[ 0.000, 0.920, 0.000], # 0 Hips
[-0.095, 0.920, 0.000], # 1 LeftUpLeg (character's left = -X)
[ 0.095, 0.920, 0.000], # 2 RightUpLeg
[ 0.000, 0.980, 0.000], # 3 Spine
[-0.095, 0.495, 0.000], # 4 LeftLeg
[ 0.095, 0.495, 0.000], # 5 RightLeg
[ 0.000, 1.050, 0.000], # 6 Spine1
[-0.095, 0.075, 0.000], # 7 LeftFoot
[ 0.095, 0.075, 0.000], # 8 RightFoot
[ 0.000, 1.120, 0.000], # 9 Spine2
[-0.095, 0.000, -0.020], # 10 LeftToeBase
[ 0.095, 0.000, -0.020], # 11 RightToeBase
[ 0.000, 1.370, 0.000], # 12 Neck
[-0.130, 1.290, 0.000], # 13 LeftShoulder
[ 0.130, 1.290, 0.000], # 14 RightShoulder
[ 0.000, 1.500, 0.000], # 15 Head
[-0.330, 1.290, 0.000], # 16 LeftArm
[ 0.330, 1.290, 0.000], # 17 RightArm
[-0.630, 1.290, 0.000], # 18 LeftForeArm
[ 0.630, 1.290, 0.000], # 19 RightForeArm
[-0.910, 1.290, 0.000], # 20 LeftHand
[ 0.910, 1.290, 0.000], # 21 RightHand
], dtype=np.float32)
# Name hint table: lowercase substrings -> SMPL joint index
_NAME_HINTS: list[tuple[list[str], int]] = [
(["hips","pelvis","root"], 0),
(["leftupleg","l_upleg","leftthigh","lefthip","thigh_l"], 1),
(["rightupleg","r_upleg","rightthigh","righthip","thigh_r"], 2),
(["spine","spine0","spine_01"], 3),
(["leftleg","leftknee","lowerleg_l","knee_l"], 4),
(["rightleg","rightknee","lowerleg_r","knee_r"], 5),
(["spine1","spine_02"], 6),
(["leftfoot","l_foot","foot_l"], 7),
(["rightfoot","r_foot","foot_r"], 8),
(["spine2","spine_03","chest"], 9),
(["lefttoebase","lefttoe","l_toe","toe_l"], 10),
(["righttoebase","righttoe","r_toe","toe_r"], 11),
(["neck"], 12),
(["leftshoulder","leftcollar","clavicle_l"], 13),
(["rightshoulder","rightcollar","clavicle_r"], 14),
(["head"], 15),
(["leftarm","upperarm_l","l_arm"], 16),
(["rightarm","upperarm_r","r_arm"], 17),
(["leftforearm","lowerarm_l","l_forearm"], 18),
(["rightforearm","lowerarm_r","r_forearm"], 19),
(["lefthand","hand_l","l_hand"], 20),
(["righthand","hand_r","r_hand"], 21),
]
# ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
# Quaternion helpers (scalar-first WXYZ convention throughout)
# ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
_ID_QUAT = np.array([1., 0., 0., 0.], dtype=np.float32)
_ID_MAT3 = np.eye(3, dtype=np.float64)
def _qmul(a: np.ndarray, b: np.ndarray) -> np.ndarray:
aw, ax, ay, az = a
bw, bx, by, bz = b
return np.array([
aw*bw - ax*bx - ay*by - az*bz,
aw*bx + ax*bw + ay*bz - az*by,
aw*by - ax*bz + ay*bw + az*bx,
aw*bz + ax*by - ay*bx + az*bw,
], dtype=np.float32)
def _qnorm(q: np.ndarray) -> np.ndarray:
n = np.linalg.norm(q)
return (q / n) if n > 1e-12 else _ID_QUAT.copy()
def _qinv(q: np.ndarray) -> np.ndarray:
"""Conjugate = inverse for unit quaternion."""
return q * np.array([1., -1., -1., -1.], dtype=np.float32)
def _quat_to_mat(q: np.ndarray) -> np.ndarray:
"""WXYZ quaternion -> 3x3 rotation matrix (float64)."""
w, x, y, z = q.astype(np.float64)
return np.array([
[1-2*(y*y+z*z), 2*(x*y-w*z), 2*(x*z+w*y)],
[ 2*(x*y+w*z), 1-2*(x*x+z*z), 2*(y*z-w*x)],
[ 2*(x*z-w*y), 2*(y*z+w*x), 1-2*(x*x+y*y)],
], dtype=np.float64)
def _mat_to_quat(m: np.ndarray) -> np.ndarray:
"""3x3 rotation matrix -> WXYZ quaternion (float32, positive-W)."""
from scipy.spatial.transform import Rotation
xyzw = Rotation.from_matrix(m.astype(np.float64)).as_quat()
wxyz = np.array([xyzw[3], xyzw[0], xyzw[1], xyzw[2]], dtype=np.float32)
if wxyz[0] < 0:
wxyz = -wxyz
return wxyz
def _r_between(u: np.ndarray, v: np.ndarray) -> np.ndarray:
"""
Minimal rotation matrix (3x3) that maps unit vector u to unit vector v.
Uses the Rodrigues formula; handles parallel/antiparallel cases.
"""
u = u / (np.linalg.norm(u) + 1e-12)
v = v / (np.linalg.norm(v) + 1e-12)
c = float(np.dot(u, v))
if c >= 1.0 - 1e-7:
return _ID_MAT3.copy()
if c <= -1.0 + 1e-7:
# 180 degree rotation: pick any perpendicular axis
perp = np.array([1., 0., 0.]) if abs(u[0]) < 0.9 else np.array([0., 1., 0.])
ax = np.cross(u, perp)
ax /= np.linalg.norm(ax)
return 2.0 * np.outer(ax, ax) - _ID_MAT3
ax = np.cross(u, v) # sin(theta) * rotation axis
s = np.linalg.norm(ax)
K = np.array([[ 0, -ax[2], ax[1]],
[ ax[2], 0, -ax[0]],
[-ax[1], ax[0], 0]], dtype=np.float64)
return _ID_MAT3 + K + K @ K * ((1.0 - c) / (s * s + 1e-12))
# ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
# GLB skin reader
# ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
def _read_glb_skin(rigged_glb: str):
"""
Return (gltf, skin, ibm[n,4,4], node_trs{name->(t,r_wxyz,s)},
bone_names[], bone_parent_map{name->parent_name_or_None}).
ibm is stored as-read from the binary blob (column-major from glTF spec).
Callers must use inv(ibm[i].T)[:3,3] to get correct world positions.
"""
import base64
import pygltflib
gltf = pygltflib.GLTF2().load(rigged_glb)
if not gltf.skins:
raise ValueError(f"No skin found in {rigged_glb}")
skin = gltf.skins[0]
def _raw_bytes(buf):
if buf.uri is None:
return bytes(gltf.binary_blob())
if buf.uri.startswith("data:"):
return base64.b64decode(buf.uri.split(",", 1)[1])
from pathlib import Path
return (Path(rigged_glb).parent / buf.uri).read_bytes()
acc = gltf.accessors[skin.inverseBindMatrices]
bv = gltf.bufferViews[acc.bufferView]
raw = _raw_bytes(gltf.buffers[bv.buffer])
start = (bv.byteOffset or 0) + (acc.byteOffset or 0)
n = acc.count
ibm = np.frombuffer(raw[start: start + n * 64], dtype=np.float32).reshape(n, 4, 4)
# Build node parent map (node_index -> parent_node_index)
node_parent: dict[int, int] = {}
for ni, node in enumerate(gltf.nodes):
for child_idx in (node.children or []):
node_parent[child_idx] = ni
joint_set = set(skin.joints)
bone_names = []
node_trs: dict[str, tuple] = {}
bone_parent_map: dict[str, str | None] = {}
for i, j_idx in enumerate(skin.joints):
node = gltf.nodes[j_idx]
name = node.name or f"bone_{i}"
bone_names.append(name)
t = np.array(node.translation or [0., 0., 0.], dtype=np.float32)
r_xyzw = np.array(node.rotation or [0., 0., 0., 1.], dtype=np.float32)
s = np.array(node.scale or [1., 1., 1.], dtype=np.float32)
r_wxyz = np.array([r_xyzw[3], r_xyzw[0], r_xyzw[1], r_xyzw[2]], dtype=np.float32)
node_trs[name] = (t, r_wxyz, s)
# Find parent bone (walk up node hierarchy to nearest joint)
parent_node = node_parent.get(j_idx)
parent_name: str | None = None
while parent_node is not None:
if parent_node in joint_set:
pnode = gltf.nodes[parent_node]
parent_name = pnode.name or f"bone_{skin.joints.index(parent_node)}"
break
parent_node = node_parent.get(parent_node)
bone_parent_map[name] = parent_name
print(f"[GLB] {len(bone_names)} bones from skin '{skin.name or 'Armature'}'")
return gltf, skin, ibm, node_trs, bone_names, bone_parent_map
# ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
# Bone mapping
# ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
def _strip_name(name: str) -> str:
name = re.sub(r'^(mixamorig:|j_bip_[lcr]_|cc_base_|bip01_|rig:|chr:)',
"", name, flags=re.IGNORECASE)
return re.sub(r'[_\-\s.]', "", name).lower()
def build_bone_map(
rigged_glb: str,
verbose: bool = True,
) -> tuple[dict, dict, float, dict, dict]:
"""
Map UniRig bone names -> SMPL joint index by spatial proximity + name hints.
Returns
-------
bone_to_smpl : {bone_name: smpl_joint_index}
node_trs : {bone_name: (t[3], r_wxyz[4], s[3])}
height_scale : float (UniRig height / SMPL reference height)
bone_parent_map : {bone_name: parent_bone_name_or_None}
ur_pos_by_name : {bone_name: world_pos[3]}
"""
_gltf, _skin, ibm, node_trs, bone_names, bone_parent_map = _read_glb_skin(rigged_glb)
# FIX: glTF IBMs are stored column-major.
# numpy reads as row-major, so the stored data is the TRANSPOSE of the actual matrix.
# Correct world position = inv(actual_IBM)[:3,3] = inv(ibm[i].T)[:3,3]
ur_pos = np.array([
np.linalg.inv(ibm[i].T)[:3, 3] for i in range(len(bone_names))
], dtype=np.float32)
ur_pos_by_name = {name: ur_pos[i] for i, name in enumerate(bone_names)}
# Scale SMPL T-pose to match character height
ur_h = ur_pos[:, 1].max() - ur_pos[:, 1].min()
sm_h = SMPL_TPOSE[:, 1].max() - SMPL_TPOSE[:, 1].min()
h_sc = (ur_h / sm_h) if sm_h > 1e-6 else 1.0
sm_pos = SMPL_TPOSE * h_sc
# FIX: Normalise ur and smpl Y ranges independently (floor=0, top=1 for each).
# The old code used a shared reference which caused floor offsets to misalign.
def _norm_independent(pos, own_range_min, own_range_max, x_range, z_range):
p = pos.copy().astype(np.float64)
y_range = (own_range_max - own_range_min) or 1.0
p[:, 0] /= (x_range or 1.0)
p[:, 1] = (p[:, 1] - own_range_min) / y_range
p[:, 2] /= (z_range or 1.0)
return p
# Common X/Z scale (use both skeletons' width for reference)
x_range = max(
abs(ur_pos[:, 0].max() - ur_pos[:, 0].min()),
abs(sm_pos[:, 0].max() - sm_pos[:, 0].min()),
) or 1.0
z_range = max(
abs(ur_pos[:, 2].max() - ur_pos[:, 2].min()),
abs(sm_pos[:, 2].max() - sm_pos[:, 2].min()),
) or 1.0
ur_n = _norm_independent(ur_pos, ur_pos[:, 1].min(), ur_pos[:, 1].max(), x_range, z_range)
sm_n = _norm_independent(sm_pos, sm_pos[:, 1].min(), sm_pos[:, 1].max(), x_range, z_range)
dist = np.linalg.norm(ur_n[:, None] - sm_n[None], axis=-1) # [M, 22]
d_sc = 1.0 - np.clip(dist / (dist.max() + 1e-9), 0, 1)
# Name hint score
n_sc = np.zeros((len(bone_names), 22), dtype=np.float32)
for mi, bname in enumerate(bone_names):
stripped = _strip_name(bname)
for kws, ji in _NAME_HINTS:
if any(kw in stripped for kw in kws):
n_sc[mi, ji] = 1.0
combined = 0.6 * d_sc + 0.4 * n_sc # [M, 22]
# Greedy assignment
THRESHOLD = 0.35
pairs = sorted(
((mi, ji, combined[mi, ji])
for mi in range(len(bone_names))
for ji in range(22)),
key=lambda x: -x[2],
)
bone_to_smpl: dict[str, int] = {}
taken: set[int] = set()
for mi, ji, score in pairs:
if score < THRESHOLD:
break
bname = bone_names[mi]
if bname in bone_to_smpl or ji in taken:
continue
bone_to_smpl[bname] = ji
taken.add(ji)
if verbose:
n_mapped = len(bone_to_smpl)
print(f"\n[MAP] {n_mapped}/{len(bone_names)} bones mapped to SMPL joints:")
for bname, ji in sorted(bone_to_smpl.items(), key=lambda x: x[1]):
print(f" {bname:<40} -> {SMPL_NAMES[ji]}")
unmapped = [n for n in bone_names if n not in bone_to_smpl]
if unmapped:
preview = ", ".join(unmapped[:8])
print(f"[MAP] {len(unmapped)} unmapped (identity): {preview}"
+ (" ..." if len(unmapped) > 8 else ""))
print()
return bone_to_smpl, node_trs, h_sc, bone_parent_map, ur_pos_by_name
# ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
# T2M forward kinematics (world rotation matrices)
# ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
def _compute_t2m_world_rots(
root_rot_wxyz: np.ndarray, # [4] WXYZ
local_rots_wxyz: np.ndarray, # [21, 4] WXYZ (joints 1-21)
) -> np.ndarray:
"""
Compute accumulated world rotation matrices for all 22 t2m joints at one frame.
Matches skeleton.py's forward_kinematics_cont6d_np: each chain RESETS to R_root.
Returns [22, 3, 3] world rotation matrices.
"""
R_root = _quat_to_mat(root_rot_wxyz)
world_rots = np.zeros((22, 3, 3), dtype=np.float64)
world_rots[0] = R_root
for chain in T2M_KINEMATIC_CHAIN:
R = R_root.copy() # always start from R_root (matches skeleton.py)
for i in range(1, len(chain)):
j = chain[i]
R_local = _quat_to_mat(local_rots_wxyz[j - 1]) # j-1: joints 1-21
R = R @ R_local
world_rots[j] = R
return world_rots
# ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
# Keyframe builder β world-direction matching
# ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
def build_keyframes(
motion: SMPLMotion,
bone_to_smpl: dict[str, int],
node_trs: dict[str, tuple],
height_scale: float,
bone_parent_map: dict[str, str | None],
ur_pos_by_name: dict[str, np.ndarray],
) -> list[dict]:
"""
Convert SMPLMotion -> List[Dict[bone_name -> (loc, rot_delta, scale)]]
using world-direction matching retargeting.
"""
T = motion.num_frames
zeros3 = np.zeros(3, dtype=np.float32)
ones3 = np.ones(3, dtype=np.float32)
# Topological order: root joints (si==0) first, then by SMPL joint index
# (parents always have lower SMPL indices in the kinematic chain)
sorted_bones = sorted(bone_to_smpl.keys(), key=lambda b: bone_to_smpl[b])
keyframes: list[dict] = []
for ti in range(T):
frame: dict = {}
# T2M world rotation matrices for this frame
world_rots_t2m = _compute_t2m_world_rots(
motion.root_rot[ti].astype(np.float64),
motion.local_rot[ti].astype(np.float64),
)
# Track UniRig world rotations per bone (needed for child local rotations)
world_rot_ur: dict[str, np.ndarray] = {}
for bname in sorted_bones:
si = bone_to_smpl[bname]
rest_t, rest_r, _rest_s = node_trs[bname]
rest_t = rest_t.astype(np.float32)
rest_r_mat = _quat_to_mat(rest_r)
# ββ Root bone (si == 0): drive world translation + facing rotation ββ
if si == 0:
world_pos = motion.root_pos[ti].astype(np.float64) * height_scale
pose_loc = (world_pos - rest_t.astype(np.float64)).astype(np.float32)
# Root world rotation = t2m root rotation (Y-axis only)
R_world_root = _quat_to_mat(motion.root_rot[ti])
world_rot_ur[bname] = R_world_root
# pose_rot_delta = inv(rest_r) @ target_world_rot
pose_rot_mat = rest_r_mat.T @ R_world_root
pose_rot = _mat_to_quat(pose_rot_mat)
frame[bname] = (pose_loc, pose_rot, ones3)
continue
# ββ Non-root bone: world-direction matching ββββββββββββββββββββββ
# T2M world bone direction (in t2m coordinate frame)
raw_dir_t2m = world_rots_t2m[si] @ T2M_RAW_OFFSETS[si] # [3]
# COORDINATE FRAME CONVERSION: t2m +X = character LEFT; SMPL +X = character RIGHT
# Flip X to convert t2m world directions -> SMPL/UniRig world directions
d_desired = np.array([-raw_dir_t2m[0], raw_dir_t2m[1], raw_dir_t2m[2]])
d_desired_norm = d_desired / (np.linalg.norm(d_desired) + 1e-12)
# UniRig rest bone direction (from inverse bind matrices, world space)
parent_b = bone_parent_map.get(bname)
if parent_b and parent_b in ur_pos_by_name:
d_rest = (ur_pos_by_name[bname] - ur_pos_by_name[parent_b]).astype(np.float64)
else:
d_rest = ur_pos_by_name[bname].astype(np.float64)
d_rest_norm = d_rest / (np.linalg.norm(d_rest) + 1e-12)
# Minimal world-space rotation: rest direction -> desired direction
R_world_desired = _r_between(d_rest_norm, d_desired_norm) # [3, 3]
world_rot_ur[bname] = R_world_desired
# Local rotation = inv(parent_world) @ R_world_desired
if parent_b and parent_b in world_rot_ur:
R_parent = world_rot_ur[parent_b]
else:
R_parent = _ID_MAT3
local_rot_mat = R_parent.T @ R_world_desired # R_parent^-1 @ R_world
# pose_rot_delta = inv(rest_r) @ local_rot
# (glTF applies: final = rest_r @ pose_rot_delta = local_rot)
pose_rot_mat = rest_r_mat.T @ local_rot_mat
pose_rot = _mat_to_quat(pose_rot_mat)
frame[bname] = (zeros3, pose_rot, ones3)
keyframes.append(frame)
return keyframes
# ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
# Public API
# ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
def animate_glb(
motion: Union[np.ndarray, list, SMPLMotion],
rigged_glb: str,
output_glb: str,
fps: float = 20.0,
start_frame: int = 0,
num_frames: int = -1,
) -> str:
"""
Bake a HumanML3D motion clip onto a UniRig-rigged GLB.
Parameters
----------
motion : [T, 263] ndarray, list, or pre-parsed SMPLMotion
rigged_glb : path to UniRig merge output (.glb with a skin)
output_glb : destination path for animated GLB
fps : frame rate embedded in the animation track
start_frame / num_frames : optional clip range (-1 = all frames)
Returns str absolute path to output_glb.
"""
from .io.gltf_io import write_gltf_animation
# 1. Parse motion
if isinstance(motion, SMPLMotion):
smpl = motion
else:
data = np.asarray(motion, dtype=np.float32)
if data.ndim != 2 or data.shape[1] < 193:
raise ValueError(f"Expected [T, 263] HumanML3D features, got {data.shape}")
smpl = hml3d_to_smpl_motion(data, fps=fps)
# 2. Slice
end = (start_frame + num_frames) if num_frames > 0 else smpl.num_frames
smpl = smpl.slice(start_frame, end)
print(f"[animate] {smpl.num_frames} frames @ {fps:.0f} fps -> {output_glb}")
# 3. Build bone map (now returns parent map and world positions too)
bone_to_smpl, node_trs, h_sc, bone_parent_map, ur_pos_by_name = \
build_bone_map(rigged_glb, verbose=True)
if not bone_to_smpl:
raise RuntimeError(
"build_bone_map returned 0 matches. "
"Ensure the GLB has a valid skin with readable inverse bind matrices."
)
# 4. Build keyframes using world-direction matching
keyframes = build_keyframes(smpl, bone_to_smpl, node_trs, h_sc,
bone_parent_map, ur_pos_by_name)
# 5. Write GLB
out_dir = os.path.dirname(os.path.abspath(output_glb))
if out_dir:
os.makedirs(out_dir, exist_ok=True)
write_gltf_animation(
source_filepath=rigged_glb,
dest_armature=None,
keyframes=keyframes,
output_filepath=output_glb,
fps=float(fps),
)
return output_glb
# Backwards-compatibility alias
def animate_glb_from_hml3d(
motion, rigged_glb, output_glb, fps=20, start_frame=0, num_frames=-1
):
return animate_glb(
motion, rigged_glb, output_glb,
fps=fps, start_frame=start_frame, num_frames=num_frames,
)
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