Commit
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5e29a61
1
Parent(s):
63d4b3a
add files
Browse files- .gitattributes +4 -1
- 3D-assets/3f2a7538253e42a8/body.mtl +8 -0
- 3D-assets/3f2a7538253e42a8/body.obj +3 -0
- 3D-assets/3f2a7538253e42a8/body.png +3 -0
- 3D-assets/SwingDancing.npy +0 -0
- 3D-assets/blender-3.1.2-linux-x64.tar.xz +3 -0
- 3D-assets/skeleton.npy +0 -0
- 3D-assets/skeleton_nohand.npy +0 -0
- 3D-assets/smpl.pkl +0 -0
- LICENSE.md +201 -0
- README.md +12 -0
- configuration.json +7 -0
- description/animation.gif +3 -0
- description/animation2.gif +3 -0
- skinning.py +223 -0
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LICENSE.md
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README.md
ADDED
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---
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license: apache-2.0
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tags:
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- computer vision
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- Animated avatar
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- 3D rigged human
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pipeline_tag: image-to-3d
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---
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Model for paper [En3D: An Enhanced Generative Model for Sculpting 3D Humans from 2D Synthetic Data](https://huggingface.co/papers/2401.01173).
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Originally hosted on [ModelScope](https://modelscope.cn/models/damo/cv_3d-human-animation).
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configuration.json
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{
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"framework": "pytorch",
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"task": "human3d-animation",
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"pipeline": {
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"type": "human3d-animation"
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}
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}
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description/animation.gif
ADDED
Git LFS Details
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description/animation2.gif
ADDED
Git LFS Details
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skinning.py
ADDED
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|
1 |
+
import bpy
|
2 |
+
import os
|
3 |
+
import sys
|
4 |
+
import argparse
|
5 |
+
from mathutils import Matrix
|
6 |
+
|
7 |
+
|
8 |
+
class ArgumentParserForBlender(argparse.ArgumentParser):
|
9 |
+
"""
|
10 |
+
This class is identical to its superclass, except for the parse_args
|
11 |
+
method (see docstring). It resolves the ambiguity generated when calling
|
12 |
+
Blender from the CLI with a python script, and both Blender and the script
|
13 |
+
have arguments. E.g., the following call will make Blender crash because
|
14 |
+
it will try to process the script's -a and -b flags:
|
15 |
+
>>> blender --python my_script.py -a 1 -b 2
|
16 |
+
|
17 |
+
To bypass this issue this class uses the fact that Blender will ignore all
|
18 |
+
arguments given after a double-dash ('--'). The approach is that all
|
19 |
+
arguments before '--' go to Blender, arguments after go to the script.
|
20 |
+
The following calls work fine:
|
21 |
+
>>> blender --python my_script.py -- -a 1 -b 2
|
22 |
+
>>> blender --python my_script.py --
|
23 |
+
"""
|
24 |
+
|
25 |
+
def _get_argv_after_doubledash(self):
|
26 |
+
"""
|
27 |
+
Given the sys.argv as a list of strings, this method returns the
|
28 |
+
sublist right after the '--' element (if present, otherwise returns
|
29 |
+
an empty list).
|
30 |
+
"""
|
31 |
+
try:
|
32 |
+
idx = sys.argv.index("--")
|
33 |
+
return sys.argv[idx + 1:] # the list after '--'
|
34 |
+
except ValueError as e: # '--' not in the list:
|
35 |
+
return []
|
36 |
+
|
37 |
+
# overrides superclass
|
38 |
+
def parse_args(self):
|
39 |
+
"""
|
40 |
+
This method is expected to behave identically as in the superclass,
|
41 |
+
except that the sys.argv list will be pre-processed using
|
42 |
+
_get_argv_after_doubledash before. See the docstring of the class for
|
43 |
+
usage examples and details.
|
44 |
+
"""
|
45 |
+
return super().parse_args(args=self._get_argv_after_doubledash())
|
46 |
+
|
47 |
+
|
48 |
+
def getKeyframes(ob):
|
49 |
+
if ob.type in ['MESH', 'ARMATURE'] and ob.animation_data:
|
50 |
+
for fc in ob.animation_data.action.fcurves:
|
51 |
+
if fc.data_path.endswith('rotation_euler'):
|
52 |
+
|
53 |
+
keyframe_list = []
|
54 |
+
for key in fc.keyframe_points:
|
55 |
+
# print('frame:',key.co[0],'value:',key.co[1])
|
56 |
+
keyframe_list.append(key.co[0])
|
57 |
+
|
58 |
+
keyframe_list = list(set(keyframe_list))
|
59 |
+
print('keyframe_list:')
|
60 |
+
# print(keyframe_list)
|
61 |
+
print(len(keyframe_list))
|
62 |
+
firstKFN = int(keyframe_list[0])
|
63 |
+
lastKFN = int(keyframe_list[-1])
|
64 |
+
# Only needs to check animation of one bone
|
65 |
+
return firstKFN, lastKFN
|
66 |
+
|
67 |
+
|
68 |
+
def init_scene():
|
69 |
+
bpy.ops.object.select_all(action='SELECT')
|
70 |
+
bpy.ops.object.delete(use_global=False)
|
71 |
+
|
72 |
+
|
73 |
+
def add_material_for_obj(obj, filepath):
|
74 |
+
obj.data.materials.clear()
|
75 |
+
# Load image into Blender
|
76 |
+
mat_name = 'mat' + '_%s' % os.path.basename(filepath)[:-4]
|
77 |
+
mat = bpy.data.materials.new(name=mat_name)
|
78 |
+
mat.use_nodes = True
|
79 |
+
obj.data.materials.append(mat)
|
80 |
+
matnodes = mat.node_tree.nodes
|
81 |
+
tex = matnodes.new("ShaderNodeTexImage")
|
82 |
+
# Assign the loaded image to the diffuse texture node
|
83 |
+
tex.image = bpy.data.images.load(filepath)
|
84 |
+
disp = bpy.data.materials[mat_name].node_tree.nodes["Principled BSDF"].inputs['Base Color']
|
85 |
+
mat.node_tree.links.new(disp, tex.outputs[0])
|
86 |
+
|
87 |
+
|
88 |
+
def import_obj(obj_path, img_path=None):
|
89 |
+
bpy.ops.import_scene.obj(filepath=obj_path, split_mode="OFF")
|
90 |
+
bpy.ops.object.shade_smooth()
|
91 |
+
# For some mysterious raison, this is necessary otherwise I cannot toggle shade smooth / shade flat
|
92 |
+
mesh = bpy.context.selected_objects[0]
|
93 |
+
if img_path is not None and os.path.exists(img_path):
|
94 |
+
add_material_for_obj(mesh, img_path)
|
95 |
+
else:
|
96 |
+
print('no texture for %s' % obj_path)
|
97 |
+
return mesh
|
98 |
+
|
99 |
+
|
100 |
+
def import_skeleton(filepath):
|
101 |
+
bpy.ops.import_anim.bvh(filepath=filepath, filter_glob="*.bvh", target='ARMATURE', global_scale=1, frame_start=1,
|
102 |
+
use_fps_scale=False, use_cyclic=False, rotate_mode='NATIVE', axis_forward='-Z', axis_up='Y')
|
103 |
+
|
104 |
+
|
105 |
+
def export_animated_mesh(gltf_path, IsAnimation):
|
106 |
+
# Create output directory if needed
|
107 |
+
output_dir = os.path.dirname(os.path.abspath(gltf_path))
|
108 |
+
if not os.path.isdir(output_dir):
|
109 |
+
os.makedirs(output_dir, exist_ok=True)
|
110 |
+
|
111 |
+
bpy.ops.object.select_all(action='SELECT')
|
112 |
+
|
113 |
+
if gltf_path != '':
|
114 |
+
bpy.ops.export_scene.gltf(filepath=gltf_path, export_format='GLB', export_selected=True,
|
115 |
+
export_morph=IsAnimation)
|
116 |
+
|
117 |
+
|
118 |
+
def remove_keyframes(object, frame):
|
119 |
+
action = object.animation_data.action
|
120 |
+
if action is None:
|
121 |
+
return
|
122 |
+
for fc in action.fcurves:
|
123 |
+
object.keyframe_delete(data_path=fc.data_path, frame=frame)
|
124 |
+
|
125 |
+
|
126 |
+
def apply_transfrom(ob, use_location=False, use_rotation=False, use_scale=False):
|
127 |
+
mb = ob.matrix_basis
|
128 |
+
I = Matrix()
|
129 |
+
loc, rot, scale = mb.decompose()
|
130 |
+
|
131 |
+
# rotation
|
132 |
+
T = Matrix.Translation(loc)
|
133 |
+
R = mb.to_3x3().normalized().to_4x4()
|
134 |
+
S = Matrix.Diagonal(scale).to_4x4()
|
135 |
+
|
136 |
+
transform = [I, I, I]
|
137 |
+
basis = [T, R, S]
|
138 |
+
|
139 |
+
def swap(i):
|
140 |
+
transform[i], basis[i] = basis[i], transform[i]
|
141 |
+
|
142 |
+
if use_location:
|
143 |
+
swap(0)
|
144 |
+
if use_rotation:
|
145 |
+
swap(1)
|
146 |
+
if use_scale:
|
147 |
+
swap(2)
|
148 |
+
|
149 |
+
M = transform[0] @ transform[1] @ transform[2]
|
150 |
+
if hasattr(ob.data, "transform"):
|
151 |
+
ob.data.transform(M)
|
152 |
+
for c in ob.children:
|
153 |
+
c.matrix_local = M @ c.matrix_local
|
154 |
+
|
155 |
+
ob.matrix_basis = basis[0] @ basis[1] @ basis[2]
|
156 |
+
|
157 |
+
|
158 |
+
if __name__ == '__main__':
|
159 |
+
parser = ArgumentParserForBlender()
|
160 |
+
parser.add_argument('--input', dest='input_dir', type=str, required=True,
|
161 |
+
help='Input directory')
|
162 |
+
parser.add_argument('--gltf_path', dest='gltf_path', type=str, required=True,
|
163 |
+
help='Input directory')
|
164 |
+
parser.add_argument('--action', dest='action', type=str, required=False,
|
165 |
+
help='action name')
|
166 |
+
|
167 |
+
args = parser.parse_args()
|
168 |
+
|
169 |
+
input_dir = args.input_dir
|
170 |
+
gltf_path = args.gltf_path
|
171 |
+
action = args.action
|
172 |
+
|
173 |
+
init_scene()
|
174 |
+
|
175 |
+
obj_path = os.path.join(input_dir, 'body.obj')
|
176 |
+
img_path = os.path.join(input_dir, 'body.png')
|
177 |
+
mesh = import_obj(obj_path, img_path=img_path)
|
178 |
+
|
179 |
+
skeleton_path = os.path.join(input_dir, 'skeleton_a.bvh')
|
180 |
+
import_skeleton(skeleton_path)
|
181 |
+
skeleton = bpy.context.selected_objects[0]
|
182 |
+
bpy.context.scene.render.fps = 30
|
183 |
+
|
184 |
+
## resize mesh, ske
|
185 |
+
times = 10000
|
186 |
+
mesh.scale = (times, times, times)
|
187 |
+
skeleton.scale = (times, times, times)
|
188 |
+
|
189 |
+
mesh.select_set(False)
|
190 |
+
skeleton.select_set(True)
|
191 |
+
bpy.context.view_layer.objects.active = skeleton
|
192 |
+
|
193 |
+
bpy.ops.object.mode_set(mode='POSE')
|
194 |
+
bpy.ops.pose.transforms_clear()
|
195 |
+
|
196 |
+
bpy.ops.object.mode_set(mode='OBJECT')
|
197 |
+
|
198 |
+
mesh.select_set(True)
|
199 |
+
skeleton.select_set(True)
|
200 |
+
bpy.context.view_layer.objects.active = skeleton
|
201 |
+
|
202 |
+
bpy.ops.object.parent_set(type='ARMATURE_AUTO')
|
203 |
+
|
204 |
+
ob = bpy.context.active_object
|
205 |
+
ob.scale = (1, 1, 1)
|
206 |
+
apply_transfrom(mesh, use_scale=True)
|
207 |
+
|
208 |
+
remove_keyframes(bpy.context.object, 1)
|
209 |
+
|
210 |
+
firstKFN, lastKFN = getKeyframes(skeleton)
|
211 |
+
IsAnimation = not (firstKFN == lastKFN)
|
212 |
+
if IsAnimation:
|
213 |
+
# Set Frame start and end
|
214 |
+
bpy.data.scenes[0].frame_start = firstKFN
|
215 |
+
bpy.data.scenes[0].frame_end = lastKFN
|
216 |
+
print("This is Animated Model")
|
217 |
+
else:
|
218 |
+
print("This is Static Model")
|
219 |
+
|
220 |
+
skeleton.name = "Armature"
|
221 |
+
mesh.name = "body"
|
222 |
+
|
223 |
+
export_animated_mesh(gltf_path, IsAnimation=False)
|