first commit
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.gitignore
vendored
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.gitignore
vendored
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output.txt
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361
ik_deepmimic_test.py
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ik_deepmimic_test.py
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import bpy
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import json
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from mathutils import Vector
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context = bpy.context
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scene = context.scene
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def generate_DM_skeleton():
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if bpy.ops.object.mode_set.poll():
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bpy.ops.object.mode_set(mode='OBJECT')
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# TODO: by disabling the "inherit_rotation" property of some bones, the "matrix_base" does not take into account the rotation of the parent.
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# This makes sense from an implementation standpoint, but not for our goal, namely:
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# We want to disable inherit_rotation in order to get the IK-solver going to correct solutions (hips should rotate).
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# But we want the calculated quaternion to be in LOCAL joint space, so we want it to be in relation to the parent's rotation.
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# Proposed solution: re-enable the inherit-rotation option and use another IK solver instead. (itasc)
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bpy.ops.object.armature_add(enter_editmode=True)
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obj = bpy.data.objects["Armature"]
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# obj = bpy.context.object
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obj.name = "DMS"
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# Rename armature
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armature = obj.data
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armature.name = "DeepMimicSkeleton"
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# Delete first auto-generated bone
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bpy.ops.armature.select_all(action='SELECT')
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bpy.ops.armature.delete()
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# Start adding bones
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root = armature.edit_bones.new("root")
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root.tail = (0.0, 0.0, 0.001)
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root.translate(Vector((0.0, 0.0, 0.0)))
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# Spine, chest and head
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spine = armature.edit_bones.new("spine")
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spine.parent = root
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spine.use_connect = True
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spine.tail = (0.0, 0.0, 0.236151)
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spine.translate(Vector((0.0, 0.0, 0.0)))
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chest = armature.edit_bones.new("chest")
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chest.parent = spine
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chest.use_connect = True
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chest.tail = (chest.parent.tail[0], chest.parent.tail[1], chest.parent.tail[2] + 0.223894)
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head = armature.edit_bones.new("head")
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head.parent = chest
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head.use_connect = True
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head.tail = (head.parent.tail[0], head.parent.tail[1], head.parent.tail[2] + 0.24)
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# Right arm
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right_upper_arm = armature.edit_bones.new("right_upper_arm")
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right_upper_arm.head = (chest.tail[0]-0.15, chest.tail[1], chest.tail[2])
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right_upper_arm.tail = (chest.tail[0]-0.15, chest.tail[1], chest.tail[2] - 0.28)
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right_upper_arm.parent = chest
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# right_upper_arm.use_inherit_rotation = False
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right_lower_arm = armature.edit_bones.new("right_lower_arm")
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right_lower_arm.parent = right_upper_arm
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right_lower_arm.use_connect = True
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right_lower_arm.tail = (right_lower_arm.parent.tail[0],
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right_lower_arm.parent.tail[1],
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right_lower_arm.parent.tail[2] - 0.24)
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right_hand = armature.edit_bones.new("right_hand")
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right_hand.parent = right_lower_arm
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right_hand.use_connect = True
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right_hand.tail = (right_hand.parent.tail[0],
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right_hand.parent.tail[1],
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right_hand.parent.tail[2] - 0.1)
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# Left arm
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left_upper_arm = armature.edit_bones.new("left_upper_arm")
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left_upper_arm.head = (chest.tail[0]+0.15, chest.tail[1], chest.tail[2])
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left_upper_arm.tail = (chest.tail[0]+0.15, chest.tail[1], chest.tail[2] - 0.28)
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left_upper_arm.parent = chest
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# left_upper_arm.use_inherit_rotation = False
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left_lower_arm = armature.edit_bones.new("left_lower_arm")
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left_lower_arm.parent = left_upper_arm
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left_lower_arm.use_connect = True
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left_lower_arm.tail = (left_lower_arm.parent.tail[0],
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left_lower_arm.parent.tail[1],
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left_lower_arm.parent.tail[2] - 0.24)
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left_hand = armature.edit_bones.new("left_hand")
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left_hand.parent = left_lower_arm
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left_hand.use_connect = True
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left_hand.tail = (left_hand.parent.tail[0],
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left_hand.parent.tail[1],
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left_hand.parent.tail[2] - 0.1)
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# Right leg
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right_thigh = armature.edit_bones.new("right_thigh")
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right_thigh.parent = root
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right_thigh.head = (-0.084887, 0.0, 0.0)
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right_thigh.tail = (-0.084887, 0.0, -0.421546)
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# right_thigh.use_inherit_rotation = False
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right_shin = armature.edit_bones.new("right_shin")
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right_shin.parent = right_thigh
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right_shin.use_connect = True
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right_shin.tail = (right_shin.parent.tail[0], right_shin.parent.tail[1], right_shin.parent.tail[2]-0.39)
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right_foot = armature.edit_bones.new("right_foot")
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right_foot.parent = right_shin
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right_foot.use_connect = True
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right_foot.tail = (right_foot.parent.tail[0], right_foot.parent.tail[1]-0.15, right_foot.parent.tail[2])
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# Left leg
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left_thigh = armature.edit_bones.new("left_thigh")
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left_thigh.parent = root
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left_thigh.head = (0.084887, 0.0, 0.0)
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left_thigh.tail = (0.084887, 0.0, -0.421546)
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# left_thigh.use_inherit_rotation = False
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left_shin = armature.edit_bones.new("left_shin")
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left_shin.parent = left_thigh
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left_shin.use_connect = True
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left_shin.tail = (left_shin.parent.tail[0], left_shin.parent.tail[1], left_shin.parent.tail[2]-0.39)
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left_foot = armature.edit_bones.new("left_foot")
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left_foot.parent = left_shin
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left_foot.use_connect = True
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left_foot.tail = (left_foot.parent.tail[0], left_foot.parent.tail[1]-0.15, left_foot.parent.tail[2])
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def constrain_DM_skeleton():
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if bpy.ops.object.mode_set.poll():
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bpy.ops.object.mode_set(mode='POSE')
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# Note that pose_bones are under: bpy.data.objects[...].pose.bones
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skel = bpy.data.objects['DMS']
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# Root
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root_con = skel.pose.bones['root'].constraints.new('COPY_TRANSFORMS')
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root_con.target = bpy.data.objects['rotation_prob']
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root_con.subtarget = "Hip"
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# Spine
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spine_con = skel.pose.bones['spine'].constraints.new('COPY_ROTATION')
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spine_con.target = bpy.data.objects['rotation_prob']
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spine_con.subtarget = "Hip"
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# Fixing rotation in elbow and knee joints:
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# 1) limit rotation constraint
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# 2) y- and z-rotations constrain from 0 to 0 degrees. "Fixed"
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# 3) Elbows: limit rotation in "Local space" from -180 to 0 degrees.
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# Knees: from 0 to 180 degrees
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# Knees
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rightshin = skel.pose.bones['right_shin']
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rightshin.ik_max_x = 3.1415
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rightshin.ik_min_x = 0
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rightshin.use_ik_limit_x = True
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rightshin.lock_ik_y = True
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rightshin.lock_ik_z = True
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rightshin.rotation_mode = 'AXIS_ANGLE'
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leftshin = skel.pose.bones['left_shin']
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leftshin.ik_max_x = 3.1415
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leftshin.ik_min_x = 0
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leftshin.use_ik_limit_x = True
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leftshin.lock_ik_y = True
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leftshin.lock_ik_z = True
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leftshin.rotation_mode = 'AXIS_ANGLE'
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# Elbows
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right_lower_arm = skel.pose.bones['right_lower_arm']
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right_lower_arm.ik_max_x = 0
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right_lower_arm.ik_min_x = -3.1415
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right_lower_arm.use_ik_limit_x = True
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right_lower_arm.lock_ik_y = True
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right_lower_arm.lock_ik_z = True
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right_lower_arm.rotation_mode = 'AXIS_ANGLE'
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left_lower_arm = skel.pose.bones['left_lower_arm']
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left_lower_arm.ik_max_x = 0
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left_lower_arm.ik_min_x = -3.1415
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left_lower_arm.use_ik_limit_x = True
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left_lower_arm.lock_ik_y = True
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left_lower_arm.lock_ik_z = True
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left_lower_arm.rotation_mode = 'AXIS_ANGLE'
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# IK settings
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skel.pose.ik_solver = "ITASC"
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skel.pose.ik_param.mode = "SIMULATION"
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def scale_skeleton():
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# Scale so that the distance from ankle to shoulders is the same
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# Set both objects to edit mode
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if bpy.ops.object.mode_set.poll():
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bpy.ops.object.mode_set(mode='EDIT')
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shoulder_DM = "right_upper_arm"
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shoulder_mocap = "ShoulderRight"
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ankle_DM = "right_foot"
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ankle_mocap = "AnkleRight"
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DMS = bpy.data.armatures['DeepMimicSkeleton']
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mocap_skel = bpy.data.armatures['rotation_prob']
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# Only take into account z-component
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mocap_height = mocap_skel.bones[shoulder_mocap].head_local[2] - mocap_skel.bones[ankle_mocap].head_local[2]
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DM_height = DMS.bones[shoulder_DM].head_local[2] - DMS.bones[ankle_DM].head_local[2]
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scale_factor = mocap_height/DM_height
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# Select all bones
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bpy.data.objects['DMS'].select_set(True)
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bpy.ops.armature.select_all(action='SELECT')
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# Scale
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bpy.ops.transform.resize(value=(scale_factor, scale_factor, scale_factor))
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def damped_track(arm, target_arm, bone: str, target_bone: str):
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constraint = arm.pose.bones[bone].constraints.new('DAMPED_TRACK')
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constraint.target = target_arm
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constraint.subtarget = target_bone
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constraint.head_tail = 1.0
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def follow_mocap_damped_tracks(arm, target_arm):
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bonedict = {
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# "right_upper_arm": "ShoulderRight",
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# "right_lower_arm": "ElbowRight",
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# "left_upper_arm": "ShoulderLeft",
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# "left_lower_arm": "ElbowLeft",
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# "right_thigh": "HipRight",
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# "right_shin": "KneeRight",
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# "left_thigh": "HipLeft",
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# "left_shin": "KneeLeft",
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"right_foot": "AnkleRight",
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"left_foot": "AnkleLeft",
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"right_hand": "WristRight",
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"left_hand": "WristLeft",
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"chest": "ShoulderCenter",
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"head": "Head"
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}
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for bone in bonedict.keys():
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damped_track(arm, target_arm, bone, bonedict[bone])
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def inverse_kinematic_constraint(arm, target_arm, bone: str, target_bone: str, chain_count: int):
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constraint = arm.pose.bones[bone].constraints.new('IK')
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constraint.target = target_arm
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constraint.subtarget = target_bone
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constraint.use_tail = True
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constraint.use_location = True
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constraint.use_stretch = True
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constraint.iterations = 500
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constraint.chain_count = chain_count
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def follow_mocap_IK(arm, target_arm):
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bonedict = {
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"right_upper_arm": ("ElbowRight", 1),
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"right_lower_arm": ("WristRight", 2),
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"left_upper_arm": ("ElbowLeft", 1),
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"left_lower_arm": ("WristLeft", 2),
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"right_thigh": ("KneeRight", 1),
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"right_shin": ("AnkleRight", 2),
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"left_thigh": ("KneeLeft", 1),
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"left_shin": ("AnkleLeft", 2),
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# "chest": "ShoulderCenter",
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# "head": "Head"
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}
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for bone in bonedict.keys():
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inverse_kinematic_constraint(arm, target_arm, bone, bonedict[bone][0], bonedict[bone][1])
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def quat_bvh_to_DM(quat):
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# transform x -> -z and z -> -x, except for ankles and root!
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return [quat[0], -quat[3], -quat[2], -quat[1]]
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def quat_bvh_to_DM_ankles(quat):
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# transform x -> -z and z -> x
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return [quat[0], quat[3], -quat[2], quat[1]]
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def quat_bvh_to_DM_root(quat):
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return [quat[0], quat[3], quat[2], -quat[1]]
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def pos_blender_DM(pos, scale):
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# y -> z, z -> -y?
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return [-scale*pos[1], scale*pos[2], -scale*pos[0]]
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def generate_frame(arm):
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joints = [
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"seconds", "hip", "hip", "chest", "neck", "right hip", "right knee", "right ankle",
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"right shoulder", "right elbow", "left hip", "left knee", "left ankle", "left shoulder",
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"left elbow"
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]
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bone_names = [
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"chest", "head", "right_thigh", "right_shin", "right_foot",
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"right_upper_arm", "right_lower_arm", "left_thigh", "left_shin", "left_foot", "left_upper_arm",
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"left_lower_arm"
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]
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joints_1d = ["right_shin", "left_shin", "right_lower_arm", "left_lower_arm"]
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ankles = ["right_foot", "left_foot"]
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result = []
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result.append(1.0 / bpy.context.scene.render.fps)
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translation_scale = 1.2
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pos = pos_blender_DM(arm.pose.bones['root'].head, translation_scale)
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result.extend(pos)
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root_quat = quat_bvh_to_DM_root(arm.pose.bones['root'].rotation_quaternion)
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result.extend(root_quat)
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for bone_name in bone_names:
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if bone_name in joints_1d:
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# invert knee angles (no clue why)
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if bone_name in joints_1d[:2]:
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angle = -arm.pose.bones[bone_name].rotation_axis_angle[0]
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else:
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angle = arm.pose.bones[bone_name].rotation_axis_angle[0]
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result.append(angle)
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else:
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# TODO: these rotations are absolute rotations! But we need local rotations... In the local bone frame...
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if bone_name in ankles:
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quat_DM = quat_bvh_to_DM_ankles(arm.pose.bones[bone_name].rotation_quaternion)
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else:
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quat_DM = quat_bvh_to_DM(arm.pose.bones[bone_name].rotation_quaternion)
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result.extend([x for x in quat_DM])
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return result
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def generate_frames(arm):
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if bpy.ops.object.mode_set.poll():
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bpy.ops.object.mode_set(mode='POSE')
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frames = []
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loopText = "none"
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for frame in range(bpy.context.scene.frame_end + 1):
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bpy.context.scene.frame_set(frame)
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# Apply visual transform to pose
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bpy.ops.pose.visual_transform_apply()
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frames.append(generate_frame(arm))
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# Output in dictionary format for easy json dump
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outputDict = {
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"Loop": loopText, # "none" or "wrap"
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"Frames": frames
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}
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return json.dumps(outputDict, indent=4)
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DMS_name = 'DMS'
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generate_DM_skeleton()
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constrain_DM_skeleton()
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scale_skeleton()
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DMS = bpy.data.objects[DMS_name]
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target_arm = bpy.data.objects['rotation_prob']
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follow_mocap_damped_tracks(DMS, target_arm)
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follow_mocap_IK(DMS, target_arm)
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# Save all quaternions in DeepMimic format, frame per frame!
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generated_text = generate_frames(DMS)
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print(generated_text)
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with open("C:\\UntrackedGit\\BvhToDM_Blender"+ "\\output.txt", "w") as output:
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output.write(generated_text)
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