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6 Commits

Author SHA1 Message Date
Bart Moyaers
86ddef499d add CMU mocap example 2020-04-27 15:54:03 +02:00
Bart Moyaers
e2a4a07328 ignore Mocaps folder 2020-04-27 15:53:41 +02:00
Bart Moyaers
d9a9c8a8eb cleanup + move to class 2020-02-12 16:53:00 +01:00
Bart Moyaers
71c41f9f0e rename script 2020-02-12 14:05:30 +01:00
Bart Moyaers
f516ac8f66 generalize script 2020-02-10 16:17:08 +01:00
Bart Moyaers
3a5a957cd2 rename script 2020-02-07 12:08:39 +01:00
6 changed files with 442 additions and 362 deletions

3
.gitignore vendored
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output.txt
*.pyc
Mocaps/*

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BvhToDM.py Normal file
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import bpy
import json
from mathutils import Vector
from typing import Union, List, Dict
import os
# Define the structure of the DeepMimic skeleton
child_dict = {
"root": ["spine", "right_thigh", "left_thigh"],
"spine": ["chest"],
"chest": ["head", "right_upper_arm", "left_upper_arm"],
"head": [],
"right_upper_arm": ["right_lower_arm"],
"right_lower_arm": ["right_hand"],
"right_hand": [],
"left_upper_arm": ["left_lower_arm"],
"left_lower_arm": ["left_hand"],
"left_hand": [],
"right_thigh": ["right_shin"],
"right_shin": ["right_foot"],
"right_foot": [],
"left_thigh": ["left_shin"],
"left_shin": ["left_foot"],
"left_foot": [],
}
# Joints used in the DM frame definition.
joints = [
"seconds", "hip", "hip", "chest", "neck", "right hip", "right knee", "right ankle",
"right shoulder", "right elbow", "left hip", "left knee", "left ankle", "left shoulder",
"left elbow"
]
# Order of which the DeepMimicSkeleton bones need to be added to frame data.
bone_names = [
"chest", "head", "right_thigh", "right_shin", "right_foot",
"right_upper_arm", "right_lower_arm", "left_thigh", "left_shin", "left_foot", "left_upper_arm",
"left_lower_arm"
]
# All 1D joints
joints_1d = ["right_shin", "left_shin", "right_lower_arm", "left_lower_arm"]
# Define ankles in order to do correct quaternion adjustment.
ankles = ["right_foot", "left_foot"]
class BoneConstructionData:
def __init__(self, target_name: str,
inherit_bone_length: bool,
inherit_bone_pos: bool,
use_connect: bool,
bone_direction_vec: List[float] = [0.0, 0.0, 1.0],
use_IK: bool = False,
use_DT: bool = False,
IK_chain_length: int = 0):
self.target_name = target_name
self.inherit_bone_length = inherit_bone_length
self.inherit_bone_pos = inherit_bone_pos
self.use_connect = use_connect
self.bone_direction_vec = bone_direction_vec
self.use_IK = use_IK
self.use_DT = use_DT
self.IK_chain_length = IK_chain_length
class BvhToDMSettings:
def __init__(self, bonedict: Dict[str, BoneConstructionData], target_name: str):
self.bonedict = bonedict
self.child_dict = child_dict
self.target_name = target_name
self.skel_name = "DeepMimicSkeleton"
self.translation_scale = 1.0
self.output_path = os.path.dirname(os.path.realpath(__file__))
self.output_file_name = "output.txt"
class BvhToDM:
def __init__(self, settings: BvhToDMSettings):
self.settings = settings
@staticmethod
def tail_relative(bone, rel_vec: List[float]):
bone.tail = [bone.head[x] + rel_vec[x] for x in range(3)]
def find_parent(self, bone_name) -> Union[str, None]:
for bone in self.settings.child_dict.keys():
if bone_name in self.settings.child_dict[bone]:
return bone
return None
def find_child(self, bone_name) -> Union[str, None]:
result = self.settings.child_dict[bone_name]
if len(result) == 1:
return result[0]
else:
return None
def generate_humanoid_skeleton(self):
# First fill up dictionary with edit_bone positions
# (Since it seems to be difficult to read the edit_bones of an armature while editing another one...)
target_bone_head_dict = {}
bpy.data.objects[self.settings.target_name].select_set(True)
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='EDIT')
for edit_bone in bpy.context.object.data.edit_bones:
target_bone_head_dict[edit_bone.name] = [x for x in edit_bone.head]
bpy.ops.object.mode_set(mode='OBJECT')
# Add the armature
bpy.ops.object.armature_add(enter_editmode=True)
obj = bpy.data.objects["Armature"]
obj.name = self.settings.skel_name
# Rename armature
armature = obj.data
armature.name = self.settings.skel_name
# Delete first auto-generated bone
bpy.ops.armature.select_all(action='SELECT')
bpy.ops.armature.delete()
# Cosntruct skeleton
for bone_name in self.settings.bonedict.keys():
construction_data = self.settings.bonedict[bone_name]
if bone_name == "root":
root = armature.edit_bones.new("root")
root.tail = (0.0, 0.0, 0.001)
else:
bone = armature.edit_bones.new(bone_name)
parent = self.find_parent(bone_name)
if parent is not None:
bone.parent = armature.edit_bones[parent]
bone.use_connect = construction_data.use_connect
if construction_data.inherit_bone_pos:
bone.head = target_bone_head_dict[construction_data.target_name]
if construction_data.inherit_bone_length:
length = bpy.data.objects[self.settings.target_name].data.bones[construction_data.target_name].length
self.tail_relative(bone, [length * x for x in construction_data.bone_direction_vec])
else:
# TODO: find out some way to guess the correct bone lengths if there are no corresponding bones in the target armature...
if bone_name in ["spine", "chest", "head"]:
self.tail_relative(bone, [0.0, 0.0, 0.22])
pass
def constrain_DM_skeleton(self):
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='POSE')
# Note that pose_bones are under: bpy.data.objects[...].pose.bones
skel = bpy.data.objects[self.settings.skel_name]
# Root
root_con = skel.pose.bones['root'].constraints.new('COPY_TRANSFORMS')
root_con.target = bpy.data.objects[self.settings.target_name]
root_con.subtarget = self.settings.bonedict['root'].target_name
# Spine
spine_con = skel.pose.bones['spine'].constraints.new('COPY_ROTATION')
spine_con.target = bpy.data.objects[self.settings.target_name]
spine_con.subtarget = self.settings.bonedict['spine'].target_name
# Fixing rotation in elbow and knee joints:
# 1) limit rotation constraint
# 2) y- and z-rotations constrain from 0 to 0 degrees. "Fixed"
# 3) Elbows: limit rotation in "Local space" from -180 to 0 degrees.
# Knees: from 0 to 180 degrees
# Knees
rightshin = skel.pose.bones['right_shin']
rightshin.ik_max_x = 3.1415
rightshin.ik_min_x = 0
rightshin.use_ik_limit_x = True
rightshin.lock_ik_y = True
rightshin.lock_ik_z = True
rightshin.rotation_mode = 'AXIS_ANGLE'
leftshin = skel.pose.bones['left_shin']
leftshin.ik_max_x = 3.1415
leftshin.ik_min_x = 0
leftshin.use_ik_limit_x = True
leftshin.lock_ik_y = True
leftshin.lock_ik_z = True
leftshin.rotation_mode = 'AXIS_ANGLE'
# Elbows
right_lower_arm = skel.pose.bones['right_lower_arm']
right_lower_arm.ik_max_x = 0
right_lower_arm.ik_min_x = -3.1415
right_lower_arm.use_ik_limit_x = True
right_lower_arm.lock_ik_y = True
right_lower_arm.lock_ik_z = True
right_lower_arm.rotation_mode = 'AXIS_ANGLE'
left_lower_arm = skel.pose.bones['left_lower_arm']
left_lower_arm.ik_max_x = 0
left_lower_arm.ik_min_x = -3.1415
left_lower_arm.use_ik_limit_x = True
left_lower_arm.lock_ik_y = True
left_lower_arm.lock_ik_z = True
left_lower_arm.rotation_mode = 'AXIS_ANGLE'
# IK settings
skel.pose.ik_solver = "ITASC"
skel.pose.ik_param.mode = "SIMULATION"
def _scale_skeleton(self):
"""Old method: do not use.
"""
# Scale so that the distance from ankle to shoulders is the same
# Set both objects to edit mode
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='EDIT')
shoulder_DM = "right_upper_arm"
shoulder_mocap = "ShoulderRight"
ankle_DM = "right_foot"
ankle_mocap = "AnkleRight"
DMS = bpy.data.armatures['DeepMimicSkeleton']
mocap_skel = bpy.data.armatures['rotation_prob']
# Only take into account z-component
mocap_height = mocap_skel.bones[shoulder_mocap].head_local[2] - mocap_skel.bones[ankle_mocap].head_local[2]
DM_height = DMS.bones[shoulder_DM].head_local[2] - DMS.bones[ankle_DM].head_local[2]
scale_factor = mocap_height/DM_height
# Select all bones
bpy.data.objects['DMS'].select_set(True)
bpy.ops.armature.select_all(action='SELECT')
# Scale
bpy.ops.transform.resize(value=(scale_factor, scale_factor, scale_factor))
def damped_track(self, bone: str, target_bone: str):
constraint = bpy.data.objects[self.settings.skel_name].pose.bones[bone].constraints.new('DAMPED_TRACK')
constraint.target = bpy.data.objects[self.settings.target_name]
constraint.subtarget = target_bone
constraint.head_tail = 1.0
def follow_mocap_damped_tracks(self):
for bone in self.settings.bonedict.keys():
bone_data = self.settings.bonedict[bone]
if bone_data.use_DT:
self.damped_track(bone, bone_data.target_name)
def inverse_kinematic_constraint(self, bone: str, target_bone: str, chain_count: int):
constraint = bpy.data.objects[self.settings.skel_name].pose.bones[bone].constraints.new('IK')
constraint.target = bpy.data.objects[self.settings.target_name]
constraint.subtarget = target_bone
constraint.use_tail = True
constraint.use_location = True
constraint.use_stretch = True
constraint.iterations = 500
constraint.chain_count = chain_count
def follow_mocap_IK(self):
for bone in self.settings.bonedict.keys():
bone_data = self.settings.bonedict[bone]
if bone_data.use_IK:
self.inverse_kinematic_constraint(
bone,
self.settings.bonedict[self.find_child(bone)].target_name,
bone_data.IK_chain_length
)
# TODO: find out why these adjustments are necessary.
# Probably has to do with:
# 1) In which direction the bone's rest position is defined.
# 2) The difference in worldframes. (Different axes between Blender and DeepMimic.)
@staticmethod
def quat_bvh_to_DM(quat):
# transform x -> -z and z -> -x, except for ankles and root!
return [quat[0], -quat[3], -quat[2], -quat[1]]
@staticmethod
def quat_bvh_to_DM_ankles(quat):
# transform x -> -z and z -> x
return [quat[0], quat[3], -quat[2], quat[1]]
@staticmethod
def quat_bvh_to_DM_root(quat):
return [quat[0], quat[3], quat[2], -quat[1]]
@staticmethod
def pos_blender_DM(pos, scale):
# y -> z, z -> -y?
return [-scale*pos[1], scale*pos[2], -scale*pos[0]]
def generate_frame(self, translation_scale):
arm = bpy.data.objects[self.settings.skel_name]
result = []
result.append(1.0 / bpy.context.scene.render.fps)
pos = self.pos_blender_DM(arm.pose.bones['root'].head, translation_scale)
result.extend(pos)
root_quat = self.quat_bvh_to_DM_root(arm.pose.bones['root'].rotation_quaternion)
result.extend(root_quat)
for bone_name in bone_names:
if bone_name in joints_1d:
# invert knee angles (no clue why)
if bone_name in joints_1d[:2]:
angle = -arm.pose.bones[bone_name].rotation_axis_angle[0]
else:
angle = arm.pose.bones[bone_name].rotation_axis_angle[0]
result.append(angle)
else:
# TODO: these rotations are absolute rotations! But we need local rotations... In the local bone frame...
if bone_name in ankles:
quat_DM = self.quat_bvh_to_DM_ankles(arm.pose.bones[bone_name].rotation_quaternion)
else:
quat_DM = self.quat_bvh_to_DM(arm.pose.bones[bone_name].rotation_quaternion)
result.extend([x for x in quat_DM])
return result
def generate_frames(self, translation_scale):
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='EDIT')
# Select all bones
bpy.data.objects[self.settings.skel_name].select_set(True)
bpy.ops.armature.select_all(action='SELECT')
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='POSE')
frames = []
loopText = "none"
for frame in range(bpy.context.scene.frame_start, bpy.context.scene.frame_end + 1):
# for frame in range(bpy.context.scene.frame_end + 1):
bpy.context.scene.frame_set(frame)
# Apply visual transform to pose
bpy.ops.pose.visual_transform_apply()
# bpy.context.view_layer.update()
frames.append(self.generate_frame(translation_scale))
# Output in dictionary format for easy json dump
outputDict = {
"Loop": loopText, # "none" or "wrap"
"Frames": frames
}
return json.dumps(outputDict, indent=4)
def run(self):
self.generate_humanoid_skeleton()
self.constrain_DM_skeleton()
self.follow_mocap_damped_tracks()
self.follow_mocap_IK()
# Save all quaternions in DeepMimic format, frame per frame!
generated_text = self.generate_frames(self.settings.translation_scale)
# print(generated_text)
with open(self.settings.output_path + "/" + self.settings.output_file_name, "w") as output:
output.write(generated_text)

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

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import bpy
import sys
import os
mydir = "C:\\UntrackedGit\\BvhToDM_Blender"
if not mydir in sys.path:
sys.path.append(mydir)
print(mydir)
import BvhToDM
import importlib
importlib.reload(BvhToDM)
from BvhToDM import BoneConstructionData, BvhToDM, BvhToDMSettings
target_name = "rotation_prob"
skel_name = "DeepMimicSkeleton"
# Couple every DM_bone to BVH bone
# Structure: (Target_bone_name: str, inherit_bone_length: bool, inherit_bone_pos: bool, use_connect: bool, bone_direction_vec: list[float])
bonedict = {
"root": BoneConstructionData("Hip", False, False, False, [0.0, 0.0, 1.0]),
"spine": BoneConstructionData("Hip", False, False, True, [0.0, 0.0, 1.0]),
"chest": BoneConstructionData("ShoulderCenter", False, False, True, [0.0, 0.0, 1.0], use_DT=True),
"head": BoneConstructionData("Head", False, False, True, [0.0, 0.0, 1.0], use_DT=True),
"right_upper_arm": BoneConstructionData("ShoulderRight", True, True, False, [0.0, 0.0, -1.0], use_IK=True, IK_chain_length=1),
"right_lower_arm": BoneConstructionData("ElbowRight", True, False, True, [0.0, 0.0, -1.0], use_IK=True, IK_chain_length=2),
"right_hand": BoneConstructionData("WristRight", True, False, True, [0.0, 0.0, -1.0], use_DT=True),
"left_upper_arm": BoneConstructionData("ShoulderLeft", True, True, False, [0.0, 0.0, -1.0], use_IK=True, IK_chain_length=1),
"left_lower_arm": BoneConstructionData("ElbowLeft", True, False, True, [0.0, 0.0, -1.0], use_IK=True, IK_chain_length=2),
"left_hand": BoneConstructionData("WristLeft", True, False, True, [0.0, 0.0, -1.0], use_DT=True),
"right_thigh": BoneConstructionData("HipRight", True, True, False, [0.0, 0.0, -1.0], use_IK=True, IK_chain_length=1),
"right_shin": BoneConstructionData("KneeRight", True, False, True, [0.0, 0.0, -1.0], use_IK=True, IK_chain_length=2),
"right_foot": BoneConstructionData("AnkleRight", True, False, True, [0.0, -1.0, 0.0], use_DT=True),
"left_thigh": BoneConstructionData("HipLeft", True, True, False, [0.0, 0.0, -1.0], use_IK=True, IK_chain_length=1),
"left_shin": BoneConstructionData("KneeLeft", True, False, True, [0.0, 0.0, -1.0], use_IK=True, IK_chain_length=2),
"left_foot": BoneConstructionData("AnkleLeft", True, False, True, [0.0, -1.0, 0.0], use_DT=True),
}
settings = BvhToDMSettings(bonedict, target_name)
settings.translation_scale = 1.2
settings.output_path = mydir
converter = BvhToDM(settings)
converter.run()

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import bpy
import sys
import os
mydir = "C:\\UntrackedGit\\BvhToDM_Blender"
if not mydir in sys.path:
sys.path.append(mydir)
print(mydir)
import BvhToDM
import importlib
importlib.reload(BvhToDM)
from BvhToDM import BoneConstructionData, BvhToDM, BvhToDMSettings
target_name = "01_06"
skel_name = "DeepMimicSkeleton"
# Couple every DM_bone to BVH bone
# Structure: (Target_bone_name: str, inherit_bone_length: bool, inherit_bone_pos: bool, use_connect: bool, bone_direction_vec: list[float])
bonedict = {
"root": BoneConstructionData("Hips", False, False, False, [0.0, 0.0, 1.0]),
"spine": BoneConstructionData("LowerBack", True, False, True, [0.0, 0.0, 1.0]),
"chest": BoneConstructionData("Spine", True, False, True, [0.0, 0.0, 1.0], use_DT=True),
"head": BoneConstructionData("Spine1", True, False, True, [0.0, 0.0, 1.0], use_DT=True),
"right_upper_arm": BoneConstructionData("RightArm", True, True, False, [0.0, 0.0, -1.0], use_IK=True, IK_chain_length=1),
"right_lower_arm": BoneConstructionData("RightForeArm", True, False, True, [0.0, 0.0, -1.0], use_IK=True, IK_chain_length=2),
"right_hand": BoneConstructionData("RightHand", True, False, True, [0.0, 0.0, -1.0], use_DT=True),
"left_upper_arm": BoneConstructionData("LeftArm", True, True, False, [0.0, 0.0, -1.0], use_IK=True, IK_chain_length=1),
"left_lower_arm": BoneConstructionData("LeftForeArm", True, False, True, [0.0, 0.0, -1.0], use_IK=True, IK_chain_length=2),
"left_hand": BoneConstructionData("LeftHand", True, False, True, [0.0, 0.0, -1.0], use_DT=True),
"right_thigh": BoneConstructionData("RightUpLeg", True, True, False, [0.0, 0.0, -1.0], use_IK=True, IK_chain_length=1),
"right_shin": BoneConstructionData("RightLeg", True, False, True, [0.0, 0.0, -1.0], use_IK=True, IK_chain_length=2),
"right_foot": BoneConstructionData("RightFoot", True, False, True, [0.0, -1.0, 0.0], use_DT=True),
"left_thigh": BoneConstructionData("LeftUpLeg", True, True, False, [0.0, 0.0, -1.0], use_IK=True, IK_chain_length=1),
"left_shin": BoneConstructionData("LeftLeg", True, False, True, [0.0, 0.0, -1.0], use_IK=True, IK_chain_length=2),
"left_foot": BoneConstructionData("LeftFoot", True, False, True, [0.0, -1.0, 0.0], use_DT=True),
}
settings = BvhToDMSettings(bonedict, target_name)
settings.translation_scale = 0.05
settings.output_path = mydir
converter = BvhToDM(settings)
converter.run()