EDGE
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why the foot is moving all the time?
amazing work! i found in the result, the foot of dancer is moving, no matter when the music is. it seems like skating. I wonder if the final skeleton global translation is right?
Same here. According to the paper, there should be no sliding on the soles of the feet, it should be something wrong in our running steps.
Hi, have you solved this foot-moving problem?
It seems there is something wrong with smpl2fbx. The exported FBX is not standing on the ground. Once you fixed the scale, it seems better. But still, if the original motion is already skating, correcting the smpl2fbx procedure is not so much helpful.
hi, have u used other animation character except the robot.fbx when exporting fbx. The author retargeted the one from "https://www.mixamo.com/" in unity. I wonder if there is other way to add the result motion values to fbx directly in code. I tried to cvt the mixamo's skeleton to SMPL's skeleton, but failed.
SMPL2FBX requires a SMPL skeletion. I think mixamo's bone definition is different from SMPL. I would suggest you to do animation retargeting, which is also a more reasonable approach, it is not difficult to learn. Unreal has a similar tool.
SMPL2FBX requires a SMPL skeletion. I think mixamo's bone definition is different from SMPL. I would suggest you to do animation retargeting, which is also a more reasonable approach, it is not difficult to learn. Unreal has a similar tool.
I had used retargeting to get good result. However, i donnot want to modify the skeleton (fbx). So the SMPL axis-angle values should be changed in my opinion. But i failed in the cvt process when coding...
According to the paper, EDGE can infer the contact between the character's feet and the ground. I tried to draw this contact, but the effect was not satisfactory. (Because EDGE long motion generation requires cross interpolation, only a 5s single segment is used here for display, where red represents contact with the ground, green represents no contact with the ground, and the contact threshold is 0.95)
According to the paper, EDGE can infer the contact between the character's feet and the ground. I tried to draw this contact, but the effect was not satisfactory. (Because EDGE long motion generation requires cross interpolation, only a 5s single segment is used here for display, where red represents contact with the ground, green represents no contact with the ground, and the contact threshold is 0.95)
so how the problem should be solved ?
Has anyone solved the problem?