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Can you explain dimension of actor model output is 72 which means skeleton rotation or position without root offset(Hips or pelvis)?

Open garspace opened this issue 2 years ago • 5 comments

I want to generate character animation, how can I do?

garspace avatar Jun 21 '22 09:06 garspace

Hi, thank you for your interest!

To drive character animation, you need to transfer 3D joint keypoints to rotation matrix/eular angles (this step is called "inverse kinemetics", IK), save them into some format like .fbx and render the character using CG softwares like Blender. The IK step was implemented in SenseTime (a company) with Unity software, which is not for open source.

We realize that the public is willing to have a one for avatar in a simpler way. We will try to train and release a "rotmat" version in few months.

lisiyao21 avatar Jul 01 '22 07:07 lisiyao21

I want to generate character animation, how can I do?

have you done it? Have you try transform the output pose(T*72) to bvh file(which can render mode in blender?)

aleeyangfu avatar Aug 18 '22 05:08 aleeyangfu

have you done it? Have you train and release a "rotmat" version ?

hunting777 avatar Dec 30 '22 02:12 hunting777

Most of the bvh and fbx transform tools I found online requires a smpl trans input. Has anyone succeeded in using their output (T*72) to generate an fbx or bvh that actually works?

vick7y avatar Mar 27 '23 21:03 vick7y

Most of the bvh and fbx transform tools I found online requires a smpl trans input. Has anyone succeeded in using their output (T*72) to generate an fbx or bvh that actually works?

Hey, I just come across your question today, want to share that this piece of code can generate usebale bvh, https://github.com/KosukeFukazawa/smpl2bvh/blob/main/smpl2bvh.py I think the author didn't fully finish the implementation but the code is strightforward to show the format of bvh and provide a template for editting. Best

wiibrew avatar Dec 30 '23 04:12 wiibrew