dylanebert HF staff commited on
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LICENSE.md ADDED
@@ -0,0 +1,201 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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README.md ADDED
@@ -0,0 +1,12 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ ---
2
+ license: apache-2.0
3
+ tags:
4
+ - computer vision
5
+ - Animated avatar
6
+ - 3D rigged human
7
+ pipeline_tag: image-to-3d
8
+ ---
9
+
10
+ Model for paper [En3D: An Enhanced Generative Model for Sculpting 3D Humans from 2D Synthetic Data](https://huggingface.co/papers/2401.01173).
11
+
12
+ Originally hosted on [ModelScope](https://modelscope.cn/models/damo/cv_3d-human-animation).
configuration.json ADDED
@@ -0,0 +1,7 @@
 
 
 
 
 
 
 
 
1
+ {
2
+ "framework": "pytorch",
3
+ "task": "human3d-animation",
4
+ "pipeline": {
5
+ "type": "human3d-animation"
6
+ }
7
+ }
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skinning.py ADDED
@@ -0,0 +1,223 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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 []
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+
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)