目录
https://github.com/SinMDM/SinMDM/blob/0296efba20ae5875b6f1c092d277ea274e8ceda2/utils/fbx2bvh.py
"""
This code is a variation of https://github.com/rubenvillegas/cvpr2018nkn/blob/master/datasets/fbx2bvh.py
"""
from glob import glob
import os
import os.path as osp
import bpy
print('start')
in_dir = '<path to folder containing fbx file>'
out_dir = in_dir + '/fbx2bvh' # in_dir.replace('fbx', 'bvh')
fbx_files = glob(osp.join(in_dir, '*.fbx'))
for idx, in_file in enumerate(fbx_files):
print(in_file)
in_file_no_path = osp.split(in_file)[1]
motion_name = osp.splitext(in_file_no_path)[0]
rel_in_file = osp.relpath(in_file, in_dir)
rel_out_file = osp.join(osp.split(rel_in_file)[0], '{}'.format(motion_name), '{}.bvh'.format(motion_name))
rel_dir = osp.split(rel_out_file)[0]
out_file = osp.join(out_dir, rel_out_file)
os.makedirs(osp.join(out_dir, rel_dir), exist_ok=True)
bpy.ops.import_scene.fbx(filepath=in_file)
action = bpy.data.actions[-1]
assert action.frame_range[0] < 9999 and action.frame_range[1] > -9999 # checking because of Kfir's code
bpy.ops.export_anim.bvh(filepath=out_file,
frame_start=action.frame_range[0],
frame_end=action.frame_range[1], root_transform_only=True)
bpy.data.actions.remove(bpy.data.actions[-1])
print('{} processed. #{} of {}'.format(out_file, idx, len(fbx_files)))
npy库:
import os.path
import bpy
import sys
bvh_in = r'D:\project\MHFormer-pose\baitao.bvh'
bvh_in = r'D:\project\MHFormer-pose\9_0122_mh.bvh'
fbx_out = "aa.fbx"
filename=os.path.basename(bvh_in)
file_name_with_extension = os.path.basename(bvh_in)
# 使用 splitext 分割文件名和后缀
filename, file_extension = os.path.splitext(file_name_with_extension)
fbx_out = filename+".fbx"
# Import the BVH file
# See https://docs.blender.org/api/current/bpy.ops.import_anim.html?highlight=import_anim#module-bpy.ops.import_anim
bpy.ops.wm.read_factory_settings(use_empty=True)
bpy.ops.import_anim.bvh(filepath=bvh_in, filter_glob="*.bvh", global_scale=0.0001, frame_start=1, target='ARMATURE',
use_fps_scale=False, use_cyclic=False, rotate_mode='NATIVE', axis_forward='Z', axis_up='Y')
#
# # Export as FBX
# # See https://docs.blender.org/api/current/bpy.ops.export_scene.html
# bpy.ops.export_scene.fbx(filepath=fbx_out, axis_forward='Z',
# axis_up='Y', use_selection=True, apply_scale_options='FBX_SCALE_NONE')
# bpy.ops.import_anim.bvh(filepath=bvh_in, update_scene_fps=True, update_scene_duration=True)
# Ensure correct scene frame range
assert len(bpy.data.actions) == 1
frame_range = bpy.data.actions[0].frame_range
bpy.context.scene.frame_start = int(frame_range[0])
bpy.context.scene.frame_end = int(frame_range[1])
# Add some mesh data so UE allows import
bpy.data.objects[filename].name = "animation"
bpy.ops.mesh.primitive_plane_add()
bpy.data.objects["Plane"].name = filename
bpy.data.objects["animation"].select_set(True)
bpy.ops.object.parent_set() # Parent the "animation" object to cube
# Export
bpy.ops.export_scene.fbx(filepath=fbx_out, check_existing=False)
依赖项
mathutils
pip install?mathutils
需要两个模板:
male_model_path = './models/SMPL_m_unityDoubleBlends_lbs_10_scale5_207_v1.0.0.fbx' female_model_path = './models/SMPL_f_unityDoubleBlends_lbs_10_scale5_207_v1.0.0.fbx'
要求npz中有字典results和sequence_results
frame_results = np.load(input_path, allow_pickle=True)['results'][()] sequence_results = np.load(input_path, allow_pickle=True)['sequence_results'][()]
import os
import sys
import time
import argparse
import numpy as np
from math import radians
try:
import bpy
except:
print('Missing bpy, install via pip, please install bpy by yourself if failed.')
os.system('pip install future-fstrings')
os.system('pip install tools/bpy-2.82.1 && post_install')
import bpy
try:
from mathutils import Matrix, Vector, Quaternion, Euler
except:
os.system('pip install mathutils==2.81.2')
from mathutils import Matrix, Vector, Quaternion, Euler
# Globals
# Add your UNIX paths here!
male_model_path = './models/SMPL_m_unityDoubleBlends_lbs_10_scale5_207_v1.0.0.fbx'
female_model_path = './models/SMPL_f_unityDoubleBlends_lbs_10_scale5_207_v1.0.0.fbx'
character_model_path = None
'''
python tools/convert2fbx.py --input=/home/yusun/BEV_results/video_results.npz --output=/home/yusun/BEV_results/dance.fbx --gender=female
'''
fps_source = 24
fps_target = 24
gender = 'male' # female
support_formats = ['.fbx', '.glb', '.bvh']
bone_name_from_index = {0: 'Pelvis', 1: 'L_Hip', 2: 'R_Hip', 3: 'Spine1', 4: 'L_Knee', 5: 'R_Knee', 6: 'Spine2', 7: 'L_Ankle', 8: 'R_Ankle', 9: 'Spine3', 10: 'L_Foot', 11: 'R_Foot', 12: 'Neck', 13: 'L_Collar', 14: 'R_Collar', 15: 'Head', 16: 'L_Shoulder', 17: 'R_Shoulder', 18: 'L_Elbow',
19: 'R_Elbow', 20: 'L_Wrist', 21: 'R_Wrist', 22: 'L_Hand', 23: 'R_Hand'}
# To use other avatar for animation, please define the corresponding 3D skeleton like this.
bone_name_from_index_character = {0: 'Hips', 1: 'RightUpLeg', 2: 'LeftUpLeg', 3: 'Spine', 4: 'RightLeg', 5: 'LeftLeg', 6: 'Spine1', 7: 'RightFoot', 8: 'LeftFoot', 9: 'Spine2', 10: 'LeftToeBase', 11: 'RightToeBase', 12: 'Neck', 13: 'LeftHandIndex1', 14: 'RightHandIndex1', 15: 'Head',
16: 'LeftShoulder', 17: 'RightShoulder', 18: 'LeftArm', 19: 'RightArm', 20: 'LeftForeArm', 21: 'RightForeArm', 22: 'LeftHand', 23: 'RightHand'}
# Helper functions
# Computes rotation matrix through Rodrigues formula as in cv2.Rodrigues
# Source: smpl/plugins/blender/corrective_bpy_sh.py
def Rodrigues(rotvec):
theta = np.linalg.norm(rotvec)
r = (rotvec / theta).reshape(3, 1) if theta > 0. else rotvec
cost = np.cos(theta)
mat = np.asarray([[0, -r[2], r[1]], [r[2], 0, -r[0]], [-r[1], r[0], 0]])
return (cost * np.eye(3) + (1 - cost) * r.dot(r.T) + np.sin(theta) * mat)
# Setup scene
def setup_scene(model_path, fps_target):
scene = bpy.data.scenes['Scene']
###########################
# Engine independent setup
###########################
scene.render.fps = fps_target
# Remove default cube
if 'Cube' in bpy.data.objects:
bpy.data.objects['Cube'].select_set(True)
bpy.ops.object.delete()
# Import gender specific .fbx template file
bpy.ops.import_scene.fbx(filepath=model_path)
# Process single pose into keyframed bone orientations
def process_pose(current_frame, pose, trans, pelvis_position):
if pose.shape[0] == 72:
rod_rots = pose.reshape(24, 3)
else:
rod_rots = pose.reshape(26, 3)
mat_rots = [Rodrigues(rod_rot) for rod_rot in rod_rots]
# Set the location of the Pelvis bone to the translation parameter
armature = bpy.data.objects['Armature']
bones = armature.pose.bones
# Pelvis: X-Right, Y-Up, Z-Forward (Blender -Y)
root_location = Vector((100 * trans[1], 100 * trans[2], 100 * trans[0])) - pelvis_position
# Set absolute pelvis location relative to Pelvis bone head
bones[bone_name_from_index[0]].location = root_location
# bones['Root'].location = Vector(trans)
bones[bone_name_from_index[0]].keyframe_insert('location', frame=current_frame)
for index, mat_rot in enumerate(mat_rots, 0):
if index >= 24:
continue
bone = bones[bone_name_from_index[index]]
bone_rotation = Matrix(mat_rot).to_quaternion()
quat_x_90_cw = Quaternion((1.0, 0.0, 0.0), radians(-90))
# quat_x_n135_cw = Quaternion((1.0, 0.0, 0.0), radians(-135))
# quat_x_p45_cw = Quaternion((1.0, 0.0, 0.0), radians(45))
# quat_y_90_cw = Quaternion((0.0, 1.0, 0.0), radians(-90))
quat_z_90_cw = Quaternion((0.0, 0.0, 1.0), radians(-90))
if index == 0:
# Rotate pelvis so that avatar stands upright and looks along negative Y avis
bone.rotation_quaternion = (quat_x_90_cw @ quat_z_90_cw) @ bone_rotation
else:
bone.rotation_quaternion = bone_rotation
bone.keyframe_insert('rotation_quaternion', frame=current_frame)
return
# Process all the poses from the pose file
def process_poses(input_path, gender, fps_source, fps_target, subject_id=-1):
print('Processing: ' + input_path)
frame_results = np.load(input_path, allow_pickle=True)['results'][()]
sequence_results = np.load(input_path, allow_pickle=True)['sequence_results'][()]
poses, trans = [], []
if len(sequence_results) > 0:
subject_ids = list(sequence_results.keys())
if subject_id == -1 or subject_id not in subject_ids:
print('Get motion sequence with subject IDs:', subject_ids)
subject_id = int(input('Please select one subject ID (int):'))
poses = np.array(sequence_results[subject_id]['smpl_thetas'])
trans = np.array(sequence_results[subject_id]['cam_trans'])
else:
print('Missing tracking IDs in results. Using the first pose results for animation.')
print('To get the tracking IDs, please use temporal optimization during inference.')
frame_names = sorted(list(frame_results.keys()))
poses, trans = np.zeros((len(frame_names), 72)), np.zeros((len(frame_names), 3))
for inds, frame_name in enumerate(frame_names):
poses[inds] = frame_results[frame_name]['smpl_thetas'][0]
trans[inds] = frame_results[frame_name]['cam_trans'][0]
if gender == 'female':
model_path = female_model_path
for k, v in bone_name_from_index.items():
bone_name_from_index[k] = 'f_avg_' + v
elif gender == 'male':
model_path = male_model_path
for k, v in bone_name_from_index.items():
bone_name_from_index[k] = 'm_avg_' + v
elif gender == 'character':
model_path = character_model_path
for k, v in bone_name_from_index_character.items():
bone_name_from_index[k] = 'mixamorig1:' + v
else:
print('ERROR: Unsupported gender: ' + gender)
sys.exit(1)
# Limit target fps to source fps
if fps_target > fps_source:
fps_target = fps_source
print('Gender:', gender)
print('Number of source poses: ', poses.shape[0])
print('Source frames-per-second: ', fps_source)
print('Target frames-per-second: ', fps_target)
print('--------------------------------------------------')
setup_scene(model_path, fps_target)
scene = bpy.data.scenes['Scene']
sample_rate = int(fps_source / fps_target)
scene.frame_end = (int)(poses.shape[0] / sample_rate)
# Retrieve pelvis world position.
# Unit is [cm] due to Armature scaling.
# Need to make copy since reference will change when bone location is modified.
armaturee = bpy.data.armatures[0]
ob = bpy.data.objects['Armature']
armature = ob.data
bpy.ops.object.mode_set(mode='EDIT')
# get specific bone name 'Bone'
pelvis_bone = armature.edit_bones[bone_name_from_index[0]]
# pelvis_bone = armature.edit_bones['f_avg_Pelvis']
pelvis_position = Vector(pelvis_bone.head)
bpy.ops.object.mode_set(mode='OBJECT')
source_index = 0
frame = 1
offset = np.array([0.0, 0.0, 0.0])
while source_index < poses.shape[0]:
print('Adding pose: ' + str(source_index))
# Go to new frame
scene.frame_set(frame)
process_pose(frame, poses[source_index], (trans[source_index] - offset), pelvis_position)
source_index += sample_rate
frame += 1
return frame
def rotate_armature(use):
if use == True:
# Switch to Pose Mode
bpy.ops.object.posemode_toggle()
# Find the Armature & Bones
ob = bpy.data.objects['Armature']
armature = ob.data
bones = armature.bones
rootbone = bones[0]
# Find the Root bone
for bone in bones:
if "avg_root" in bone.name:
rootbone = bone
rootbone.select = True
# Rotate the Root bone by 90 euler degrees on the Y axis. Set --rotate_Y=False if the rotation is not needed.
bpy.ops.transform.rotate(value=1.5708, orient_axis='Y', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1,
use_proportional_connected=False, use_proportional_projected=False, release_confirm=True)
# Revert back to Object Mode
bpy.ops.object.posemode_toggle()
def export_animated_mesh(output_path):
# Create output directory if needed
output_dir = os.path.dirname(output_path)
if not os.path.isdir(output_dir):
os.makedirs(output_dir, exist_ok=True)
# Fix Rotation
rotate_armature(args.rotate_y)
# Select only skinned mesh and rig
bpy.ops.object.select_all(action='DESELECT')
bpy.data.objects['Armature'].select_set(True)
bpy.data.objects['Armature'].children[0].select_set(True)
if output_path.endswith('.glb'):
print('Exporting to glTF binary (.glb)')
# Currently exporting without shape/pose shapes for smaller file sizes
bpy.ops.export_scene.gltf(filepath=output_path, export_format='GLB', export_selected=True, export_morph=False)
elif output_path.endswith('.fbx'):
print('Exporting to FBX binary (.fbx)')
bpy.ops.export_scene.fbx(filepath=output_path, use_selection=True, add_leaf_bones=False)
elif output_path.endswith('.bvh'):
bpy.ops.export_anim.bvh(filepath=output_path, root_transform_only=False)
else:
print('ERROR: Unsupported export format: ' + output_path)
sys.exit(1)
return
if __name__ == '__main__':
if bpy.app.background:
parser = argparse.ArgumentParser(description='Create keyframed animated skinned SMPL mesh from VIBE output')
# parser.add_argument('--input', dest='input_path', type=str, default=r'D:\project\MHFormer-pose\output\9\output_3D\output_keypoints_3d.npz', # '../demo/videos/sample_video2_results.npz',
parser.add_argument('--input', dest='input_path', type=str, default=r'D:\project\MHFormer-pose\output\baitao\output_3D\output_keypoints_3d.npz', # '../demo/videos/sample_video2_results.npz',
help='Input file or directory')
parser.add_argument('--output', dest='output_path', type=str, default='key_3d.fbx', # '../demo/videos/sample_video2.fbx',
help='Output file or directory')
parser.add_argument('--fps_source', type=int, default=fps_source, help='Source framerate')
parser.add_argument('--fps_target', type=int, default=fps_target, help='Target framerate')
parser.add_argument('--gender', type=str, default=gender, help='Always use specified gender')
parser.add_argument('--subject_id', type=int, default=-1, help='Detected person ID to use for fbx animation')
parser.add_argument('--rotate_y', type=bool, default=True, help='whether to rotate the root bone on the Y axis by -90 on export. Otherwise it may be rotated incorrectly')
args = parser.parse_args()
input_path = args.input_path
output_path = args.output_path
print('Input path: ' + input_path)
print('Output path: ' + output_path)
if not os.path.exists(input_path):
print('ERROR: Invalid input path')
sys.exit(1)
fps_source = args.fps_source
fps_target = args.fps_target
gender = args.gender
startTime = time.perf_counter()
cwd = os.getcwd()
# Turn relative input/output paths into absolute paths
if not input_path.startswith(os.path.sep):
input_path = os.path.join(cwd, input_path)
if not output_path.startswith(os.path.sep):
output_path = os.path.join(cwd, output_path)
if os.path.splitext(output_path)[1] not in support_formats:
print('ERROR: Invalid output format, we only support', support_formats)
sys.exit(1)
# Process pose file
poses_processed = process_poses(input_path=input_path, gender=gender, fps_source=fps_source, fps_target=fps_target, subject_id=args.subject_id)
export_animated_mesh(output_path)
print('--------------------------------------------------')
print('Animation export finished, save to ', output_path)
print('Poses processed: ', poses_processed)
print('Processing time : ', time.perf_counter() - startTime)
print('--------------------------------------------------')