Initial snapshot: hand motion pipeline (Dyn-HaMR + dex-retargeting + SPIDER)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
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import operator
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import numpy as np
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import numpy.core.umath as ut # (for numpy 1.25)
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# import numpy.core.umath_tests as ut
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import AnimationStructure
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from Quaternions import Quaternions
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class Animation:
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"""
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Animation is a numpy-like wrapper for animation data
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Animation data consists of several arrays consisting
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of F frames and J joints.
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The animation is specified by
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rotations : (F, J) Quaternions | Joint Rotations
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positions : (F, J, 3) ndarray | Joint Positions
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The base pose is specified by
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orients : (J) Quaternions | Joint Orientations
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offsets : (J, 3) ndarray | Joint Offsets
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And the skeletal structure is specified by
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parents : (J) ndarray | Joint Parents
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"""
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def __init__(self, rotations, positions, orients, offsets, parents):
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self.rotations = rotations
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self.positions = positions
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self.orients = orients
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self.offsets = offsets
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self.parents = parents
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def __op__(self, op, other):
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return Animation(
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op(self.rotations, other.rotations),
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op(self.positions, other.positions),
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op(self.orients, other.orients),
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op(self.offsets, other.offsets),
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op(self.parents, other.parents))
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def __iop__(self, op, other):
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self.rotations = op(self.roations, other.rotations)
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self.positions = op(self.roations, other.positions)
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self.orients = op(self.orients, other.orients)
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self.offsets = op(self.offsets, other.offsets)
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self.parents = op(self.parents, other.parents)
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return self
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def __sop__(self, op):
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return Animation(
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op(self.rotations),
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op(self.positions),
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op(self.orients),
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op(self.offsets),
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op(self.parents))
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def __add__(self, other): return self.__op__(operator.add, other)
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def __sub__(self, other): return self.__op__(operator.sub, other)
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def __mul__(self, other): return self.__op__(operator.mul, other)
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def __div__(self, other): return self.__op__(operator.div, other)
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def __abs__(self): return self.__sop__(operator.abs)
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def __neg__(self): return self.__sop__(operator.neg)
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def __iadd__(self, other): return self.__iop__(operator.iadd, other)
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def __isub__(self, other): return self.__iop__(operator.isub, other)
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def __imul__(self, other): return self.__iop__(operator.imul, other)
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def __idiv__(self, other): return self.__iop__(operator.idiv, other)
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def __len__(self): return len(self.rotations)
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def __getitem__(self, k):
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if isinstance(k, tuple):
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return Animation(
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self.rotations[k],
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self.positions[k],
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self.orients[k[1:]],
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self.offsets[k[1:]],
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self.parents[k[1:]])
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else:
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return Animation(
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self.rotations[k],
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self.positions[k],
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self.orients,
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self.offsets,
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self.parents)
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def __setitem__(self, k, v):
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if isinstance(k, tuple):
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self.rotations.__setitem__(k, v.rotations)
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self.positions.__setitem__(k, v.positions)
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self.orients.__setitem__(k[1:], v.orients)
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self.offsets.__setitem__(k[1:], v.offsets)
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self.parents.__setitem__(k[1:], v.parents)
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else:
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self.rotations.__setitem__(k, v.rotations)
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self.positions.__setitem__(k, v.positions)
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self.orients.__setitem__(k, v.orients)
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self.offsets.__setitem__(k, v.offsets)
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self.parents.__setitem__(k, v.parents)
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@property
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def shape(self): return (self.rotations.shape[0], self.rotations.shape[1])
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def copy(self): return Animation(
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self.rotations.copy(), self.positions.copy(),
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self.orients.copy(), self.offsets.copy(),
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self.parents.copy())
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def repeat(self, *args, **kw):
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return Animation(
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self.rotations.repeat(*args, **kw),
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self.positions.repeat(*args, **kw),
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self.orients, self.offsets, self.parents)
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def ravel(self):
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return np.hstack([
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self.rotations.log().ravel(),
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self.positions.ravel(),
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self.orients.log().ravel(),
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self.offsets.ravel()])
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@classmethod
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def unravel(clas, anim, shape, parents):
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nf, nj = shape
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rotations = anim[nf*nj*0:nf*nj*3]
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positions = anim[nf*nj*3:nf*nj*6]
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orients = anim[nf*nj*6+nj*0:nf*nj*6+nj*3]
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offsets = anim[nf*nj*6+nj*3:nf*nj*6+nj*6]
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return cls(
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Quaternions.exp(rotations), positions,
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Quaternions.exp(orients), offsets,
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parents.copy())
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""" Maya Interaction """
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def load_to_maya(anim, names=None, radius=0.5):
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"""
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Load Animation Object into Maya as Joint Skeleton
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loads each frame as a new keyfame in maya.
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If the animation is too slow or too fast perhaps
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the framerate needs adjusting before being loaded
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such that it matches the maya scene framerate.
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Parameters
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----------
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anim : Animation
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Animation to load into Scene
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names : [str]
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Optional list of Joint names for Skeleton
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Returns
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-------
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List of Maya Joint Nodes loaded into scene
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"""
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import pymel.core as pm
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joints = []
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frames = range(1, len(anim)+1)
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if names is None:
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names = ["joint_" + str(i) for i in range(len(anim.parents))]
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for i, offset, orient, parent, name in zip(range(len(anim.offsets)), anim.offsets, anim.orients, anim.parents, names):
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if parent < 0:
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pm.select(d=True)
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else:
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pm.select(joints[parent])
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joint = pm.joint(n=name, p=offset, relative=True, radius=radius)
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joint.setOrientation([orient[1], orient[2], orient[3], orient[0]])
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curvex = pm.nodetypes.AnimCurveTA(n=name + "_rotateX")
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curvey = pm.nodetypes.AnimCurveTA(n=name + "_rotateY")
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curvez = pm.nodetypes.AnimCurveTA(n=name + "_rotateZ")
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jrotations = (-Quaternions(orient[np.newaxis]) * anim.rotations[:, i]).euler()
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curvex.addKeys(frames, jrotations[:, 0])
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curvey.addKeys(frames, jrotations[:, 1])
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curvez.addKeys(frames, jrotations[:, 2])
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pm.connectAttr(curvex.output, joint.rotateX)
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pm.connectAttr(curvey.output, joint.rotateY)
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pm.connectAttr(curvez.output, joint.rotateZ)
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offsetx = pm.nodetypes.AnimCurveTU(n=name + "_translateX")
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offsety = pm.nodetypes.AnimCurveTU(n=name + "_translateY")
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offsetz = pm.nodetypes.AnimCurveTU(n=name + "_translateZ")
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offsetx.addKeys(frames, anim.positions[:, i, 0])
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offsety.addKeys(frames, anim.positions[:, i, 1])
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offsetz.addKeys(frames, anim.positions[:, i, 2])
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pm.connectAttr(offsetx.output, joint.translateX)
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pm.connectAttr(offsety.output, joint.translateY)
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pm.connectAttr(offsetz.output, joint.translateZ)
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joints.append(joint)
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return joints
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def load_from_maya(root, start, end):
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"""
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Load Animation Object from Maya Joint Skeleton
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Parameters
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----------
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root : PyNode
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Root Joint of Maya Skeleton
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start, end : int, int
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Start and End frame index of Maya Animation
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Returns
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-------
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animation : Animation
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Loaded animation from maya
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names : [str]
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Joint names from maya
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"""
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import pymel.core as pm
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original_time = pm.currentTime(q=True)
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pm.currentTime(start)
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""" Build Structure """
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names, parents = AnimationStructure.load_from_maya(root)
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descendants = AnimationStructure.descendants_list(parents)
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orients = Quaternions.id(len(names))
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offsets = np.array([pm.xform(j, q=True, translation=True) for j in names])
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for j, name in enumerate(names):
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scale = pm.xform(pm.PyNode(name), q=True, scale=True, relative=True)
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if len(descendants[j]) == 0:
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continue
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offsets[descendants[j]] *= scale
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""" Load Animation """
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eulers = np.zeros((end-start, len(names), 3))
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positions = np.zeros((end-start, len(names), 3))
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rotations = Quaternions.id((end-start, len(names)))
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for i in range(end-start):
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pm.currentTime(start+i+1, u=True)
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scales = {}
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for j, name, parent in zip(range(len(names)), names, parents):
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node = pm.PyNode(name)
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if i == 0 and pm.hasAttr(node, 'jointOrient'):
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ort = node.getOrientation()
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orients[j] = Quaternions(np.array([ort[3], ort[0], ort[1], ort[2]]))
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if pm.hasAttr(node, 'rotate'):
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eulers[i, j] = np.radians(pm.xform(node, q=True, rotation=True))
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if pm.hasAttr(node, 'translate'):
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positions[i, j] = pm.xform(node, q=True, translation=True)
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if pm.hasAttr(node, 'scale'):
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scales[j] = pm.xform(node, q=True, scale=True, relative=True)
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for j in scales:
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if len(descendants[j]) == 0:
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continue
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positions[i, descendants[j]] *= scales[j]
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positions[i, 0] = pm.xform(root, q=True, translation=True, worldSpace=True)
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rotations = orients[np.newaxis] * Quaternions.from_euler(eulers, order='xyz', world=True)
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""" Done """
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pm.currentTime(original_time)
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return Animation(rotations, positions, orients, offsets, parents), names
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# local transformation matrices
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def transforms_local(anim):
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"""
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Computes Animation Local Transforms
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As well as a number of other uses this can
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be used to compute global joint transforms,
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which in turn can be used to compete global
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joint positions
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Parameters
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----------
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anim : Animation
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Input animation
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Returns
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-------
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transforms : (F, J, 4, 4) ndarray
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For each frame F, joint local
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transforms for each joint J
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"""
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transforms = anim.rotations.transforms()
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transforms = np.concatenate([transforms, np.zeros(transforms.shape[:2] + (3, 1))], axis=-1)
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transforms = np.concatenate([transforms, np.zeros(transforms.shape[:2] + (1, 4))], axis=-2)
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# the last column is filled with the joint positions!
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transforms[:, :, 0:3, 3] = anim.positions
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transforms[:, :, 3:4, 3] = 1.0
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return transforms
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def transforms_multiply(t0s, t1s):
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"""
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Transforms Multiply
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Multiplies two arrays of animation transforms
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Parameters
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----------
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t0s, t1s : (F, J, 4, 4) ndarray
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Two arrays of transforms
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for each frame F and each
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joint J
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Returns
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-------
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transforms : (F, J, 4, 4) ndarray
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Array of transforms for each
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frame F and joint J multiplied
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together
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"""
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return ut.matrix_multiply(t0s, t1s)
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def transforms_inv(ts):
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fts = ts.reshape(-1, 4, 4)
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fts = np.array(list(map(lambda x: np.linalg.inv(x), fts)))
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return fts.reshape(ts.shape)
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def transforms_blank(anim):
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"""
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Blank Transforms
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Parameters
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----------
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anim : Animation
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Input animation
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Returns
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-------
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transforms : (F, J, 4, 4) ndarray
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Array of identity transforms for
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each frame F and joint J
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"""
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ts = np.zeros(anim.shape + (4, 4))
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ts[:, :, 0, 0] = 1.0
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ts[:, :, 1, 1] = 1.0
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ts[:, :, 2, 2] = 1.0
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ts[:, :, 3, 3] = 1.0
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return ts
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# global transformation matrices
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def transforms_global(anim):
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"""
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Global Animation Transforms
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This relies on joint ordering
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being incremental. That means a joint
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J1 must not be a ancestor of J0 if
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J0 appears before J1 in the joint
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ordering.
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Parameters
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----------
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anim : Animation
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Input animation
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Returns
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------
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transforms : (F, J, 4, 4) ndarray
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Array of global transforms for
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each frame F and joint J
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"""
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joints = np.arange(anim.shape[1])
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parents = np.arange(anim.shape[1])
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locals = transforms_local(anim)
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globals = transforms_blank(anim)
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globals[:, 0] = locals[:, 0]
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for i in range(1, anim.shape[1]):
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globals[:, i] = transforms_multiply(globals[:, anim.parents[i]], locals[:, i])
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return globals
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# !!! useful!
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def positions_global(anim):
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"""
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Global Joint Positions
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Given an animation compute the global joint
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positions at at every frame
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Parameters
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----------
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anim : Animation
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Input animation
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Returns
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-------
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positions : (F, J, 3) ndarray
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Positions for every frame F
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and joint position J
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"""
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# get the last column -- corresponding to the coordinates
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positions = transforms_global(anim)[:, :, :, 3]
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return positions[:, :, :3] / positions[:, :, 3, np.newaxis]
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""" Rotations """
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def rotations_global(anim):
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"""
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Global Animation Rotations
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This relies on joint ordering
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being incremental. That means a joint
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J1 must not be a ancestor of J0 if
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J0 appears before J1 in the joint
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ordering.
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Parameters
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----------
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anim : Animation
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Input animation
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Returns
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-------
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points : (F, J) Quaternions
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global rotations for every frame F
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and joint J
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"""
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joints = np.arange(anim.shape[1])
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parents = np.arange(anim.shape[1])
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locals = anim.rotations
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globals = Quaternions.id(anim.shape)
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globals[:, 0] = locals[:, 0]
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for i in range(1, anim.shape[1]):
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globals[:, i] = globals[:, anim.parents[i]] * locals[:, i]
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return globals
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def rotations_parents_global(anim):
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rotations = rotations_global(anim)
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rotations = rotations[:, anim.parents]
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rotations[:, 0] = Quaternions.id(len(anim))
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return rotations
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def rotations_load_to_maya(rotations, positions, names=None):
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"""
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Load Rotations into Maya
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Loads a Quaternions array into the scene
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via the representation of axis
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Parameters
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----------
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rotations : (F, J) Quaternions
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array of rotations to load
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into the scene where
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F = number of frames
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J = number of joints
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positions : (F, J, 3) ndarray
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array of positions to load
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rotation axis at where:
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F = number of frames
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J = number of joints
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names : [str]
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List of joint names
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Returns
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-------
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maxies : Group
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Grouped Maya Node of all Axis nodes
|
||||
"""
|
||||
|
||||
import pymel.core as pm
|
||||
|
||||
if names is None:
|
||||
names = ["joint_" + str(i) for i in range(rotations.shape[1])]
|
||||
|
||||
maxis = []
|
||||
frames = range(1, len(positions)+1)
|
||||
for i, name in enumerate(names):
|
||||
|
||||
name = name + "_axis"
|
||||
axis = pm.group(
|
||||
pm.curve(p=[(0, 0, 0), (1, 0, 0)], d=1, n=name+'_axis_x'),
|
||||
pm.curve(p=[(0, 0, 0), (0, 1, 0)], d=1, n=name+'_axis_y'),
|
||||
pm.curve(p=[(0, 0, 0), (0, 0, 1)], d=1, n=name+'_axis_z'),
|
||||
n=name)
|
||||
|
||||
axis.rotatePivot.set((0, 0, 0))
|
||||
axis.scalePivot.set((0, 0, 0))
|
||||
axis.childAtIndex(0).overrideEnabled.set(1)
|
||||
axis.childAtIndex(0).overrideColor.set(13)
|
||||
axis.childAtIndex(1).overrideEnabled.set(1)
|
||||
axis.childAtIndex(1).overrideColor.set(14)
|
||||
axis.childAtIndex(2).overrideEnabled.set(1)
|
||||
axis.childAtIndex(2).overrideColor.set(15)
|
||||
|
||||
curvex = pm.nodetypes.AnimCurveTA(n=name + "_rotateX")
|
||||
curvey = pm.nodetypes.AnimCurveTA(n=name + "_rotateY")
|
||||
curvez = pm.nodetypes.AnimCurveTA(n=name + "_rotateZ")
|
||||
|
||||
arotations = rotations[:, i].euler()
|
||||
curvex.addKeys(frames, arotations[:, 0])
|
||||
curvey.addKeys(frames, arotations[:, 1])
|
||||
curvez.addKeys(frames, arotations[:, 2])
|
||||
|
||||
pm.connectAttr(curvex.output, axis.rotateX)
|
||||
pm.connectAttr(curvey.output, axis.rotateY)
|
||||
pm.connectAttr(curvez.output, axis.rotateZ)
|
||||
|
||||
offsetx = pm.nodetypes.AnimCurveTU(n=name + "_translateX")
|
||||
offsety = pm.nodetypes.AnimCurveTU(n=name + "_translateY")
|
||||
offsetz = pm.nodetypes.AnimCurveTU(n=name + "_translateZ")
|
||||
|
||||
offsetx.addKeys(frames, positions[:, i, 0])
|
||||
offsety.addKeys(frames, positions[:, i, 1])
|
||||
offsetz.addKeys(frames, positions[:, i, 2])
|
||||
|
||||
pm.connectAttr(offsetx.output, axis.translateX)
|
||||
pm.connectAttr(offsety.output, axis.translateY)
|
||||
pm.connectAttr(offsetz.output, axis.translateZ)
|
||||
|
||||
maxis.append(axis)
|
||||
|
||||
return pm.group(*maxis, n='RotationAnimation')
|
||||
|
||||
|
||||
""" Offsets & Orients """
|
||||
|
||||
|
||||
def orients_global(anim):
|
||||
|
||||
joints = np.arange(anim.shape[1])
|
||||
parents = np.arange(anim.shape[1])
|
||||
locals = anim.orients
|
||||
globals = Quaternions.id(anim.shape[1])
|
||||
|
||||
globals[:, 0] = locals[:, 0]
|
||||
|
||||
for i in range(1, anim.shape[1]):
|
||||
globals[:, i] = globals[:, anim.parents[i]] * locals[:, i]
|
||||
|
||||
return globals
|
||||
|
||||
|
||||
def offsets_transforms_local(anim):
|
||||
|
||||
transforms = anim.orients[np.newaxis].transforms()
|
||||
transforms = np.concatenate([transforms, np.zeros(transforms.shape[:2] + (3, 1))], axis=-1)
|
||||
transforms = np.concatenate([transforms, np.zeros(transforms.shape[:2] + (1, 4))], axis=-2)
|
||||
transforms[:, :, 0:3, 3] = anim.offsets[np.newaxis]
|
||||
transforms[:, :, 3:4, 3] = 1.0
|
||||
return transforms
|
||||
|
||||
|
||||
def offsets_transforms_global(anim):
|
||||
|
||||
joints = np.arange(anim.shape[1])
|
||||
parents = np.arange(anim.shape[1])
|
||||
locals = offsets_transforms_local(anim)
|
||||
globals = transforms_blank(anim)
|
||||
|
||||
globals[:, 0] = locals[:, 0]
|
||||
|
||||
for i in range(1, anim.shape[1]):
|
||||
globals[:, i] = transforms_multiply(globals[:, anim.parents[i]], locals[:, i])
|
||||
|
||||
return globals
|
||||
|
||||
|
||||
def offsets_global(anim):
|
||||
offsets = offsets_transforms_global(anim)[:, :, :, 3]
|
||||
return offsets[0, :, :3] / offsets[0, :, 3, np.newaxis]
|
||||
|
||||
|
||||
""" Lengths """
|
||||
|
||||
|
||||
def offset_lengths(anim):
|
||||
return np.sum(anim.offsets[1:]**2.0, axis=1)**0.5
|
||||
|
||||
|
||||
def position_lengths(anim):
|
||||
return np.sum(anim.positions[:, 1:]**2.0, axis=2)**0.5
|
||||
|
||||
|
||||
""" Skinning """
|
||||
|
||||
|
||||
def skin(anim, rest, weights, mesh, maxjoints=4):
|
||||
|
||||
full_transforms = transforms_multiply(
|
||||
transforms_global(anim),
|
||||
transforms_inv(transforms_global(rest[0:1])))
|
||||
|
||||
weightids = np.argsort(-weights, axis=1)[:, :maxjoints]
|
||||
weightvls = np.array(list(map(lambda w, i: w[i], weights, weightids)))
|
||||
weightvls = weightvls / weightvls.sum(axis=1)[..., np.newaxis]
|
||||
|
||||
verts = np.hstack([mesh, np.ones((len(mesh), 1))])
|
||||
verts = verts[np.newaxis, :, np.newaxis, :, np.newaxis]
|
||||
verts = transforms_multiply(full_transforms[:, weightids], verts)
|
||||
verts = (verts[:, :, :, :3] / verts[:, :, :, 3:4])[:, :, :, :, 0]
|
||||
|
||||
return np.sum(weightvls[np.newaxis, :, :, np.newaxis] * verts, axis=2)
|
||||
Reference in New Issue
Block a user