Comments (16)
These are the steps I have went through.
Hope this helps anyone stuck in preprocessing.
- Collect bvh
- From what I remember I made a python file that converts bvh to fbx, which requires blender python library. (checkout the blender python library) and made a bash file that runs blender python externally for each bvh file. (blender needs to refresh every time for conversion or it may converts the previous accumulated ones :( ) well.. you can achieve this manually by importing bvh and exporting fbx in blender,but for efficient way I recommend using blender python
- use this:
SkeletonMotion.from_fbx
and save it to .npy file:motion.to_file(file_path)
- Retarget npy file for ase with
generate_retarget_motion.py
- I also coded for generating yaml file too.
I made every python files for each steps btw, and yes, I had no problem with orientation either.
from ase.
These are the steps I have went through. Hope this helps anyone stuck in preprocessing.
- Collect bvh
- From what I remember I made a python file that converts bvh to fbx, which requires blender python library. (checkout the blender python library) and made a bash file that runs blender python externally for each bvh file. (blender needs to refresh every time for conversion or it may converts the previous accumulated ones :( ) well.. you can achieve this manually by importing bvh and exporting fbx in blender,but for efficient way I recommend using blender python
- use this:
SkeletonMotion.from_fbx
and save it to .npy file:motion.to_file(file_path)
- Retarget npy file for ase with
generate_retarget_motion.py
- I also coded for generating yaml file too.
I made every python files for each steps btw, and yes, I had no problem with orientation either.
Hi, @ameliacode , good work!
I just want to code some scripts for these steps, so could u share your wheels?
from ase.
yes, there are some differences between the deepmimic skeleton and the one in isaacgym. They should be pretty much the same, except in deepmimic, the up vector is the y axis, while in isaacgym the up vector is the z axis, which might explain some of the issues you are seeing. I think the ordering of the quaternions might also be different. I can't recall exactly, but you should check if the w component is the first or last value in a quaternion.
from ase.
Hi all, when I downloaded a fbx file from https://actorcore.reallusion.com/ and tried to convert it to npy file.
It succeed but the rotation of every frame is same. How can I fix it?
from ase.
Hello. In poselib there are some motion files of CMU provided as fbx files. Where did you got those files? If you converted the files yourself to fbx format, could you please explain how you did it?
from ase.
Hi all, when I downloaded a fbx file from https://actorcore.reallusion.com/ and tried to convert it to npy file. It succeed but the rotation of every frame is same. How can I fix it?
Hello, did you manage to retarget the animation from Reallusion to the skeleton used in the simulation ? As far as I can see, it might need to provide a t-pose for the source animation and a mapping between the joints from the two skeletons. How can you do that ?
from ase.
Hi all, when I downloaded a fbx file from https://actorcore.reallusion.com/ and tried to convert it to npy file. It succeed but the rotation of every frame is same. How can I fix it?
Hello, did you manage to retarget the animation from Reallusion to the skeleton used in the simulation ? As far as I can see, it might need to provide a t-pose for the source animation and a mapping between the joints from the two skeletons. How can you do that ?
I did not import the t-pose into my code so i failed to transfer it.
When I just want to visualize the motion data from fbx file, it only has one single frame and this frame looks like t-pose.
ps, I used the motion file from actorcore, which is suggested by this repo. I donot know why it has always only one frame.
from ase.
I did not import the t-pose into my code so i failed to transfer it.
When I just want to visualize the motion data from fbx file, it only has one single frame and this frame looks like t-pose.
ps, I used the motion file from actorcore, which is suggested by this repo. I donot know why it has always only one fram
I did same thing as you. And I also got only 1 frame, which might be the T-pose of the character. Maybe there is a code in fbx, which prevent the user directly to read data in fbx of "actorcore.reallusion.com". To protect their data and their model. I had also bought some motion, but they become useless.... QAQ
from ase.
For the step3. running command SkeletonMotion.from_fbx, is it required to installed FBX Autodesk, cause right now I had some trouble with it. The version provided by the website seems too old for python3.8. The latest version as I saw from the website is 3.1
Best,
you can follow the fbx bindings guide, which I just tested in linux. works well.
from ase.
I did not import the t-pose into my code so i failed to transfer it.
When I just want to visualize the motion data from fbx file, it only has one single frame and this frame looks like t-pose.ps, I used the motion file from actorcore, which is suggested by this repo. I donot know why it has always only one fram
I did same thing as you. And I also got only 1 frame, which might be the T-pose of the character. Maybe there is a code in fbx, which prevent the user directly to read data in fbx of "actorcore.reallusion.com". To protect their data and their model. I had also bought some motion, but they become useless.... QAQ
yeah right. I have tried to use other mocap datasets : ) happy to communicate.
from ase.
Hello,
Thank you for your reply.
Can I know what python version are you using for the installation? Because the documentation of the fbx binding installation guide page seems old, and only 2.x-3.1 is listed on their website. And I just download the pythonsdk202032 and pythonskd202034, it turns out that one is for python3.7 and the other is for python3.10. But now my virtual environment is using python3.8.
Maybe I should switch to binding as you suggested, could you provide more suggestions.
Thank you so much :=) 🙇♂
from ase.
Hello,
Thank you for your reply.
Can I know what python version are you using for the installation? Because the documentation of the fbx binding installation guide page seems old, and only 2.x-3.1 is listed on their website. And I just download the pythonsdk202032 and pythonskd202034, it turns out that one is for python3.7 and the other is for python3.10. But now my virtual environment is using python3.8.
Maybe I should switch to binding as you suggested, could you provide more suggestions.
Thank you so much :=) 🙇♂
Python 3.7 & Python 3.8 work for me. Isaacgym doesnot support python 3.10 so I didnot try that.
from ase.
Hello Jony,
Thank you for your reply. Can I know how did you get this visualization of the skeleton, cause I run the test_plotter.py under poselib.poselib.visualization.tests, it returned a blank plot graph for me. And I checked my matplotlib, it seems working.
Thanks :+)
from ase.
Hello Jony,
Thank you for your reply. Can I know how did you get this visualization of the skeleton, cause I run the test_plotter.py under poselib.poselib.visualization.tests, it returned a blank plot graph for me. And I checked my matplotlib, it seems working.
Thanks :+)
yeah, looks like you do not have fbx sdk on your envs.
can you show me more details on your terminal?
from ase.
These are the steps I have went through. Hope this helps anyone stuck in preprocessing.
- Collect bvh
- From what I remember I made a python file that converts bvh to fbx, which requires blender python library. (checkout the blender python library) and made a bash file that runs blender python externally for each bvh file. (blender needs to refresh every time for conversion or it may converts the previous accumulated ones :( ) well.. you can achieve this manually by importing bvh and exporting fbx in blender,but for efficient way I recommend using blender python
- use this:
SkeletonMotion.from_fbx
and save it to .npy file:motion.to_file(file_path)
- Retarget npy file for ase with
generate_retarget_motion.py
- I also coded for generating yaml file too.
I made every python files for each steps btw, and yes, I had no problem with orientation either.
Hi, @ameliacode , good work! I just want to code some scripts for these steps, so could u share your wheels?
Oops sorry for late replay. Due to personal issue I can't completely open my code.. However I can give you some hints about this preprocessing though...
For step1, I have imported bpy(blender python) on generating fbx datset. Look for details in official blender python docs for this.
Make sure to select all and delete objects first. (there are default objects as cubes, lighting in initial blender project, This may hinder in conversion process). then import bvh files(import_anim.bvh). then select scene object(bvh) then export it as fbx. From what I remember, this example code exists on internet.
I recommend to understand preprocess codes that are in poselib folder in this repository. Good luck
from ase.
Hi all, when I downloaded a fbx file from https://actorcore.reallusion.com/ and tried to convert it to npy file. It succeed but the rotation of every frame is same. How can I fix it?
Hello, did you manage to retarget the animation from Reallusion to the skeleton used in the simulation ? As far as I can see, it might need to provide a t-pose for the source animation and a mapping between the joints from the two skeletons. How can you do that ?
I did not import the t-pose into my code so i failed to transfer it. When I just want to visualize the motion data from fbx file, it only has one single frame and this frame looks like t-pose.
ps, I used the motion file from actorcore, which is suggested by this repo. I donot know why it has always only one frame.
Hi, it looks like you have already solved this problem, can I ask how to obtain the T-pose for the 'source_motion'?thanks!
from ase.
Related Issues (20)
- ISAAC gym preview 4 requires rl-games>=1.6.0 and does not meet ASE program requirements HOT 3
- [fbx_sdk install manual] if you stucked in install fbx_sdk for import fbx or other files. check this HOT 4
- How do you come up with the "rotation" and "scale" value in the retarget config file? HOT 2
- Retargeted animation looks really weird (upperArm position)... Is that normal? HOT 3
- Characters are spawned in the sky? HOT 2
- Is there a Issac Sim version of this repo or something similar in the works? I just want to ask before attempting a port of this to Isaac sim.
- Installling requirements tips HOT 1
- tensors are created on cpu when cuda is specified as the device.
- sudden translation / rotation changes of motion loaded from fbx
- mocap data HOT 1
- The implementation seems to be different from the method in the paper HOT 1
- About the Implementation of FK
- More about motion weights
- the source of the CMU fbx files HOT 5
- Exporting trained motion to BVH or FBX HOT 1
- About function '_calc_enc_error'
- Training with customized characters HOT 2
- Customized model will stay still HOT 4
- could you please provide full link abou cmu-fbx files HOT 1
- What is the meanning of function _get_pairwise_average_translation
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