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| library_name: onnxruntime | |
| tags: | |
| - animation | |
| - character-animation | |
| - inverse-kinematics | |
| - pose-estimation | |
| - onnx | |
| license: other | |
| # Animatica Autoposer (SOMA-30) | |
| A neural autoposer for full-body character rigs. Give it a handful of handles β where a hand | |
| should be, where the feet are planted, which way the head looks β and it returns a complete, | |
| natural pose for a 30-joint skeleton. It is what makes posing in the | |
| [Animatica](https://animatica.ai) Blender add-on feel like moving a character rather than | |
| rotating thirty bones. | |
| It is a **poser, not an animator**: one pose per call, a few milliseconds each, no motion model | |
| and no temporal state. Ask it once per frame and you have an editable animation; ask it once and | |
| you have a pose. | |
| ## What you give it | |
| Any number of effectors, in any combination. Each carries a **tolerance** β metres of slack β so | |
| a handle can be an exact pin or a loose suggestion the model may overrule to keep the body | |
| plausible. | |
| | Effector | Type id | Value | Meaning | | |
| |---|---|---|---| | |
| | Position | `0` | xyz | put this joint here | | |
| | Rotation | `1` | 6D rotation | orient this joint like this | | |
| | Look-at | `2` | xyz + direction | aim this joint at this point | | |
| Plus a **body descriptor**: 29 bone lengths, z-scored. The same effectors solve correctly on a | |
| child, a heavyset adult, or a giant, because proportion is an input rather than an assumption. | |
| Three position effectors is the sparsest input it was trained to answer well; one or two will | |
| return something, but the body below them is mostly prior. | |
| ## What you get back | |
| - **draft joint positions** β `[B, 90]`, the 30 joints as xyz, root first | |
| - **6D rotations** β `[B, 180]`, per joint, for FK on your own skeleton | |
| Run the rotations through SOMA-30 forward kinematics with your body's neutral joints to get world | |
| positions. The bundled IK pass (below) then pins the effectors exactly and keeps the feet out of | |
| the floor. | |
| ## Use it in Blender | |
| The Animatica add-on downloads this repository on first use and needs no token or manual setup β | |
| handles appear on your rig and you drag them. That is the shortest path to using this model, and | |
| the one it is tuned for. | |
| ## Use it directly (ONNX) | |
| `onnx/` is the runtime bundle: two graphs and the metadata that describes them. | |
| ```python | |
| import json, numpy as np, onnxruntime as ort | |
| from huggingface_hub import snapshot_download | |
| d = snapshot_download("Animatica-ai/autoposer", allow_patterns=["onnx/*"]) | |
| meta = json.load(open(f"{d}/onnx/meta.json")) | |
| poser = ort.InferenceSession(f"{d}/onnx/poser.onnx") | |
| E = 3 # three handles: hips and both hands | |
| val = np.zeros((1, E, 7), np.float32) # 6 value channels + 1 tolerance | |
| val[0, 0, :3], val[0, 0, 6] = (0.0, 0.95, 0.0), 0.005 | |
| val[0, 1, :3], val[0, 1, 6] = (0.35, 1.20, 0.20), 0.005 | |
| val[0, 2, :3], val[0, 2, 6] = (-0.35, 1.20, 0.20), 0.005 | |
| draft, rot6d = poser.run(None, { | |
| "val": val, | |
| "weights": np.ones((1, E), np.float32), # encoder blending weights | |
| "joint_id": np.array([[0, 13, 19]], np.int64), # Hips, LeftHand, RightHand | |
| "eff_type": np.zeros((1, E), np.int64), # all positions | |
| "cond": np.zeros((1, 29), np.float32), # z-scored bone lengths | |
| }) | |
| ``` | |
| Two details the graph will not tell you, and which decide whether the output is a pose or a heap: | |
| - **Reference frame.** Position and look-at values are expressed relative to the centroid of the | |
| position targets. This checkpoint is floor-referenced (`floor_ref: true`), so **y stays | |
| absolute** β the ground is a real height, not something relative β and the centroid is zeroed | |
| on y before subtracting. | |
| - **Conditioning.** `cond` is the 29 bone lengths, z-scored with `blen_mean` / `blen_std` from | |
| `meta.json` and clamped to Β±4.5. Zeros mean "the average body the statistics describe", which | |
| is why the snippet above works at all. | |
| ### The IK pass | |
| `onnx/ik.onnx` is a damped least-squares refinement that runs after the network: it pins | |
| effectors to the tolerance you asked for, holds a floor plane, and rolls the toes rather than | |
| sinking the feet. Twelve iterations over a damping ladder, accepting per step. The network gets | |
| the pose right; this makes the handles exact. | |
| `meta.json` carries a **selftest** β recorded inputs and expected outputs β so a miscompiled | |
| graph is detectable. It matters more than it sounds: a bad kernel fusion does not raise, it | |
| quietly returns a wrong pose. Run the IK graph on `selftest.inputs` and compare against | |
| `selftest.expect`; agreement should be well under half a centimetre. | |
| ## Use it directly (PyTorch) | |
| `model.safetensors` + `config.json` are the training weights, for research use and for anyone who | |
| wants to fine-tune. `config.json` records the skeleton (`njoints`, `ux`/`ux_names`), the | |
| conditioning width (`cond_dim: 29`), floor referencing, and the training step. | |
| ## The skeleton | |
| 30 joints, root first: | |
| ``` | |
| Hips Spine1 Spine2 Chest Neck1 Neck2 Head Jaw LeftEye RightEye | |
| LeftShoulder LeftArm LeftForeArm LeftHand LeftHandThumbEnd LeftHandMiddleEnd | |
| RightShoulder RightArm RightForeArm RightHand RightHandThumbEnd RightHandMiddleEnd | |
| LeftLeg LeftShin LeftFoot LeftToeBase | |
| RightLeg RightShin RightFoot RightToeBase | |
| ``` | |
| `meta.json` has the parent list, the neutral (rest) joint positions, the four foot joints used by | |
| the floor term, and the effector joint ids. | |
| ## How it works | |
| Each effector is embedded from its value, tolerance, joint id and type, and the set is blended by | |
| weight into a single pose code β so the model takes any number of handles in any order, rather | |
| than a fixed rig of them. Two-stage decoding follows: draft joint positions first, then per-joint | |
| 6D rotations, which is what keeps limbs attached to a body of the right proportions instead of | |
| merely near the handles. The body descriptor is injected twice, at the encoder alongside each | |
| effector and again at the decoder embedding (zero-initialised, so it starts as a no-op and is | |
| learned into). | |
| ## Files | |
| | File | Size | What | | |
| |---|---|---| | |
| | `onnx/poser.onnx` | 142 MB | the network | | |
| | `onnx/ik.onnx` | 1.9 MB | the IK refinement pass | | |
| | `onnx/meta.json` | 19 KB | skeleton, normalisation stats, checksums, selftest | | |
| | `model.safetensors` | β | PyTorch weights | | |
| | `config.json` | β | training configuration | | |
| ## Limitations | |
| - **One pose at a time.** There is no temporal model: consecutive frames are consistent because | |
| consecutive effectors are, not because the model remembers anything. | |
| - **SOMA-30 only.** Other skeletons need retargeting onto these 30 joints first. | |
| - **Hands and face are along for the ride.** Fingers are a thumb and middle tip per hand; jaw and | |
| eyes are in the skeleton but are not meaningfully posed. | |
| - **Fewer than three position effectors** leaves most of the body to the prior. It will answer; | |
| it just has little to answer from. | |
| - **Floor-referenced.** Feed it absolute heights. A pose built in a different vertical frame will | |
| come back crouching or floating. | |
| --- | |
| Made by [Animatica](https://animatica.ai). Found something odd? Tell us β the model and the | |
| add-on move together, and a pose that comes out wrong is usually interesting. | |