paul commited on
Commit Β·
792cc2f
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Parent(s): 7180508
Rewrite the model card: what it takes, what it returns, and how to run it
Browse files
README.md
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---
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library_name:
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tags:
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- animation
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- character-animation
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- inverse-kinematics
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- pose-estimation
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license: other
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---
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# Animatica Autoposer (
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A neural autoposer
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pose for a 30-joint
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centroid-reference only x,z when preparing effector inputs.
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- Architecture: weighted-prototype ProtoRes (Oreshkin et al., ICLR 2022) with two-stage
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decoding (draft positions -> rotations), conditioning injected at the encoder (per effector)
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and the decoder embedding (zero-init).
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##
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```python
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```
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---
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library_name: onnxruntime
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tags:
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- animation
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- character-animation
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- inverse-kinematics
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- pose-estimation
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- onnx
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license: other
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---
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# Animatica Autoposer (SOMA-30)
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A neural autoposer for full-body character rigs. Give it a handful of handles β where a hand
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should be, where the feet are planted, which way the head looks β and it returns a complete,
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natural pose for a 30-joint skeleton. It is what makes posing in the
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[Animatica](https://animatica.ai) Blender add-on feel like moving a character rather than
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rotating thirty bones.
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It is a **poser, not an animator**: one pose per call, a few milliseconds each, no motion model
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and no temporal state. Ask it once per frame and you have an editable animation; ask it once and
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you have a pose.
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## What you give it
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Any number of effectors, in any combination. Each carries a **tolerance** β metres of slack β so
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a handle can be an exact pin or a loose suggestion the model may overrule to keep the body
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plausible.
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| Effector | Type id | Value | Meaning |
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|---|---|---|---|
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| Position | `0` | xyz | put this joint here |
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| Rotation | `1` | 6D rotation | orient this joint like this |
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| Look-at | `2` | xyz + direction | aim this joint at this point |
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Plus a **body descriptor**: 29 bone lengths, z-scored. The same effectors solve correctly on a
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child, a heavyset adult, or a giant, because proportion is an input rather than an assumption.
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Three position effectors is the sparsest input it was trained to answer well; one or two will
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return something, but the body below them is mostly prior.
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## What you get back
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- **draft joint positions** β `[B, 90]`, the 30 joints as xyz, root first
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- **6D rotations** β `[B, 180]`, per joint, for FK on your own skeleton
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Run the rotations through SOMA-30 forward kinematics with your body's neutral joints to get world
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positions. The bundled IK pass (below) then pins the effectors exactly and keeps the feet out of
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the floor.
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## Use it in Blender
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The Animatica add-on downloads this repository on first use and needs no token or manual setup β
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handles appear on your rig and you drag them. That is the shortest path to using this model, and
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the one it is tuned for.
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## Use it directly (ONNX)
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`onnx/` is the runtime bundle: two graphs and the metadata that describes them.
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```python
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import json, numpy as np, onnxruntime as ort
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from huggingface_hub import snapshot_download
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d = snapshot_download("Animatica-ai/autoposer", allow_patterns=["onnx/*"])
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meta = json.load(open(f"{d}/onnx/meta.json"))
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poser = ort.InferenceSession(f"{d}/onnx/poser.onnx")
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E = 3 # three handles: hips and both hands
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val = np.zeros((1, E, 7), np.float32) # 6 value channels + 1 tolerance
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val[0, 0, :3], val[0, 0, 6] = (0.0, 0.95, 0.0), 0.005
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val[0, 1, :3], val[0, 1, 6] = (0.35, 1.20, 0.20), 0.005
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val[0, 2, :3], val[0, 2, 6] = (-0.35, 1.20, 0.20), 0.005
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draft, rot6d = poser.run(None, {
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"val": val,
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"weights": np.ones((1, E), np.float32), # encoder blending weights
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"joint_id": np.array([[0, 13, 19]], np.int64), # Hips, LeftHand, RightHand
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"eff_type": np.zeros((1, E), np.int64), # all positions
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"cond": np.zeros((1, 29), np.float32), # z-scored bone lengths
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})
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```
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Two details the graph will not tell you, and which decide whether the output is a pose or a heap:
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- **Reference frame.** Position and look-at values are expressed relative to the centroid of the
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position targets. This checkpoint is floor-referenced (`floor_ref: true`), so **y stays
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absolute** β the ground is a real height, not something relative β and the centroid is zeroed
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on y before subtracting.
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- **Conditioning.** `cond` is the 29 bone lengths, z-scored with `blen_mean` / `blen_std` from
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`meta.json` and clamped to Β±4.5. Zeros mean "the average body the statistics describe", which
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is why the snippet above works at all.
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### The IK pass
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`onnx/ik.onnx` is a damped least-squares refinement that runs after the network: it pins
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effectors to the tolerance you asked for, holds a floor plane, and rolls the toes rather than
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sinking the feet. Twelve iterations over a damping ladder, accepting per step. The network gets
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the pose right; this makes the handles exact.
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`meta.json` carries a **selftest** β recorded inputs and expected outputs β so a miscompiled
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graph is detectable. It matters more than it sounds: a bad kernel fusion does not raise, it
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quietly returns a wrong pose. Run the IK graph on `selftest.inputs` and compare against
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`selftest.expect`; agreement should be well under half a centimetre.
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## Use it directly (PyTorch)
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`model.safetensors` + `config.json` are the training weights, for research use and for anyone who
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wants to fine-tune. `config.json` records the skeleton (`njoints`, `ux`/`ux_names`), the
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conditioning width (`cond_dim: 29`), floor referencing, and the training step.
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## The skeleton
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30 joints, root first:
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```
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Hips Spine1 Spine2 Chest Neck1 Neck2 Head Jaw LeftEye RightEye
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LeftShoulder LeftArm LeftForeArm LeftHand LeftHandThumbEnd LeftHandMiddleEnd
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RightShoulder RightArm RightForeArm RightHand RightHandThumbEnd RightHandMiddleEnd
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LeftLeg LeftShin LeftFoot LeftToeBase
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RightLeg RightShin RightFoot RightToeBase
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```
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`meta.json` has the parent list, the neutral (rest) joint positions, the four foot joints used by
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the floor term, and the effector joint ids.
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## How it works
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Each effector is embedded from its value, tolerance, joint id and type, and the set is blended by
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weight into a single pose code β so the model takes any number of handles in any order, rather
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than a fixed rig of them. Two-stage decoding follows: draft joint positions first, then per-joint
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6D rotations, which is what keeps limbs attached to a body of the right proportions instead of
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merely near the handles. The body descriptor is injected twice, at the encoder alongside each
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effector and again at the decoder embedding (zero-initialised, so it starts as a no-op and is
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learned into).
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## Files
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| File | Size | What |
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| `onnx/poser.onnx` | 142 MB | the network |
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| `onnx/ik.onnx` | 1.9 MB | the IK refinement pass |
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| `onnx/meta.json` | 19 KB | skeleton, normalisation stats, checksums, selftest |
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| `model.safetensors` | β | PyTorch weights |
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| `config.json` | β | training configuration |
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## Limitations
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- **One pose at a time.** There is no temporal model: consecutive frames are consistent because
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consecutive effectors are, not because the model remembers anything.
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- **SOMA-30 only.** Other skeletons need retargeting onto these 30 joints first.
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- **Hands and face are along for the ride.** Fingers are a thumb and middle tip per hand; jaw and
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eyes are in the skeleton but are not meaningfully posed.
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- **Fewer than three position effectors** leaves most of the body to the prior. It will answer;
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it just has little to answer from.
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- **Floor-referenced.** Feed it absolute heights. A pose built in a different vertical frame will
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come back crouching or floating.
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---
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Made by [Animatica](https://animatica.ai). Found something odd? Tell us β the model and the
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add-on move together, and a pose that comes out wrong is usually interesting.
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