--- 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 — where a hand should be, where the feet are planted, which way the head looks — 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** — metres of slack — 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** — `[B, 90]`, the 30 joints as xyz, root first - **6D rotations** — `[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 — 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** — the ground is a real height, not something relative — 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 ±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** — recorded inputs and expected outputs — 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 — 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` | — | PyTorch weights | | `config.json` | — | 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 — the model and the add-on move together, and a pose that comes out wrong is usually interesting.