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import bmesh
import os
import numpy as np
import torch
import math
import mathutils
from mathutils import Vector
import imageio
import imageio.v3 as iio
import glob
def clear_scene():
"""Clear the current scene."""
bpy.ops.wm.read_homefile(use_empty=True)
for obj in bpy.data.objects:
bpy.data.objects.remove(obj, do_unlink=True)
def import_glb(filepath):
"""Import GLB/GLTF file and return mesh objects."""
bpy.ops.import_scene.gltf(filepath=filepath)
mesh_objects = [obj for obj in bpy.context.scene.objects if (obj.type == 'MESH' and obj.name != 'Cube' and obj.name != 'Icosphere')]
if not mesh_objects:
raise ValueError("No mesh objects found")
for obj in mesh_objects:
if obj.animation_data:
obj.animation_data_clear()
if obj.data.shape_keys:
obj.shape_key_clear()
bpy.context.view_layer.objects.active = obj
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
print(f"Loaded {len(mesh_objects)} mesh objects")
for mesh_obj in mesh_objects:
print(f"Mesh: {mesh_obj.name}, Vertices: {len(mesh_obj.data.vertices)}")
return mesh_objects
def import_fbx(filepath):
"""Import FBX file and align to trimesh coordinate system."""
bpy.ops.import_scene.fbx(filepath=filepath)
mesh_objects = [obj for obj in bpy.context.scene.objects if (obj.type == 'MESH' and obj.name != 'Cube' and obj.name != 'Icosphere')]
if not mesh_objects:
raise ValueError("No mesh objects found")
for obj in mesh_objects:
if obj.animation_data:
obj.animation_data_clear()
if obj.data.shape_keys:
obj.shape_key_clear()
bpy.context.view_layer.objects.active = obj
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
print(f"Loaded {len(mesh_objects)} mesh objects from FBX")
for mesh_obj in mesh_objects:
print(f"Mesh: {mesh_obj.name}, Vertices: {len(mesh_obj.data.vertices)}")
return mesh_objects
def get_mesh_vertices(mesh_obj):
"""Extract vertex coordinates from a mesh object."""
vertices = []
for vertex in mesh_obj.data.vertices:
vertices.append([vertex.co[0], vertex.co[1], vertex.co[2]])
return np.array(vertices)
def get_all_vertices(mesh_objects):
"""Extract vertex coordinates from multiple mesh objects."""
all_vertices = []
for mesh_obj in mesh_objects:
vertices = get_mesh_vertices(mesh_obj)
all_vertices.append(torch.from_numpy(vertices))
return all_vertices
def get_mesh_faces(mesh_obj):
"""Extract face indices from a mesh object."""
faces = []
for face in mesh_obj.data.polygons:
faces.append(list(face.vertices))
return np.array(faces)
def get_all_faces(mesh_objects):
"""Extract face indices from multiple mesh objects, adjusting vertex indices for merged meshes."""
all_faces = []
vertex_count = 0
for mesh_obj in mesh_objects:
faces = get_mesh_faces(mesh_obj)
if len(all_faces) > 0:
faces = faces + vertex_count
all_faces.append(torch.from_numpy(faces))
vertex_count += len(mesh_obj.data.vertices)
return all_faces
def move_vertices_with_trajectory(mesh_obj, frame, trajectories):
"""Move mesh vertices according to trajectory data for a specific frame."""
bpy.context.view_layer.objects.active = mesh_obj
bpy.ops.object.mode_set(mode='OBJECT')
if mesh_obj.data.shape_keys is None:
basis = mesh_obj.shape_key_add(name='Basis')
basis.interpolation = 'KEY_LINEAR'
bpy.context.scene.frame_set(frame)
shape_key_name = f"Frame_{frame}"
shape_key = mesh_obj.data.shape_keys.key_blocks.get(shape_key_name)
if not shape_key:
shape_key = mesh_obj.shape_key_add(name=shape_key_name)
shape_key.interpolation = 'KEY_LINEAR'
if hasattr(trajectories[frame], 'numpy'):
positions = trajectories[frame].numpy()
else:
positions = trajectories[frame]
for idx, pos in enumerate(positions):
shape_key.data[idx].co = Vector(pos)
shape_key.value = 1.0
shape_key.keyframe_insert(data_path="value", frame=frame)
if frame > 0:
shape_key.value = 0.0
shape_key.keyframe_insert(data_path="value", frame=frame - 1)
def drive_mesh_with_trajs_frames(mesh_objects, trajs, output_dir, azi=0.0, ele=0.0, export_format="fbx"):
"""Drive mesh animation with trajectory data and optionally export to various formats."""
try:
print(output_dir)
os.makedirs(output_dir, exist_ok=True)
print("Setting up animations for all meshes...")
for i in range(len(mesh_objects)):
mesh_obj = mesh_objects[i]
traj = trajs[i]
num_frames = traj.shape[0]
print(traj.shape)
print(traj.max(), traj.min())
for frame in range(num_frames):
move_vertices_with_trajectory(mesh_obj, frame, traj)
# Insert all keyframes first
for frame in range(num_frames):
for shape_key in mesh_obj.data.shape_keys.key_blocks[1:]:
shape_key.value = 0
shape_key.keyframe_insert("value", frame=frame)
current_shape_key = mesh_obj.data.shape_keys.key_blocks[f"Frame_{frame}"]
current_shape_key.value = 1
current_shape_key.keyframe_insert("value", frame=frame)
# Set interpolation to CONSTANT for all keyframes at once (AFTER all keyframes are inserted)
if mesh_obj.data.shape_keys.animation_data and mesh_obj.data.shape_keys.animation_data.action:
fcurves = mesh_obj.data.shape_keys.animation_data.action.fcurves
for fc in fcurves:
for kf in fc.keyframe_points:
kf.interpolation = 'CONSTANT'
print("Setting up scene...")
bpy.context.scene.frame_start = 0
bpy.context.scene.frame_end = trajs.shape[1] - 1
if export_format != "none":
print(f"Exporting animated mesh to {export_format.upper()} format...")
bpy.ops.object.select_all(action='DESELECT')
for obj in mesh_objects:
obj.select_set(True)
filename = os.path.basename(output_dir)
export_path = os.path.join(os.path.dirname(output_dir), f"{filename}.{export_format}")
if export_format == "abc":
bpy.ops.wm.alembic_export(
filepath=export_path,
start=bpy.context.scene.frame_start,
end=bpy.context.scene.frame_end,
selected=True,
uvs=True,
face_sets=True
)
elif export_format == "fbx":
# Optimized FBX export for shape key animations
bpy.ops.export_scene.fbx(
filepath=export_path,
use_selection=True,
bake_anim=True,
bake_anim_use_all_bones=False,
bake_anim_use_nla_strips=False,
bake_anim_use_all_actions=False,
bake_anim_force_startend_keying=False, # Disabled: not needed for shape keys
bake_anim_step=1.0, # Set to 1.0 to bake only existing keyframes
bake_anim_simplify_factor=0.0, # Disable simplification for speed
add_leaf_bones=False,
path_mode='COPY',
embed_textures=True,
use_mesh_modifiers=True,
use_mesh_edges=True,
use_tspace=True,
use_custom_props=True,
use_active_collection=False,
)
elif export_format == "glb":
bpy.ops.export_scene.gltf(
filepath=export_path,
use_selection=True,
export_format='GLB',
export_animations=True,
export_frame_range=True,
)
print(f"Successfully exported animated mesh to: {export_path}")
bpy.ops.object.select_all(action='DESELECT')
except Exception as e:
print(f"Error occurred: {str(e)}")
raise
def move_vertices_with_trajectory_gt(mesh_obj, frame, trajectories):
"""Move mesh vertices according to ground truth trajectory data for a specific frame."""
bpy.context.view_layer.objects.active = mesh_obj
bpy.ops.object.mode_set(mode='OBJECT')
if mesh_obj.data.shape_keys is None:
basis = mesh_obj.shape_key_add(name='Basis')
basis.interpolation = 'KEY_LINEAR'
shape_key_name = f"Frame_{frame}"
shape_key = mesh_obj.data.shape_keys.key_blocks.get(shape_key_name)
if not shape_key:
shape_key = mesh_obj.shape_key_add(name=shape_key_name)
shape_key.interpolation = 'KEY_LINEAR'
if hasattr(trajectories[frame], 'numpy'):
positions = trajectories[frame].numpy()
else:
positions = trajectories[frame]
for idx, pos in enumerate(positions):
shape_key.data[idx].co = Vector(pos)
def drive_mesh_with_trajs_frames_gt(mesh_objects, trajs, output_dir, azi=0.0, ele=0.0, export_format="glb"):
"""
Drive mesh animation by merging multiple meshes into one and using shape keys.
This approach is most compatible with GLB export as it only requires handling a single object.
Args:
mesh_objects: List of Blender mesh objects
trajs: Trajectory data with shape (1, T, N, 3), where N is the total number of vertices
output_dir: Output directory
export_format: Export format ('glb', 'fbx', 'abc', 'none')
"""
try:
print(output_dir)
os.makedirs(output_dir, exist_ok=True)
print("Setting up animations for all meshes (V2 - Merged Mesh with Shape Keys)...")
vertex_counts = []
for mesh_obj in mesh_objects:
vertex_counts.append(len(mesh_obj.data.vertices))
print(f"Mesh objects count: {len(mesh_objects)}")
print(f"Vertex counts per mesh: {vertex_counts}")
print(f"Total vertices: {sum(vertex_counts)}")
print(f"Trajectories shape: {trajs.shape}")
total_vertices = sum(vertex_counts)
if trajs.shape[2] != total_vertices:
print(f"Warning: Total vertices ({total_vertices}) does not match trajectory points ({trajs.shape[2]})")
num_frames = trajs.shape[1]
trajs = trajs[0]
print("Merging all meshes into one...")
bpy.ops.object.select_all(action='DESELECT')
for obj in mesh_objects:
obj.select_set(True)
bpy.context.view_layer.objects.active = mesh_objects[0]
bpy.ops.object.join()
merged_mesh = bpy.context.active_object
merged_mesh.name = "MergedAnimatedMesh"
print(f"Merged mesh created: {merged_mesh.name} with {len(merged_mesh.data.vertices)} vertices")
print("Creating shape keys for merged mesh...")
bpy.ops.object.mode_set(mode='OBJECT')
basis = merged_mesh.shape_key_add(name='Basis')
basis.interpolation = 'KEY_LINEAR'
for frame_idx in range(num_frames):
shape_key_name = f"Frame_{frame_idx}"
shape_key = merged_mesh.shape_key_add(name=shape_key_name)
shape_key.interpolation = 'KEY_LINEAR'
if hasattr(trajs[frame_idx], 'numpy'):
positions = trajs[frame_idx].numpy()
else:
positions = trajs[frame_idx]
for vert_idx, pos in enumerate(positions):
shape_key.data[vert_idx].co = Vector(pos)
print(f"Created {num_frames} shape keys")
print("Setting up shape key animation...")
for frame_idx in range(num_frames):
for shape_key in merged_mesh.data.shape_keys.key_blocks[1:]:
shape_key.value = 0
shape_key.keyframe_insert("value", frame=frame_idx)
current_shape_key = merged_mesh.data.shape_keys.key_blocks[f"Frame_{frame_idx}"]
current_shape_key.value = 1
current_shape_key.keyframe_insert("value", frame=frame_idx)
if merged_mesh.data.shape_keys.animation_data and merged_mesh.data.shape_keys.animation_data.action:
fcurves = merged_mesh.data.shape_keys.animation_data.action.fcurves
for fc in fcurves:
for kf in fc.keyframe_points:
kf.interpolation = 'CONSTANT'
print("Shape key animation setup complete")
bpy.context.scene.frame_start = 0
bpy.context.scene.frame_end = num_frames - 1
print("Setting up scene...")
if export_format != "none":
print(f"Exporting animated mesh to {export_format.upper()} format...")
bpy.ops.object.select_all(action='DESELECT')
merged_mesh.select_set(True)
filename = os.path.basename(output_dir)
export_path = os.path.join(os.path.dirname(output_dir), f"{filename}.{export_format}")
if export_format == "abc":
bpy.ops.wm.alembic_export(
filepath=export_path,
start=bpy.context.scene.frame_start,
end=bpy.context.scene.frame_end,
selected=True,
uvs=True,
face_sets=True
)
elif export_format == "glb":
bpy.ops.export_scene.gltf(
filepath=export_path,
use_selection=True,
export_format='GLB',
export_animations=True,
export_frame_range=True,
export_morph=True,
export_morph_animation=True,
)
print(f"Successfully exported animated mesh to: {export_path}")
bpy.ops.object.select_all(action='DESELECT')
print("Animation setup complete!")
except Exception as e:
print(f"Error occurred: {str(e)}")
import traceback
traceback.print_exc()
raise
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