import bpy 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