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Running on Zero
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5c331a4 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 | """Retarget generated SOMA directions to a learned Mixamo skin, preserving proportions."""
import argparse
import json
from pathlib import Path
import re
import sys
import bpy
import numpy as np
from mathutils import Matrix, Vector
p = argparse.ArgumentParser()
for name in ["input", "motion", "bvh", "output"]:
p.add_argument("--" + name, required=True)
p.add_argument("--body-clearance", action="store_true")
p.add_argument("--smooth-joints", action="store_true")
p.add_argument("--arm-blend-band", type=float, default=0.55)
a = p.parse_args(sys.argv[sys.argv.index("--") + 1 :])
out = Path(a.output)
out.mkdir(parents=True, exist_ok=True)
bpy.ops.wm.read_factory_settings(use_empty=True)
scene = bpy.context.scene
scene.render.fps = 30
bpy.ops.import_scene.gltf(filepath=str(Path(a.input).resolve()))
rigs = [o for o in scene.objects if o.type == "ARMATURE"]
if len(rigs) != 1:
raise ValueError("Learned rig must contain exactly one skeleton.")
rig = rigs[0]
meshes = [
o
for o in scene.objects
if o.type == "MESH" and any(m.type == "ARMATURE" and m.object == rig for m in o.modifiers)
]
rig.animation_data_clear()
for bone in rig.pose.bones:
bone.matrix_basis.identity()
bpy.context.view_layer.update()
for action in list(bpy.data.actions):
bpy.data.actions.remove(action)
# Normalize the whole hierarchy together, retaining bind matrices and textured geometry.
vertices = np.array([tuple(o.matrix_world @ v.co) for o in meshes for v in o.data.vertices])
low, high = vertices.min(0), vertices.max(0)
height = high[2] - low[2]
if height < 1e-6:
raise ValueError("Degenerate learned rig bounds.")
transform = Matrix.Scale(1 / height, 4) @ Matrix.Translation(
Vector((-(low[0] + high[0]) / 2, -(low[1] + high[1]) / 2, -low[2]))
)
for obj in list(scene.objects):
if obj.parent is None:
obj.matrix_world = transform @ obj.matrix_world
bpy.context.view_layer.update()
# Standardize exported bone names so the geometric auditor can identify extremities.
rename = {"Spine": "Spine1", "Spine1": "Spine2", "Spine2": "Chest", "Neck": "Neck1"}
for side in ["Left", "Right"]:
rename[side + "UpLeg"] = side + "Leg"
rename[side + "Leg"] = side + "Shin"
original = [(b, b.name, b.name.split(":")[-1]) for b in rig.data.bones]
groups_by_bone = {old: [obj.vertex_groups.get(old) for obj in meshes] for bone, old, short in original}
for bone, old, short in original:
staged = "__retarget_" + short
bone.name = staged
for group in groups_by_bone[old]:
if group is not None and group.name != staged:
group.name = staged
for bone, old, short in original:
new = rename.get(short, short)
bone.name = new
for group in groups_by_bone[old]:
if group is not None and group.name != new:
group.name = new
for obj in meshes:
if any(group.name not in rig.data.bones for group in obj.vertex_groups):
raise ValueError("Skin groups do not match retargeted skeleton bone names.")
source_names = re.findall(r"JOINT (\S+)", Path(a.bvh).read_text())
idx = {name: i for i, name in enumerate(source_names)}
with np.load(a.motion, allow_pickle=False) as data:
pos = data["posed_joints"].copy()
source_rotations = data["global_rot_mats"].copy()
contacts = data["foot_contacts"].reshape(len(pos), 2, -1).max(axis=2) > 0.5
C = np.array([[1, 0, 0], [0, 0, -1], [0, 1, 0]])
pos = pos @ C.T
source_rotations = C @ source_rotations @ C.T
if pos.shape[1] != len(source_names):
raise ValueError("Motion NPZ and BVH skeleton disagree.")
tips = {
"Hips": "Spine1",
"Spine1": "Spine2",
"Spine2": "Chest",
"Chest": "Neck1",
"Neck1": "Head",
"Head": "HeadEnd",
}
for side in ["Left", "Right"]:
for bone, tip in [
("Shoulder", "Arm"),
("Arm", "ForeArm"),
("ForeArm", "Hand"),
("Hand", "HandMiddleEnd"),
("Leg", "Shin"),
("Shin", "Foot"),
("Foot", "ToeBase"),
]:
tips[side + bone] = side + tip
required = {"Hips", "Head", "LeftHand", "RightHand", "LeftFoot", "RightFoot"}
if not required.issubset(rig.data.bones.keys()):
raise ValueError("Learned skeleton is not a supported Mixamo humanoid.")
bones = list(rig.data.bones)
heads = {b.name: np.array(b.head_local) for b in bones}
rest = {b.name: b.matrix_local.to_3x3() for b in bones}
torso_points = []
for obj in meshes:
lookup = {group.index: group.name for group in obj.vertex_groups}
matrix = rig.matrix_world.inverted() @ obj.matrix_world
for vertex in obj.data.vertices:
torso_weight = sum(
group.weight
for group in vertex.groups
if lookup[group.group] in {"Hips", "Spine1", "Spine2", "Chest", "LeftLeg", "RightLeg"}
)
if torso_weight > 0.7:
torso_points.append(tuple(matrix @ vertex.co))
if not torso_points:
raise ValueError("Learned skin has no torso region.")
torso_points = np.array(torso_points)
body_low, body_high = np.quantile(torso_points, [0.01, 0.99], axis=0)
if a.smooth_joints:
for side in ["Left", "Right"]:
for upper, lower in [
(side + "Arm", side + "ForeArm"),
(side + "Leg", side + "Shin"),
(side + "Shin", side + "Foot"),
]:
pivot = heads[lower]
direction = Vector(heads[lower] - heads[upper]).normalized()
length = np.linalg.norm(heads[lower] - heads[upper])
band = length * (
a.arm_blend_band if upper.endswith("Arm") else 0.35 if upper.endswith("Shin") else 0.55
)
for obj in meshes:
matrix = rig.matrix_world.inverted() @ obj.matrix_world
groups = {group.index: group.name for group in obj.vertex_groups}
for vertex in obj.data.vertices:
total = sum(
group.weight for group in vertex.groups if groups[group.group] in {upper, lower}
)
if total < 1e-6:
continue
point = matrix @ vertex.co
t = float(np.clip((np.dot(np.array(point) - pivot, direction) + band) / (2 * band), 0, 1))
t = t * t * (3 - 2 * t)
obj.vertex_groups[upper].add([vertex.index], total * (1 - t), "REPLACE")
obj.vertex_groups[lower].add([vertex.index], total * t, "REPLACE")
source_height = np.median(
pos[:, idx["HeadEnd"], 2] - np.minimum(pos[:, idx["LeftFoot"], 2], pos[:, idx["RightFoot"], 2])
)
target_height = (rig.data.bones["Head"].head_local - rig.data.bones["LeftFoot"].head_local).length
scale = target_height / max(source_height, 1e-6)
clearance_radius = target_height * 0.10
clearance_changes = 0
scene.frame_start = 1
scene.frame_end = len(pos)
for f in range(len(pos)):
scene.frame_set(f + 1)
rotations, targets = {}, {}
for bone in bones:
name = bone.name
parent = bone.parent.name if bone.parent else None
if parent:
targets[name] = targets[parent] + np.array(rotations[parent]) @ (heads[name] - heads[parent])
else:
delta = pos[f, idx["Hips"]] - pos[0, idx["Hips"]]
delta[:2] = 0
targets[name] = heads[name] + delta * scale
if name == "Head" or name.endswith("Hand"):
source_parent = "Neck1" if name == "Head" else name.replace("Hand", "ForeArm")
relative = source_rotations[f, idx[source_parent]].T @ source_rotations[f, idx[name]]
initial = source_rotations[0, idx[source_parent]].T @ source_rotations[0, idx[name]]
delta_rotation = Matrix((relative @ initial.T).tolist())
rotation = rotations[parent] @ delta_rotation
elif name in tips and name in idx and tips[name] in idx:
direction = rig.matrix_world.to_3x3().inverted() @ Vector(
pos[f, idx[tips[name]]] - pos[f, idx[name]]
)
if a.body_clearance and name.endswith(("Arm", "ForeArm")):
rest_direction = heads[tips[name]] - heads[name]
length = np.linalg.norm(rest_direction)
unit = np.array(direction.normalized())
end = targets[name] + unit * length
pad = clearance_radius
if (
body_low[1] - pad < end[1] < body_high[1] + pad
and body_low[2] - pad < end[2] < body_high[2] + pad
):
sign = 1 if name.startswith("Left") else -1
bound = body_high[0] + pad if sign > 0 else body_low[0] - pad
desired_x = (bound - targets[name][0]) / max(length, 1e-8)
if unit[0] * sign < desired_x * sign:
desired_x = float(np.clip(desired_x, -0.8, 0.8))
yz = unit[1:] / max(np.linalg.norm(unit[1:]), 1e-8)
direction = Vector((desired_x, *(yz * np.sqrt(1 - desired_x**2))))
clearance_changes += 1
if a.body_clearance and name.endswith(("Leg", "Shin")):
length = np.linalg.norm(heads[tips[name]] - heads[name])
unit = np.array(direction.normalized())
endpoint = targets[name] + unit * length
sign = 1 if name.startswith("Left") else -1
hip_x = targets["Hips"][0]
stance_x = hip_x + (heads[tips[name]][0] - heads["Hips"][0])
if (endpoint[0] - stance_x) * sign < 0:
desired_x = float(np.clip((stance_x - targets[name][0]) / max(length, 1e-8), -0.8, 0.8))
yz = unit[1:] / max(np.linalg.norm(unit[1:]), 1e-8)
direction = Vector((desired_x, *(yz * np.sqrt(1 - desired_x**2))))
clearance_changes += 1
rotation = (
(
Vector(heads[tips[name]] - heads[name])
if tips[name] in heads
else bone.tail_local - bone.head_local
)
.rotation_difference(Vector(direction))
.to_matrix()
)
else:
rotation = rotations[parent] if parent else Matrix.Identity(3)
rotations[name] = rotation
matrix = (rotation @ rest[name]).to_4x4()
matrix.translation = Vector(targets[name])
pb = rig.pose.bones[name]
pb.rotation_mode = "QUATERNION"
pb.matrix = matrix
bpy.context.view_layer.update()
for channel in ["location", "rotation_quaternion", "scale"]:
pb.keyframe_insert(channel, frame=f + 1)
# Preserve generated airborne phases while aligning source support contacts with the floor.
foot_ids = {}
for side, sign in [("Left", 1), ("Right", -1)]:
foot_ids[side] = []
for obj in meshes:
points = np.array([tuple(obj.matrix_world @ vertex.co) for vertex in obj.data.vertices])
foot_ids[side].append(np.where((points[:, 2] < 0.12) & (points[:, 0] * sign > 0))[0])
foot_minima = []
for frame in range(1, len(pos) + 1):
scene.frame_set(frame)
depsgraph = bpy.context.evaluated_depsgraph_get()
pair = []
for side in ["Left", "Right"]:
values = []
for obj, indices in zip(meshes, foot_ids[side]):
evaluated = obj.evaluated_get(depsgraph)
mesh = evaluated.to_mesh()
values.extend((evaluated.matrix_world @ mesh.vertices[int(i)].co).z for i in indices)
evaluated.to_mesh_clear()
if not values:
raise ValueError("Learned rig has no usable foot geometry for ground contact correction.")
pair.append(min(values))
foot_minima.append(pair)
foot_minima = np.array(foot_minima)
support = np.where(contacts, foot_minima, np.inf).min(axis=1)
support_frames = np.where(np.isfinite(support))[0]
if len(support_frames):
correction = np.interp(np.arange(len(pos)), support_frames, -support[support_frames])
else:
correction = np.zeros(len(pos))
correction = np.maximum(correction, -foot_minima.min(axis=1))
base_z = rig.location.z
for frame, offset in enumerate(correction, 1):
rig.location.z = base_z + float(offset)
rig.keyframe_insert("location", frame=frame)
rig.animation_data.action.name = "Generated_Motion"
scene.frame_set(1)
bpy.ops.object.select_all(action="DESELECT")
rig.select_set(True)
for obj in meshes:
obj.select_set(True)
bpy.context.view_layer.objects.active = rig
bpy.ops.export_scene.gltf(
filepath=str(out / "animation.glb"),
export_format="GLB",
use_selection=True,
export_animations=True,
export_skins=True,
export_frame_range=True,
)
bpy.ops.wm.save_as_mainfile(filepath=str(out / "animation.blend"))
(out / "retargeting.json").write_text(
json.dumps(
{
"frames": len(pos),
"fps": 30,
"method": "Generated SOMA joint directions on learned Mixamo skin; target proportions retained",
"limitations": [
"No synthesized finger or facial motion",
"Self intersections require audit review",
],
"root_translation": "vertical only; in-place preview",
"ground_correction": correction.tolist(),
"body_clearance_adjustments": clearance_changes,
"joint_weights_smoothed": a.smooth_joints,
"joint_blend_easing": "smoothstep",
"arm_blend_band_fraction": a.arm_blend_band if a.smooth_joints else None,
},
indent=2,
)
)
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