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lisiyao21 avatar lisiyao21 commented on July 28, 2024

Hi, thank you for your interest!

To drive character animation, you need to transfer 3D joint keypoints to rotation matrix/eular angles (this step is called "inverse kinemetics", IK), save them into some format like .fbx and render the character using CG softwares like Blender. The IK step was implemented in SenseTime (a company) with Unity software, which is not for open source.

We realize that the public is willing to have a one for avatar in a simpler way. We will try to train and release a "rotmat" version in few months.

from bailando.

aleeyang avatar aleeyang commented on July 28, 2024

According to the code you provided, I can only get the dancing stickman (skeleton), how to get the dancing character animation. Is there any relevant code or tutorial about Mixamo?

Thanks a lot.

I have find a project (video2bhv)which can convert 3d joint kepoint into a motion file(bvh) which can control the mixamo in blender.But I get confused motion sequences.Anyway, it is still possible way to visualize your result in blender. If you are interested in it ,you can have a try..
by the way, if there are any change in code(video2bvh) which can make the result better.Wish you can share with me.
Thank you a lot.

from bailando.

iooops avatar iooops commented on July 28, 2024

Hi, thank you for your interest!

To drive character animation, you need to transfer 3D joint keypoints to rotation matrix/eular angles (this step is called "inverse kinemetics", IK), save them into some format like .fbx and render the character using CG softwares like Blender. The IK step was implemented in SenseTime (a company) with Unity software, which is not for open source.

We realize that the public is willing to have a one for avatar in a simpler way. We will try to train and release a "rotmat" version in few months.

So is the "rotmat" version available now?

from bailando.

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