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An Implementation of VTuber (Both 3D and Live2D) using Python and Unity. Providing face movement tracking, eye blinking detection, iris detection and tracking and mouth movement tracking using CPU only.

License: MIT License

C# 54.64% Python 45.36%
python unity vtuber live2d 3d face-tracking facemesh mediapipe mediapipe-facemesh opencv

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vtuber-python-unity's Issues

Live2D chitoge problem

image
The other eye isn't closing as well as the other one isn't opening even the mouth wont open.
The only thing works is moving the head, Tried messing some settings and manage to open both of the eyes but it wont blink now.

Or maybe Chitoge's model is different on Hiyori's model? I know they came from Live2D sample data but why chitoge facial isn't working.
Hiyori's model is working fine but kinda glitchy eye blinking if I'm not close to the camera.

i can connect without error, but it so slow..

i tryed print log. so, I knew where it slowed down.

image

i started 5:50:00
but that is time for opened window.

this is my main.py code.
i changed something.

original code and my code take too long to open the camera. (2min 28sec)

"""
Main program to run the detection and TCP
"""

from argparse import ArgumentParser
import cv2
import mediapipe as mp
import numpy as np

# for TCP connection with unity
import socket

# face detection and facial landmark
from facial_landmark import FaceMeshDetector

# pose estimation and stablization
from pose_estimator import PoseEstimator
from stabilizer import Stabilizer

# Miscellaneous detections (eyes/ mouth...)
from facial_features import FacialFeatures, Eyes

import sys

# global variable
port = 5066         # have to be same as unity

# init TCP connection with unity
# return the socket connected
def init_TCP():
    port = args.port

    # '127.0.0.1' = 'localhost' = your computer internal data transmission IP
    # address = ('127.0.0.1', port)
    # address = ('121.160.178.145', port)
    address = ('172.30.1.31', port)
    # address = ('192.168.0.107', port)

    try:
        s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
        s.connect(address)
        # print(socket.gethostbyname(socket.gethostname()) + "::" + str(port))
        print("Connected to address:", socket.gethostbyname(socket.gethostname()) + ":" + str(port))
        return s
    except OSError as e:
        print("Error while connecting :: %s" % e)
        
        # quit the script if connection fails (e.g. Unity server side quits suddenly)
        sys.exit()

    # s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
    # # print(socket.gethostbyname(socket.gethostname()))
    # s.connect(address)
    # return s

def send_info_to_unity(s, args):
    msg = '%.4f ' * len(args) % args

    try:
        s.send(bytes(msg, "utf-8"))
    except socket.error as e:
        print("error while sending :: " + str(e))

        # quit the script if connection fails (e.g. Unity server side quits suddenly)
        sys.exit()

def print_debug_msg(args):
    msg = '%.4f ' * len(args) % args
    print(msg)

def main():

    print("start")
    # use internal webcam/ USB camera
    cap = cv2.VideoCapture(1)
    print("cap include success")

    # IP cam (android only), with the app "IP Webcam"
    # url = 'http://192.168.0.102:4747/video'
    # url = 'https://192.168.0.102:8080/video'
    # cap = cv2.VideoCapture(url)

    # Facemesh
    detector = FaceMeshDetector()
    print("detector include success")

    # get a sample frame for pose estimation img
    success, img = cap.read()
    print("cap read success")

    # Pose estimation related
    pose_estimator = PoseEstimator((img.shape[0], img.shape[1]))
    print("pose_estimator include success")
    image_points = np.zeros((pose_estimator.model_points_full.shape[0], 2))
    print("image_points include success")

    # extra 10 points due to new attention model (in iris detection)
    iris_image_points = np.zeros((10, 2))
    print("iris_image_points include success")

    # Introduce scalar stabilizers for pose.
    pose_stabilizers = [Stabilizer(
        state_num=2,
        measure_num=1,
        cov_process=0.1,
        cov_measure=0.1) for _ in range(6)]
    print("pose_stabilizers include success")

    # for eyes
    eyes_stabilizers = [Stabilizer(
        state_num=2,
        measure_num=1,
        cov_process=0.1,
        cov_measure=0.1) for _ in range(6)]
    print("eyes_stabilizers include success")

    # for mouth_dist
    mouth_dist_stabilizer = Stabilizer(
        state_num=2,
        measure_num=1,
        cov_process=0.1,
        cov_measure=0.1
    )
    print("mouth_dist_stabilizer include success")


    # Initialize TCP connection
    if args.connect:
        socket = init_TCP()
        print("socket init success")

    while cap.isOpened():
        success, img = cap.read()

        if not success:
            print("Ignoring empty camera frame.")
            continue

        # Pose estimation by 3 steps:
        # 1. detect face;
        # 2. detect landmarks;
        # 3. estimate pose

        # first two steps
        img_facemesh, faces = detector.findFaceMesh(img)

        # flip the input image so that it matches the facemesh stuff
        img = cv2.flip(img, 1)

        # if there is any face detected
        if faces:
            # only get the first face
            for i in range(len(image_points)):
                image_points[i, 0] = faces[0][i][0]
                image_points[i, 1] = faces[0][i][1]
                
            # for refined landmarks around iris
            for j in range(len(iris_image_points)):
                iris_image_points[j, 0] = faces[0][j + 468][0]
                iris_image_points[j, 1] = faces[0][j + 468][1]

            # The third step: pose estimation
            # pose: [[rvec], [tvec]]
            pose = pose_estimator.solve_pose_by_all_points(image_points)

            x_ratio_left, y_ratio_left = FacialFeatures.detect_iris(image_points, iris_image_points, Eyes.LEFT)
            x_ratio_right, y_ratio_right = FacialFeatures.detect_iris(image_points, iris_image_points, Eyes.RIGHT)


            ear_left = FacialFeatures.eye_aspect_ratio(image_points, Eyes.LEFT)
            ear_right = FacialFeatures.eye_aspect_ratio(image_points, Eyes.RIGHT)

            pose_eye = [ear_left, ear_right, x_ratio_left, y_ratio_left, x_ratio_right, y_ratio_right]

            mar = FacialFeatures.mouth_aspect_ratio(image_points)
            mouth_distance = FacialFeatures.mouth_distance(image_points)

            # print("left eye: %.2f, %.2f" % (x_ratio_left, y_ratio_left))
            # print("right eye: %.2f, %.2f" % (x_ratio_right, y_ratio_right))

            # print("rvec (y) = (%f): " % (pose[0][1]))
            # print("rvec (x, y, z) = (%f, %f, %f): " % (pose[0][0], pose[0][1], pose[0][2]))
            # print("tvec (x, y, z) = (%f, %f, %f): " % (pose[1][0], pose[1][1], pose[1][2]))

            # Stabilize the pose.
            steady_pose = []
            pose_np = np.array(pose).flatten()

            for value, ps_stb in zip(pose_np, pose_stabilizers):
                ps_stb.update([value])
                steady_pose.append(ps_stb.state[0])

            steady_pose = np.reshape(steady_pose, (-1, 3))

            # stabilize the eyes value
            steady_pose_eye = []
            for value, ps_stb in zip(pose_eye, eyes_stabilizers):
                ps_stb.update([value])
                steady_pose_eye.append(ps_stb.state[0])

            mouth_dist_stabilizer.update([mouth_distance])
            steady_mouth_dist = mouth_dist_stabilizer.state[0]

            # uncomment the rvec line to check the raw values
            # print("rvec steady (x, y, z) = (%f, %f, %f): " % (steady_pose[0][0], steady_pose[0][1], steady_pose[0][2]))
            # print("tvec steady (x, y, z) = (%f, %f, %f): " % (steady_pose[1][0], steady_pose[1][1], steady_pose[1][2]))

            # calculate the roll/ pitch/ yaw
            # roll: +ve when the axis pointing upward
            # pitch: +ve when we look upward
            # yaw: +ve when we look left
            roll = np.clip(np.degrees(steady_pose[0][1]), -90, 90)
            pitch = np.clip(-(180 + np.degrees(steady_pose[0][0])), -90, 90)
            yaw =  np.clip(np.degrees(steady_pose[0][2]), -90, 90)

            # print("Roll: %.2f, Pitch: %.2f, Yaw: %.2f" % (roll, pitch, yaw))
            # print("left eye: %.2f, %.2f; right eye %.2f, %.2f"
            #     % (steady_pose_eye[0], steady_pose_eye[1], steady_pose_eye[2], steady_pose_eye[3]))
            # print("EAR_LEFT: %.2f; EAR_RIGHT: %.2f" % (ear_left, ear_right))
            # print("MAR: %.2f; Mouth Distance: %.2f" % (mar, steady_mouth_dist))

            # send info to unity
            if args.connect:

                # for sending to live2d model (Hiyori)
                send_info_to_unity(socket,
                    (roll, pitch, yaw,
                    ear_left, ear_right, x_ratio_left, y_ratio_left, x_ratio_right, y_ratio_right,
                    mar, mouth_distance)
                )

            # print the sent values in the terminal
            if args.debug:
                print_debug_msg((roll, pitch, yaw,
                        ear_left, ear_right, x_ratio_left, y_ratio_left, x_ratio_right, y_ratio_right,
                        mar, mouth_distance))


            # pose_estimator.draw_annotation_box(img, pose[0], pose[1], color=(255, 128, 128))

            # pose_estimator.draw_axis(img, pose[0], pose[1])

            pose_estimator.draw_axes(img_facemesh, steady_pose[0], steady_pose[1])

        else:
            # reset our pose estimator
            pose_estimator = PoseEstimator((img_facemesh.shape[0], img_facemesh.shape[1]))

        cv2.imshow('Facial landmark', img_facemesh)
   
        # press "q" to leave
        if cv2.waitKey(1) & 0xFF == ord('q'):
            break

    cap.release()


if __name__ == "__main__":

    parser = ArgumentParser()

    parser.add_argument("--connect", action="store_true",
                        help="connect to unity character",
                        default=False)

    parser.add_argument("--port", type=int, 
                        help="specify the port of the connection to unity. Have to be the same as in Unity", 
                        default=5066)

    parser.add_argument("--cam", type=int,
                        help="specify the camera number if you have multiple cameras",
                        default=1)

    parser.add_argument("--debug", action="store_true",
                        help="showing raw values of detection in the terminal",
                        default=False)

    args = parser.parse_args()

    # demo code
    main()

What should I do to make it faster?

[Tutorial] Create a 9:16 game aspect ratio in Unity to let the UI showing correctly

Thank you for your interest about this project. I did not expect that much attention on YouTube in last year when I uploaded.

###Background

I changed the game running aspect ratio from a landscape 4:3 to a portrait 9:16 in the view of showing the full body of the model. This is common in vtuber capturing software running on mobile, and for streamer to slowly revealing their new outfits from toe to head.

Moreover, I adjusted the UI panels optimally for this aspect ratio. Yet Unity does not come with this aspect ratio by default. Luckily, the changes are simple and with a few steps you can get a nice-looking UI.

###Steps

Here I am using the UnityChan project as a demo. The procedure is applicable to the Live2D unity project.

  1. After importing a package, your UI should look like this, with widgets, buttons leaving their ideal position.

game_ui_ratio_setting_0

  1. Click the aspect ratio area. A drop-down menu should be shown.

game_ui_ratio_setting_1

  1. Click the "+" button at the bottom of the drop-down menu

game_ui_ratio_setting_2

  1. A menu is shown for you to input the custom 9:16 aspect ratio. Following the picture bellow to input them. Press "OK".

game_ui_ratio_setting_3

  1. Apply the newly input aspect ratio and you can see the UI components are back to their right position.

game_ui_ratio_setting_4

###Add-ons

If you feel uncomfortable with the UI, or want to adjust the height of each columns for landscape 4:3 display, or whether reason, the height of each columns can be adjusted in each of the panel, namely "Setting Panel" (child of "Character Setting Canvas"), and "TCP Panel". There is a script namely "AdjustGridLayoutCellSize" attached. Inside the script there is a parameter called "Cell Ratio". Adjust the value to increase/ decrease the height of the columns.

(Hint: the meaning is height = width of the panel (Cell size X of Grid Layout Group) * "Cell Ratio")

game_ui_ratio_setting_5

Thank you for your interest on this project.

I hope you can enjoy this project.

mmmmmm44

Error, Can you help me?

NullReferenceException: Object reference not set to an instance of an object
UnityChanController.Start () (at Assets/Scripts/UnityChanController.cs:66)

The code is:

    GameObject.FindWithTag("GameController").GetComponent<UISystem>().LoadData();
    GameObject.FindWithTag("GameController").GetComponent<UISystem>().InitUI();

how to track eye pose?

Hi, I found the eye's pose doesn't make the model animate. Anyway to support eye pose correctly?

3D custom model question

if I design a 3D model myself, do I need to follow the topology of the face landmark of mediapipe?

TCP connnect can not connected, unity is runing

INFO: Created TensorFlow Lite XNNPACK delegate for CPU.
Traceback (most recent call last):
File ".\main.py", line 239, in
main()
File ".\main.py", line 92, in main
socket = init_TCP()
File ".\main.py", line 37, in init_TCP
s.connect(address)
ConnectionRefusedError: [WinError 10061] No connection could be made because the target machine actively refused it
[ WARN:[email protected]] global D:\a\opencv-python\opencv-python\opencv\modules\videoio\src\cap_msmf.cpp (539) `anonymous-namespace'::SourceReaderCB::~SourceReaderCB terminating async callback

image

main.py isn't opening any window

I'm unable to run python unity connection together.
Getting this issue

image

apart from this, whenever I run my mainpy file, it doesn't open any window. face landmark work properly independently.

can you please help me out?
also, unity window shows 0 animations.

ConnectionRefusedError: [WinError 10061]

Traceback (most recent call last):

image

ConnectionRefusedError: [WinError 10061] Connection failed because the target computer refused to connect.

I copied it while watching your YouTube video, and it's the result of running unity program first.
Can anyone tell me what the problem is? Do I have to change the port number?

  1. There's an error like this in unity. Is it okay to ignore it?
    It's a package downloaded from Dropbox, but it's still like this.....
    image

Motion of hair components

Hello, thanks for your work, that's very interesting. I like it so I tried the live2d part. But when I follow the steps, when I shake my head, the part of the character's hair doesn't seem to move slightly as shown. How should I set it? Thank You!

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