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fbxtomimic's Issues

fbx.JSON property name "Take: *Filename*" is file specific

Issue

fbx.JSON property name "Take: Filename" is file specific
This means it has to be changed for every file given to JsonToMimic.py

Notes

Current workaround is to append the filename to the end of the property. This probably won't work for future files obtained from a different data-set however.

Desired behavior

fbx.JSON property name should be the same for all files

fix to implement

FbxToJson.py should replace the "Take: Filename" property name with something generic

Images

wrongPropertyName

Do you have a unity deepmimic humanoid model?

I want to retarget the animtion in unity to deepmimic humanoid, but I don't know how to create a humanoid like deepmimic in unity. So if you have one, could you share it with me? Or could you give me some advice how I can get this or create this? Thanks a lot.

Default pose not accounted for

Issue

The first frame of FBX files indicate what offset should be used to get a model into it's default pose (Usually T-Pose)

Default poses of avatars is not currently accounted for in JsonToMimic.py, causing incorrect JSON to MimicMotion file conversion.

Resources

https://blender.stackexchange.com/questions/107980/how-to-set-default-pose-to-unity-of-model-from-exported-as-fbx-from-blender

https://i.imgur.com/MSjJ0OX.png

Additional Questions

Different FBX files have different Default poses. So how can I find and interpret default poses

DefaultPose1
DefaultPose2

Rotation jolts

Issue

some keyframes have sudden rotational outliers, causing the model to jolt.

Attachments

There are two examples of the chest jolting in this gif
ChickenMimic

Model rotation axis is model specific

Issue

FBX animation files contain XYZ axis rotation data per joint, however the XYZ axis is bound differently per model.

Attachments

https://streamable.com/kov6s

Notes

  • Above you can see that one model's leg rotation is dependent on the Z axis, while the same leg rotation on another model is dependent on it's X axis.

  • Considering animations work between models even with different axis bindings, There should be a way to recognize (Maybe in the .FBX file) which Axises should be bound together

Elbow rotations inverted

Issue

Unity's -90 rotation leads to bending forwards, where as Mimic's -90 degrees results in bending 90 degrees the other way

Attachments

Unity
Mimic

Possible Solution:

make given angle negative before giving to MimicMotion file

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