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View Code? Open in Web Editor NEWTurns FBX Animation file into a DeepMimic motion file
Turns FBX Animation file into a DeepMimic motion file
Root position is incorrectly translated from FBX files to MimicMotion files
Underground and shaking:
https://streamable.com/wm6qw
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.
https://i.imgur.com/MSjJ0OX.png
Different FBX files have different Default poses. So how can I find and interpret default poses
Hello @SleepingFox88 ! Thank you for the work. I currently have .pkl files with coordinates ( per each frame). Is there any implementation to convert them to .fbx files ? Thank you
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.
fbx.JSON property name "Take: Filename" is file specific
This means it has to be changed for every file given to JsonToMimic.py
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.
fbx.JSON property name should be the same for all files
FbxToJson.py should replace the "Take: Filename" property name with something generic
for example,fbxBoneName("right shoulder") patch = y-20 How is this '20' value determined?
Euler to quaternion is incorrect. Leading to incorrect MimicMotion animations
FBX:
https://streamable.com/3cxr9
FBX Converted to MimicMotion
https://streamable.com/tcrf8
FBX animation files contain XYZ axis rotation data per joint, however the XYZ axis is bound differently per model.
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
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