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Automatic Rigging and Animation of 3D Characters
This project forked from jingma-git/pinocchio
Automatic Rigging and Animation of 3D Characters
# https://bronsonzgeb.com/index.php/2021/05/22/gpu-mesh-voxelizer-part-1/ # https://www.blendermarket.com/products/voxel-heat-diffuse-skinning This is the source release of the Pinocchio library. The full technical description is given in Ilya Baran and Jovan Popovic, "Automatic Rigging and Animation of 3D Characters," SIGGRAPH 2007. --------- LICENSING --------- The library itself is in the Pinocchio subdirectory and is distributed under the GNU LGPL. A simple command-line demonstration tool is in the DemoUI subdirectory and is distributed under the MIT license. If you use the library in research or a product, I would welcome an acknowledgement of this work, although this is not necessary. -------- BUILDING -------- The DemoUI requires the FLTK library (I used 1.1.7, I imagine 1.1.x should work). You should have it installed with OpenGL support. For Linux and other Unix, just run make. If it doesn't work, edit the makefiles--they are simple. Under Windows, set the FLTKDIR environment variable appropriately so that the program can find the FLTK headers. Run Visual Studio 2005 and build the solution. -------------- RUNNING DemoUI -------------- Under Linux, make sure LD_LIBRARY_PATH is set so that DemoUI can see libpinocchio.so. First try running with the given objects: DemoUI data/test.obj -motion data/walk.txt After about 10 seconds, a window should open and a guy should walk around in it. In the window, use the left mouse button to pan, wheel to zoom, and right mouse button to rotate the view. Pressing S toggles the skeleton display, F toggles flat shading, G toggles ground display, and T resets the view. Then try using your own meshes--make sure they are nice, closed, and connected. Igarashi's Teddy (and Fibermesh) can easily produce such obj files. Pinocchio can also read text files in .off, .ply and .stl formats. If the mesh is not oriented correctly (should be upright and facing you), the "-rot x y z degrees" option lets you apply rotations. Running with the -mo option only displays the mesh and doesn't do any analysis. When DemoUI runs, it also outputs the embedded skeleton to skeleton.out and the attachment (bone weights) to attachment.out. Each line in skeleton.out corresponds to a joint and is of the form: idx x y z prev where prev is the index of the previous joint. Each line in attachment.out corresponds to a mesh vertex and consists of bone weights for each bone in the order of skeleton joints (see HumanSkeleton in Pinocchio/skeleton.cpp). If you want to provide your own skeleton, use the "-skel file" where file is in the format described above. For annotations, you'll have to modify the skeleton.cpp file to build the skeleton programmatically. If the skeleton has already been embedded, and you just want Pinocchio to generate bone weights, use the -nofit option. --------------------------- USING THE PINOCCHIO LIBRARY --------------------------- In DemoUI, the function process(...) in processor.cpp gives an example of the usage. The simplest mode is to include pinocchioApi.h, construct a Skeleton (such as HumanSkeleton()) and a Mesh and call autorig() on them. This calls all of the individual steps in the right order. The individual functions are also exposed in pinocchioApi.h and pinocchioApi.cpp has the implementation of autorig that shows how to call them. The implementations of the individual steps are described in the paper. ------------------------------- MODIFYING THE PINOCCHIO LIBRARY ------------------------------- Most of the header files (and associated .cpp files) are just utilities: mathutils.h basic definitions vector.h a vector class parametrized by dimension vecutils.h basic distance and projection operations transform.h quaternions and rotate-translate-scale transforms deriv.h automatic differentiation routines rect.h defines an axis-aligned bounding-box matrix.h defines a variable length vector and dense matrix lsqSolver.h defines a nice way of specifying sparse least squares systems lsqSolver.cpp solves them or has an interface to TAUCS mesh.h the mesh structure (based on directed edges--Campagna et al.) intersector.h routines for intersecting lines with a mesh pointprojector.h defines kd-trees for projection quaddisttree.h dtree.h multilinear.h indexer.h --- octree and distance fields The files skeleton.h and skeleton.cpp contain the definition and implementation of the base skeleton class and a few example skeletons. The code is fairly self-explanatory. The actual rigging functions are defined in pinocchioApi.h and attachment.h and are implemented in attachment.cpp, discretization.cpp, embedding.cpp, and refinement.cpp. Before attempting to modify these, reading the paper is a good idea. The discrete penalty functions and weights are defined in embedding.cpp. The continuous ones in refinement.cpp. The source to the large-margin penalty weights learning described in the paper is not included because it's a horrible hacky mess and anyone who wants to do training will likely want their own interface. The motion reading and retargetting in the DemoUI (defmesh.cpp, filter.cpp, and motion.cpp) is also a mess (hard-coded for a specific motion format for a specific skeleton--completely unreusable). Again, anyone who wants to do anything serious has their own ways of making transforms from motion data.
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