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ganimator's Issues

some question about Training a Conditional Generator

Hi, Peizhou, in the Training a Conditional Generator part , you mentioned that we can change the conditional joints.
I wonder if I change the root joints as uppper body joints, could this model be used for generate the full body motion? Hope you can share more details on how to change the get_layered_mask() function to use other body joints as condition., thanks~

problems in bvh channels

Hi, thanks for the great paper and library!

I'm also attempting to train the model on a custom .bvh animation, which is downloaded from Mixamo as .fbx files.

When I tried to change .fbx into .bvh file, I put .fbx into Blender and exported as .bvh. However, the number of channels of child joints is not fixed, seems to be some 3 and some 6.
dance.txt

Is there any way to export .bvh files and limit the channels?

question regarding skeletal conv

Hi, amazing work!

I just wanted to as if you did any study regarding the effects of using skeletal operators vs only using regular convolutions. Were the results very different?

Thank you!

Style Transfer Application

Hello, I would like to know how to get style transfer result with my own data, for I don't have idea how to train these generators in style transfer mode

data_block is wrong size for custom .bvh file

Hi, thanks for the great paper and library!

I'm attempting to train the model on a custom .bvh animation. However, I receive the error:

File "ganimator/bvh/bvh_io.py", line 178, in load
data_block = data_block.reshape(N, 6)
ValueError: cannot reshape array of size 528 into shape (89,6)

It seems that my data of size 528 cannot fit into the data_block of size 534. It's off by a single parent. I provide the sample.bvh file here for inspection. It has been exported from a .fbx file in blender.

sample.bvh

RuntimeError: one of the variables needed for gradient computation has been modified by an inplace operation

Hello, thank you for your geart work!

Here is a question. When I set skeleton_aware=0,

 0%|                                                                                                                               | 0/15000 [00:01<?, ?it/s]
Traceback (most recent call last):
  File "train.py", line 132, in <module>
    main()
  File "train.py", line 114, in main
    joint_train(reals, gens[:curr_stage], group_gan_models, lengths,
  File "/nfs7/y50021900/ganimator/models/architecture.py", line 71, in joint_train
    list(map(optimize_lambda, gan_models))
  File "/nfs7/y50021900/ganimator/models/architecture.py", line 68, in <lambda>
    optimize_lambda = lambda x: x.optimize_parameters(gen=True, disc=False, rec=False)
  File "/nfs7/y50021900/ganimator/models/gan1d.py", line 164, in optimize_parameters
    self.backward_G()
  File "/nfs7/y50021900/ganimator/models/gan1d.py", line 136, in backward_G
    loss_total.backward(retain_graph=True)
  File "/nfs7/y50021900/miniconda3/envs/ganimator/lib/python3.8/site-packages/torch/_tensor.py", line 307, in backward
    torch.autograd.backward(self, gradient, retain_graph, create_graph, inputs=inputs)
  File "/nfs7/y50021900/miniconda3/envs/ganimator/lib/python3.8/site-packages/torch/autograd/__init__.py", line 154, in backward
    Variable._execution_engine.run_backward(
RuntimeError: one of the variables needed for gradient computation has been modified by an inplace operation: [torch.FloatTensor [429, 256, 1, 5]], which is output 0 of AsStridedBackward0, is at version 2; expected version 1 instead. Hint: enable anomaly detection to find the operation that failed to compute its gradient, with torch.autograd.set_detect_anomaly(True).

How can I fix it?

Motion Mixing

Hi,

I want to train with several bvh files and to use motion mixing feature.
From what I see bvh_name gets single string, and multiple_sequences is deprecated.

How you actually do it ?

Thanks for assistance.

Some questions about the synthesized animation

Hi there!
Thanks for your excellent work!
When I use the pretrained model to get synthesized Salsa-Dancing-6, and import synthesized bvh to blender, I find something a little weird and I would be grateful if you could tell me they are correct or bugs?

  1. The last joints of hands and feet seem tilted outward.
  2. Fingers are missing.
  3. One joint of head is missing.

image

Here is gif. The left one is the original one, ane the middle is the synthesized result without contact fixed, the right one is the synthesized result with contact fixed.
初始与结果对比Salsa-Dancing-6

And I'm confused about gt_ and rec_ bvh file in results, they stand for...?

Thanks again for your reply! Wish you all the best :-D

About key frame bvh

Hi there,
thank you very much for your wonderful paper and code!

I try to use the baseball-milling model to directly generate action sequences, extract 21 frames of it as key-frame bvh. However, the test result is not very good, which may be related to the quality of key frame extraction.

I also fixed the root node position, some improvement but still need more effort.

Do you have any advice on a simpler key frame generation method? Should I get key-frame-bvh from the origin train dataset directly?

Thank you!

Re BVH source

Hi Peizhuo! Thank you for your great work!
I want to try and run your code on different skeleton structures. What is the source of the crab bvh? Do they have there some other animated animals to try on?

Thanks:)

Trouble understanding the skeleton operator

Hi, I'm having trouble understanding the pooling operator. Posting for others to recreate.

My goal to see if it's possible to describe each frame of the animation in tabular (spreadsheet) input format so I can compute it as a ludwig compute. https://ludwig-ai.github.io/ludwig-docs/0.5/

My goal is to identify per bone the pooled limb and the specific bone classification without using text processing.

image

  1. Given a t-pose skeletal.
  2. May also be a series of animation frames.
  3. May be corrected so that global bone pose forward points up roll correction and must not be all rotation identity.
  4. There's a pooled skeleton
  5. The pooled skeleton bone hips stores global position and rotation as the root motion bone
  6. Offset for the bones in each pooled limb is stored in some way?
  7. Each original bone's rotation is stored?
  8. There's a graph representation connecting each bone to an edge
  9. The representation should store one frame's worth of data.

References

This training input data solves for the bone classification using text processing. https://github.com/V-Sekai-fire/ML_avatar_wellness/blob/main/ml/train.tsv

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