fbx格式转换

目录

fbx转bvh

bvh转fbx

npz转换为fbx

npz转换为fbx代码:

convert2fbx.py


fbx转bvh

https://github.com/SinMDM/SinMDM/blob/0296efba20ae5875b6f1c092d277ea274e8ceda2/utils/fbx2bvh.py

"""
This code is a variation of https://github.com/rubenvillegas/cvpr2018nkn/blob/master/datasets/fbx2bvh.py
"""
from glob import glob
import os
import os.path as osp

import bpy

print('start')
in_dir = '<path to folder containing fbx file>'
out_dir = in_dir + '/fbx2bvh'  # in_dir.replace('fbx', 'bvh')
fbx_files = glob(osp.join(in_dir, '*.fbx'))
for idx, in_file in enumerate(fbx_files):
    print(in_file)
    in_file_no_path = osp.split(in_file)[1]
    motion_name = osp.splitext(in_file_no_path)[0]
    rel_in_file = osp.relpath(in_file, in_dir)
    rel_out_file = osp.join(osp.split(rel_in_file)[0], '{}'.format(motion_name), '{}.bvh'.format(motion_name))
    rel_dir = osp.split(rel_out_file)[0]
    out_file = osp.join(out_dir, rel_out_file)

    os.makedirs(osp.join(out_dir, rel_dir), exist_ok=True)

    bpy.ops.import_scene.fbx(filepath=in_file)

    action = bpy.data.actions[-1]
    assert action.frame_range[0] < 9999 and action.frame_range[1] > -9999  # checking because of Kfir's code
    bpy.ops.export_anim.bvh(filepath=out_file,
                            frame_start=action.frame_range[0],
                            frame_end=action.frame_range[1], root_transform_only=True)
    bpy.data.actions.remove(bpy.data.actions[-1])

    print('{} processed. #{} of {}'.format(out_file, idx, len(fbx_files)))

bvh转fbx

npy库:

import os.path

import bpy
import sys


bvh_in = r'D:\project\MHFormer-pose\baitao.bvh'
bvh_in = r'D:\project\MHFormer-pose\9_0122_mh.bvh'
fbx_out = "aa.fbx"


filename=os.path.basename(bvh_in)

file_name_with_extension = os.path.basename(bvh_in)

# 使用 splitext 分割文件名和后缀
filename, file_extension = os.path.splitext(file_name_with_extension)

fbx_out = filename+".fbx"
# Import the BVH file
# See https://docs.blender.org/api/current/bpy.ops.import_anim.html?highlight=import_anim#module-bpy.ops.import_anim

bpy.ops.wm.read_factory_settings(use_empty=True)

bpy.ops.import_anim.bvh(filepath=bvh_in, filter_glob="*.bvh", global_scale=0.0001, frame_start=1, target='ARMATURE',
                        use_fps_scale=False, use_cyclic=False, rotate_mode='NATIVE', axis_forward='Z', axis_up='Y')
#
# # Export as FBX
# # See https://docs.blender.org/api/current/bpy.ops.export_scene.html
# bpy.ops.export_scene.fbx(filepath=fbx_out, axis_forward='Z',
#                          axis_up='Y', use_selection=True, apply_scale_options='FBX_SCALE_NONE')



# bpy.ops.import_anim.bvh(filepath=bvh_in, update_scene_fps=True, update_scene_duration=True)

# Ensure correct scene frame range
assert len(bpy.data.actions) == 1
frame_range = bpy.data.actions[0].frame_range
bpy.context.scene.frame_start = int(frame_range[0])
bpy.context.scene.frame_end = int(frame_range[1])

# Add some mesh data so UE allows import
bpy.data.objects[filename].name = "animation"
bpy.ops.mesh.primitive_plane_add()
bpy.data.objects["Plane"].name = filename
bpy.data.objects["animation"].select_set(True)
bpy.ops.object.parent_set()  # Parent the "animation" object to cube

# Export
bpy.ops.export_scene.fbx(filepath=fbx_out, check_existing=False)

npz转换为fbx

https://github.com/Arthur151/ROMP/blob/4eebd3647f57d291d26423e51f0d514ff7197cb3/simple_romp/tools/convert2fbx.py

依赖项

mathutils

pip install mathutils

npz转换为fbx代码:

需要两个模板:

male_model_path = './models/SMPL_m_unityDoubleBlends_lbs_10_scale5_207_v1.0.0.fbx'
female_model_path = './models/SMPL_f_unityDoubleBlends_lbs_10_scale5_207_v1.0.0.fbx'

要求npz中有字典results和sequence_results

frame_results = np.load(input_path, allow_pickle=True)['results'][()] sequence_results = np.load(input_path, allow_pickle=True)['sequence_results'][()]

convert2fbx.py

import os
import sys
import time
import argparse
import numpy as np
from math import radians

try:
    import bpy
except:
    print('Missing bpy, install via pip, please install bpy by yourself if failed.')
    os.system('pip install future-fstrings')
    os.system('pip install tools/bpy-2.82.1 && post_install')
    import bpy
try:
    from mathutils import Matrix, Vector, Quaternion, Euler
except:
    os.system('pip install mathutils==2.81.2')
    from mathutils import Matrix, Vector, Quaternion, Euler

# Globals
# Add your UNIX paths here!
male_model_path = './models/SMPL_m_unityDoubleBlends_lbs_10_scale5_207_v1.0.0.fbx'
female_model_path = './models/SMPL_f_unityDoubleBlends_lbs_10_scale5_207_v1.0.0.fbx'
character_model_path = None

'''
python tools/convert2fbx.py --input=/home/yusun/BEV_results/video_results.npz --output=/home/yusun/BEV_results/dance.fbx --gender=female
'''

fps_source = 24
fps_target = 24

gender = 'male'  # female

support_formats = ['.fbx', '.glb', '.bvh']

bone_name_from_index = {0: 'Pelvis', 1: 'L_Hip', 2: 'R_Hip', 3: 'Spine1', 4: 'L_Knee', 5: 'R_Knee', 6: 'Spine2', 7: 'L_Ankle', 8: 'R_Ankle', 9: 'Spine3', 10: 'L_Foot', 11: 'R_Foot', 12: 'Neck', 13: 'L_Collar', 14: 'R_Collar', 15: 'Head', 16: 'L_Shoulder', 17: 'R_Shoulder', 18: 'L_Elbow',
    19: 'R_Elbow', 20: 'L_Wrist', 21: 'R_Wrist', 22: 'L_Hand', 23: 'R_Hand'}

# To use other avatar for animation, please define the corresponding 3D skeleton like this.
bone_name_from_index_character = {0: 'Hips', 1: 'RightUpLeg', 2: 'LeftUpLeg', 3: 'Spine', 4: 'RightLeg', 5: 'LeftLeg', 6: 'Spine1', 7: 'RightFoot', 8: 'LeftFoot', 9: 'Spine2', 10: 'LeftToeBase', 11: 'RightToeBase', 12: 'Neck', 13: 'LeftHandIndex1', 14: 'RightHandIndex1', 15: 'Head',
    16: 'LeftShoulder', 17: 'RightShoulder', 18: 'LeftArm', 19: 'RightArm', 20: 'LeftForeArm', 21: 'RightForeArm', 22: 'LeftHand', 23: 'RightHand'}


# Helper functions

# Computes rotation matrix through Rodrigues formula as in cv2.Rodrigues
# Source: smpl/plugins/blender/corrective_bpy_sh.py
def Rodrigues(rotvec):
    theta = np.linalg.norm(rotvec)
    r = (rotvec / theta).reshape(3, 1) if theta > 0. else rotvec
    cost = np.cos(theta)
    mat = np.asarray([[0, -r[2], r[1]], [r[2], 0, -r[0]], [-r[1], r[0], 0]])
    return (cost * np.eye(3) + (1 - cost) * r.dot(r.T) + np.sin(theta) * mat)


# Setup scene
def setup_scene(model_path, fps_target):
    scene = bpy.data.scenes['Scene']

    ###########################
    # Engine independent setup
    ###########################

    scene.render.fps = fps_target

    # Remove default cube
    if 'Cube' in bpy.data.objects:
        bpy.data.objects['Cube'].select_set(True)
        bpy.ops.object.delete()

    # Import gender specific .fbx template file
    bpy.ops.import_scene.fbx(filepath=model_path)


# Process single pose into keyframed bone orientations
def process_pose(current_frame, pose, trans, pelvis_position):
    if pose.shape[0] == 72:
        rod_rots = pose.reshape(24, 3)
    else:
        rod_rots = pose.reshape(26, 3)

    mat_rots = [Rodrigues(rod_rot) for rod_rot in rod_rots]

    # Set the location of the Pelvis bone to the translation parameter
    armature = bpy.data.objects['Armature']
    bones = armature.pose.bones

    # Pelvis: X-Right, Y-Up, Z-Forward (Blender -Y)
    root_location = Vector((100 * trans[1], 100 * trans[2], 100 * trans[0])) - pelvis_position
    # Set absolute pelvis location relative to Pelvis bone head
    bones[bone_name_from_index[0]].location = root_location

    # bones['Root'].location = Vector(trans)
    bones[bone_name_from_index[0]].keyframe_insert('location', frame=current_frame)

    for index, mat_rot in enumerate(mat_rots, 0):
        if index >= 24:
            continue

        bone = bones[bone_name_from_index[index]]

        bone_rotation = Matrix(mat_rot).to_quaternion()
        quat_x_90_cw = Quaternion((1.0, 0.0, 0.0), radians(-90))
        # quat_x_n135_cw = Quaternion((1.0, 0.0, 0.0), radians(-135))
        # quat_x_p45_cw = Quaternion((1.0, 0.0, 0.0), radians(45))
        # quat_y_90_cw = Quaternion((0.0, 1.0, 0.0), radians(-90))
        quat_z_90_cw = Quaternion((0.0, 0.0, 1.0), radians(-90))

        if index == 0:
            # Rotate pelvis so that avatar stands upright and looks along negative Y avis
            bone.rotation_quaternion = (quat_x_90_cw @ quat_z_90_cw) @ bone_rotation
        else:
            bone.rotation_quaternion = bone_rotation

        bone.keyframe_insert('rotation_quaternion', frame=current_frame)

    return


# Process all the poses from the pose file
def process_poses(input_path, gender, fps_source, fps_target, subject_id=-1):
    print('Processing: ' + input_path)

    frame_results = np.load(input_path, allow_pickle=True)['results'][()]
    sequence_results = np.load(input_path, allow_pickle=True)['sequence_results'][()]

    poses, trans = [], []

    if len(sequence_results) > 0:
        subject_ids = list(sequence_results.keys())
        if subject_id == -1 or subject_id not in subject_ids:
            print('Get motion sequence with subject IDs:', subject_ids)
            subject_id = int(input('Please select one subject ID (int):'))
        poses = np.array(sequence_results[subject_id]['smpl_thetas'])
        trans = np.array(sequence_results[subject_id]['cam_trans'])
    else:
        print('Missing tracking IDs in results. Using the first pose results for animation.')
        print('To get the tracking IDs, please use temporal optimization during inference.')
        frame_names = sorted(list(frame_results.keys()))
        poses, trans = np.zeros((len(frame_names), 72)), np.zeros((len(frame_names), 3))
        for inds, frame_name in enumerate(frame_names):
            poses[inds] = frame_results[frame_name]['smpl_thetas'][0]
            trans[inds] = frame_results[frame_name]['cam_trans'][0]

    if gender == 'female':
        model_path = female_model_path
        for k, v in bone_name_from_index.items():
            bone_name_from_index[k] = 'f_avg_' + v
    elif gender == 'male':
        model_path = male_model_path
        for k, v in bone_name_from_index.items():
            bone_name_from_index[k] = 'm_avg_' + v
    elif gender == 'character':
        model_path = character_model_path
        for k, v in bone_name_from_index_character.items():
            bone_name_from_index[k] = 'mixamorig1:' + v
    else:
        print('ERROR: Unsupported gender: ' + gender)
        sys.exit(1)

    # Limit target fps to source fps
    if fps_target > fps_source:
        fps_target = fps_source

    print('Gender:', gender)
    print('Number of source poses: ', poses.shape[0])
    print('Source frames-per-second: ', fps_source)
    print('Target frames-per-second: ', fps_target)
    print('--------------------------------------------------')

    setup_scene(model_path, fps_target)

    scene = bpy.data.scenes['Scene']
    sample_rate = int(fps_source / fps_target)
    scene.frame_end = (int)(poses.shape[0] / sample_rate)

    # Retrieve pelvis world position.
    # Unit is [cm] due to Armature scaling.
    # Need to make copy since reference will change when bone location is modified.
    armaturee = bpy.data.armatures[0]
    ob = bpy.data.objects['Armature']
    armature = ob.data

    bpy.ops.object.mode_set(mode='EDIT')
    # get specific bone name 'Bone'
    pelvis_bone = armature.edit_bones[bone_name_from_index[0]]
    # pelvis_bone = armature.edit_bones['f_avg_Pelvis']
    pelvis_position = Vector(pelvis_bone.head)
    bpy.ops.object.mode_set(mode='OBJECT')

    source_index = 0
    frame = 1

    offset = np.array([0.0, 0.0, 0.0])

    while source_index < poses.shape[0]:
        print('Adding pose: ' + str(source_index))

        # Go to new frame
        scene.frame_set(frame)

        process_pose(frame, poses[source_index], (trans[source_index] - offset), pelvis_position)
        source_index += sample_rate
        frame += 1

    return frame


def rotate_armature(use):
    if use == True:
        # Switch to Pose Mode
        bpy.ops.object.posemode_toggle()

        # Find the Armature & Bones
        ob = bpy.data.objects['Armature']
        armature = ob.data
        bones = armature.bones
        rootbone = bones[0]

        # Find the Root bone
        for bone in bones:
            if "avg_root" in bone.name:
                rootbone = bone

        rootbone.select = True

        # Rotate the Root bone by 90 euler degrees on the Y axis. Set --rotate_Y=False if the rotation is not needed.
        bpy.ops.transform.rotate(value=1.5708, orient_axis='Y', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1,
            use_proportional_connected=False, use_proportional_projected=False, release_confirm=True)
        # Revert back to Object Mode
        bpy.ops.object.posemode_toggle()


def export_animated_mesh(output_path):
    # Create output directory if needed
    output_dir = os.path.dirname(output_path)
    if not os.path.isdir(output_dir):
        os.makedirs(output_dir, exist_ok=True)

    # Fix Rotation
    rotate_armature(args.rotate_y)

    # Select only skinned mesh and rig
    bpy.ops.object.select_all(action='DESELECT')
    bpy.data.objects['Armature'].select_set(True)
    bpy.data.objects['Armature'].children[0].select_set(True)

    if output_path.endswith('.glb'):
        print('Exporting to glTF binary (.glb)')
        # Currently exporting without shape/pose shapes for smaller file sizes
        bpy.ops.export_scene.gltf(filepath=output_path, export_format='GLB', export_selected=True, export_morph=False)
    elif output_path.endswith('.fbx'):
        print('Exporting to FBX binary (.fbx)')
        bpy.ops.export_scene.fbx(filepath=output_path, use_selection=True, add_leaf_bones=False)
    elif output_path.endswith('.bvh'):
        bpy.ops.export_anim.bvh(filepath=output_path, root_transform_only=False)
    else:
        print('ERROR: Unsupported export format: ' + output_path)
        sys.exit(1)

    return


if __name__ == '__main__':
    if bpy.app.background:
        parser = argparse.ArgumentParser(description='Create keyframed animated skinned SMPL mesh from VIBE output')
        # parser.add_argument('--input', dest='input_path', type=str, default=r'D:\project\MHFormer-pose\output\9\output_3D\output_keypoints_3d.npz',  # '../demo/videos/sample_video2_results.npz',
        parser.add_argument('--input', dest='input_path', type=str, default=r'D:\project\MHFormer-pose\output\baitao\output_3D\output_keypoints_3d.npz',  # '../demo/videos/sample_video2_results.npz',
            help='Input file or directory')
        parser.add_argument('--output', dest='output_path', type=str, default='key_3d.fbx',  # '../demo/videos/sample_video2.fbx',
            help='Output file or directory')
        parser.add_argument('--fps_source', type=int, default=fps_source, help='Source framerate')
        parser.add_argument('--fps_target', type=int, default=fps_target, help='Target framerate')
        parser.add_argument('--gender', type=str, default=gender, help='Always use specified gender')
        parser.add_argument('--subject_id', type=int, default=-1, help='Detected person ID to use for fbx animation')
        parser.add_argument('--rotate_y', type=bool, default=True, help='whether to rotate the root bone on the Y axis by -90 on export. Otherwise it may be rotated incorrectly')

        args = parser.parse_args()

        input_path = args.input_path
        output_path = args.output_path

        print('Input path: ' + input_path)
        print('Output path: ' + output_path)

        if not os.path.exists(input_path):
            print('ERROR: Invalid input path')
            sys.exit(1)

        fps_source = args.fps_source
        fps_target = args.fps_target
        gender = args.gender

    startTime = time.perf_counter()
    cwd = os.getcwd()
    # Turn relative input/output paths into absolute paths
    if not input_path.startswith(os.path.sep):
        input_path = os.path.join(cwd, input_path)
    if not output_path.startswith(os.path.sep):
        output_path = os.path.join(cwd, output_path)

    if os.path.splitext(output_path)[1] not in support_formats:
        print('ERROR: Invalid output format, we only support', support_formats)
        sys.exit(1)

    # Process pose file
    poses_processed = process_poses(input_path=input_path, gender=gender, fps_source=fps_source, fps_target=fps_target, subject_id=args.subject_id)
    export_animated_mesh(output_path)

    print('--------------------------------------------------')
    print('Animation export finished, save to ', output_path)
    print('Poses processed: ', poses_processed)
    print('Processing time : ', time.perf_counter() - startTime)
    print('--------------------------------------------------')

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