EricGuo5513 / momask-codes

Official implementation of "MoMask: Generative Masked Modeling of 3D Human Motions (CVPR2024)"
https://ericguo5513.github.io/momask/
MIT License
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There was something wrong with the generated hand and toe postures #42

Closed hych2020 closed 3 weeks ago

hych2020 commented 6 months ago

Hi

Thank you for open sourcing such a good work!

But when I converted joint to bvh, I found that there was something wrong with the generated hand and toe postures. Is this a generation problem or a conversion problem?

截屏2024-05-08 13 27 27
Murrol commented 6 months ago

Hi, thanks for your interests!

These hand and toe postures in skeleton view don’t really matter when you make the bvh skeletal motion into animated avatars.

More strictly speaking, we don’t consider hand and toe joints rotations, and what you saw in skeleton view are end points that are fixed while required by the bvh format.

On May 8, 2024, at 7:32 AM, hych2020 @.***> wrote:

Thank you for open sourcing such a good work! But when I converted joint to bvh, I found that there was something wrong with the generated hand and toe postures. Is this a generation problem or a conversion problem?

2024-05-08.13.27.27.png (view on web) https://github.com/EricGuo5513/momask-codes/assets/108866107/0dba38ee-c47b-41d6-8c2c-df7a0f372ca3 — Reply to this email directly, view it on GitHub https://github.com/EricGuo5513/momask-codes/issues/42, or unsubscribe https://github.com/notifications/unsubscribe-auth/ASFCN7ESDQQFUX5HKR3TRKLZBG2HFAVCNFSM6AAAAABHMILE5SVHI2DSMVQWIX3LMV43ASLTON2WKOZSGI4DINZRGQYTAMI. You are receiving this because you are subscribed to this thread.

hych2020 commented 6 months ago

Hi, thanks for your interests! These hand and toe postures in skeleton view don’t really matter when you make the bvh skeletal motion into animated avatars. More strictly speaking, we don’t consider hand and toe joints rotations, and what you saw in skeleton view are end points that are fixed while required by the bvh format. On May 8, 2024, at 7:32 AM, hych2020 @.***> wrote: Thank you for open sourcing such a good work! But when I converted joint to bvh, I found that there was something wrong with the generated hand and toe postures. Is this a generation problem or a conversion problem? 2024-05-08.13.27.27.png (view on web) https://github.com/EricGuo5513/momask-codes/assets/108866107/0dba38ee-c47b-41d6-8c2c-df7a0f372ca3 — Reply to this email directly, view it on GitHub <#42>, or unsubscribe https://github.com/notifications/unsubscribe-auth/ASFCN7ESDQQFUX5HKR3TRKLZBG2HFAVCNFSM6AAAAABHMILE5SVHI2DSMVQWIX3LMV43ASLTON2WKOZSGI4DINZRGQYTAMI. You are receiving this because you are subscribed to this thread.

Hi,Thank you very much for your answer! but when I map motion to animation in Unity, I found that the character's hand posture felt strange due to this fixed hand posture. I see the mapping file you provided for blender directly ignores these 4 joints and only maps 18 joints. However, it seems that the hand joints cannot be ignored in Unity. Is there any way to prevent the hand posture from being fixed? Or let the hand posture directly inherit the arm posture, which may feel more coordinated.

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