PeizhuoLi / neural-blend-shapes

An end-to-end library for automatic character rigging, skinning, and blend shapes generation, as well as a visualization tool [SIGGRAPH 2021]
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Issue with custom mesh #24

Open ujjawalcse opened 1 year ago

ujjawalcse commented 1 year ago

Thanks @PeizhuoLi for this amazing work. I tred this repo and it's working fine with the sample character provided here. But when i'm trying a custom normalized humanoid character mesh in T-Pose, it's producing weird result.

I first tried,
python demo.py --obj_path samples/model1.obj --result_path samples/output/ --normalize=1 --animated_bvh=1 --obj_output=0

And then exported the .fbx animation using the provided script. I also checked the skeleton.bvh and it's not including correct animation.

Then I tried without --normalize=1 as my mesh looks already normalized, python demo.py --obj_path samples/model1.obj --result_path samples/output/ --animated_bvh=1 --obj_output=0

In this case skeleton.bvh includes correct animation except a bit bent leg. But the exported .fbx file is not correct as it's hand is extended weirdly,

Here is reference output,

https://user-images.githubusercontent.com/32773256/210319376-68d6eb98-7013-4d81-891b-51668fcf954d.mp4

And here is the custom mesh, https://drive.google.com/file/d/1550yYhpFnil3XixcEtoKrSVUJYdGH41l/view?usp=share_link

Please suggest some way out. Thanks.