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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骨骼的坐标系问题 #25

Closed JunfengLiu1 closed 1 year ago

JunfengLiu1 commented 1 year ago

作者您好!当我运行这个命令python demo.py --animated_bvh=0 --obj_output=0 cd blender_scripts blender -b -P nbs_fbx_output.py -- --input ../demo --output ../demo/output.fbx 后,我得到了T-pose的fbx文件。但我把它导入unity时,我发现几乎所有骨骼的坐标系都不与unity重合。而标准的smpl的初始骨骼坐标系应该都与unity坐标系平行。这导致我无法用smpl的姿态参数去驱动使用neural-blend-shapes绑定后的骨骼。请问有什么方法可以在不改变T-pose的姿态下将所有骨骼坐标系都与unity对齐吗? 这是标准的smpl: 2023-02-04 11-29-37 的屏幕截图 这是用neural-blend-shapes绑定后的: 2023-02-04 11-35-27 的屏幕截图 这是启动参数: 2023-02-04 11-32-32 的屏幕截图

Kirstihly commented 1 year ago

My guess is there are some offsets while loading the animation: loc[..., 1] += 1.1174