Whalefishin / LLM_animation

A showroom for various animations generated by large language models (LLM). Our method takes a rigged 3D model and produces novel animations specified via natural language descriptions in a matter of seconds.
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How to parse the LLM-generated results to produce animations on the rigged object #1

Open KunhangL opened 3 weeks ago

KunhangL commented 3 weeks ago

Hi! Thanks for the nice idea! If my understanding is correct, you converted the LLM-generated structured data of your format into .fbx files. Would you mind sharing how to parse them into executable animation files? Thank you!

Whalefishin commented 2 weeks ago

Hello, thanks for the suggestion :). I'll try to do some clean up and put the relevant scripts in this repo. For now, you can find the relevant files in the official LLMR repo: https://github.com/microsoft/LLMR/tree/main.

Specifically, these two files: https://github.com/microsoft/LLMR/blob/main/Assets/Scripts/MR_Copilot/AnimationClipFromCSV.cs and https://github.com/microsoft/LLMR/blob/main/Assets/Scripts/MR_Copilot/AnimationClipToCSV.cs.

The first script is probably what you're looking for. It has methods for converting generated animation texts into Unity animation clips and attach them to the gameObject. I don't think I've saved them as .fbx files after that, but there should be a way to do it.

KunhangL commented 2 weeks ago

Thanks for the reply! It would also be better if there could be a separate demo of this LLM animation, apart from the big project of LLMR :)