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Pose Animator - An open source tool to bring SVG characters to life in the browser via motion capture

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By and ) TensorFlow.js models made real time human perception in the browser possible through a simple webcam. As an animation enthusiast who struggles to master the complex art of character animation, I saw hope and was really excited to experiment using these models for interactive, body-controlled animation.

The result is web animation tool that brings SVG characters to life with body detection results from webcam. This blog post covers the technical design of Pose Animator, as well as the steps for designers to create and animate their own characters.

Using FaceMesh and PoseNet with TensorFlow.js to animate full body character

The overall idea of Pose Animator is to take a 2D vector illustration and update its containing curves in real-time based on the recognition result from PoseNet and FaceMesh. To achieve this, Pose Animator borrows the idea of skeleton-based animation from computer graphics and applies it to vector characters.
Detection keypoints from PoseNet (blue) and FaceMesh (red)Check out Animated bezier curves controlled by PoseNet and FaceMesh output/td>

Rigging Flow Overview

The full rigging (skeleton binding) flow requires the following steps:
  • Parse the input SVG file for the vector illustration and the predefined skeleton, both of which are in T-pose (initial pose).
  • Iterate through every segment in vector paths to compute the weight influence and transformation from each bone using Linear Blend Skinning (explained later in this post).
  • In real time, run FaceMesh and PoseNet on each input frame and use result keypoints to update the bone positions.
  • Compute new positions of vector segments from the updated bone positions, bone weights and transformations.
There are other tools that provide similar puppeteering functionality, however, most of them only update asset bounding boxes and do not deform the actual geometry of characters with recognition key points. Also, few tools provide full body recognition and animation. By deforming individual curves, Pose Animator is good at capturing the nuances of facial and full body movement and hopefully provides more expressive animation.

Rig Definition

The rig structure is designed according to the output key points from PoseNet and FaceMesh. PoseNet returns 17 key points for the full body, which is simple enough to directly include in the rig. FaceMesh however provides 486 keypoints, so I needed to be more selective about which ones to include. In the end I selected 73 key points from the FaceMesh output and together we have a full body rig of 90 keypoints and 78 bones as shown below:
. Designers have the freedom to move the joints around in their design files to best embed the rig into the character. Pose Animator will compute skinning according to the default position in the SVG file, although extreme cases (e.g. very short leg / arm bones) may not be well supported by the rigging algorithm and may produce unnatural results.
where
- wi is the influence of bone i on vertex i,
- vi describes vertex i’s initial position,
- Tj describes the spatial transformation that aligns the initial pose of bone j with its current pose.
The influence of bones can be automatically generated or manually assigned through weight painting. Pose Animator currently only supports auto weight assignment. The raw influence of bone j on vertex i is calculated as:
Now, to apply LBS on 2D vector paths, which are composed of straight lines and
Collinear curve handles share the same weight to stay collinear

Motion stabilization

While LBS already gives us animated frames, there’s a noticeable amount of jittering introduced by FaceMesh and PoseNet raw output. To reduce the jitter and get smoother animation, we can use the confidence scores from prediction results to weigh each input frame unevenly, granting less influence to low-confidence frames.
Following this idea, Pose Animator computes the smoothed position of joint i at frame t as
The smoothed confidence score of frame i is computed as
, where you can either play with existing characters, or add in your own SVG character and see them come to life.
I’m the most excited to see what kind of interactive animation the creative community will create. While the demos are human characters, Pose Animator will work for any 2D vector design, so you can go as abstract / avant-garde as you want to push its limits.
To create your own animatable illustration, please for any questions.
Alternatively if you want to view the source code directly, it is available to fork on github here. Happy hacking!
Vollständiger Original-Bericht
Ausführliche Details, Code-Beispiele & Hersteller-Stellungnahme auf blog.tensorflow.org.
↗ Original-Artikel auf blog.tensorflow.org lesen
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Thematisch verwandte Begriffe: Pose, Animator, open, source · 6 Treffer

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