PoseAlignPlugin
Pose plugin aligning node’s rig with keypoints
Universal plugin aligning node’s rig and pose estimated by @geenee/bodyprocessors!PoseProcessor. It’s a base of try-on, twin, and other plugins. You can use this class as a starting point and customize alignment method or add features. Basically, PoseAlignPlugin evaluates positions and rotations of armature bones based on 3D pose keypoints, then applies these transforms to bones following the armature hierarchy. Plugin supports rigs compatible with Mixamo, for example any Ready Player Me avatar. This is the most common standard of rigs for human-like models supported by many game engines. Provided node must contain an armature among its children. Armature bones must follow Mixamo / RPM naming convention. Models rigged and skinned manually or using Mixamo tool can variate depending on anthropomorphous topology of the model. PoseAlignPlugin can apply number of fine-tuning adjustments to basic alignment improving model fitting or making it look more natural. PoseTuneParams explains tuning options. By default the plugin is fine-tuned for RPM avatars so you can simply replace person with the avatar model in the scene.
Extends
Extended by
Constructors
new PoseAlignPlugin()
new PoseAlignPlugin(
node
?,tune
?):PoseAlignPlugin
Constructor
Parameters
• node?: TransformNode
Scene node to attach
• tune?: PoseTuneParams
= ...
Fine-tuning parameters
Returns
Overrides
Properties
alignScore
readonly
alignScore:0.9
=0.90
Pose score threshold
alignVisibility
readonly
alignVisibility:0.9
=0.90
Keypoint visibility threshold
cameraAngle
protected
cameraAngle:number
Camera vertical angle in radians
cameraRatio
protected
cameraRatio:number
Camera aspect ratio
loaded
loaded:
boolean
Loaded state
Inherited from
node?
protected
optional
node:TransformNode
Scene node to attach
nodeOrigin
protected
nodeOrigin:BoneTransform
Origin of node relative to the root bone
ordinal
ordinal:
number
Ordinal number
Inherited from
renderer?
protected
optional
renderer:Renderer
<PoseResult
>
Renderer loaded the plugin
Inherited from
scene?
protected
optional
scene:Scene
Reference to a scene instance
Inherited from
skeleton?
protected
optional
skeleton:Skeleton
Reference to model’s skeleton
skeletonNodes?
protected
optional
skeletonNodes:SkeletonNodes
Bones of the model’s rig
skeletonSizes?
protected
optional
skeletonSizes:SkeletonSizes
Reference sizes of skeleton
spineCurve?
protected
optional
spineCurve:SpineCurve
Shape of spine
tune
protected
tune:PoseTuneParams
Fine-tuning parameters
Methods
dispose()
dispose():
void
Dispose video plugin
Returns
void
Inherited from
estimateBones()
protected
estimateBones(pose
,spineCurve
,skeletonSizes
):SkeletonTransforms
Estimate bone positions and axes
Based on detected keypoints estimates bone transformations. Position of bone if defined by 3D point itself, bone length is the distance between keypoints connected by bone. Bone’s rotation is defined by its axes that are evaluated from relative positions of adjacent keypoints. Method returns only bone position and orientation axis, final transformation of any bone can be found using the next bone in hierarchy.
Parameters
• pose: PosePoints
Pose keypoints
• spineCurve: SpineCurve
Shape of spine
• skeletonSizes: SkeletonSizes
Returns
Bone transformations
load()
load(
renderer
):Promise
<void
>
Initialize plugin
Parses and caches the rig/armature of the attached scene node (one provided to plugin’s constructor). Precalculates geometrical parameters of skeleton.
Parameters
• renderer: Renderer
<PoseResult
>
Renderer this plugin is attached to
Returns
Promise
<void
>
Promise resolving when initialization is finished
Overrides
setNode()
setNode(
node
?):void
Set/attach a scene node
Parses and caches the rig/armature of the node. Precalculates geometrical parameters of skeleton.
Parameters
• node?: TransformNode
Scene node to attach
Returns
void
setupCamera()
setupCamera(
ratio
,angle
):void
Set camera parameters
Parameters
• ratio: number
Aspect ration of input video
• angle: number
Vertical field of view in radians
Returns
void
Overrides
setupVideo()
setupVideo(
size
):void
Set video size
Could be overridden to adjust plugin’s pipeline.
Parameters
• size: Size
Resolution of input video
Returns
void
Inherited from
unload()
unload():
void
Reset plugin
Clears internal state and frees all resources allocated in load().
Returns
void
Overrides
update()
update(
result
,stream
):Promise
<void
>
Update skeleton of the scene node
Evaluates positions, rotations and scales of node bones
based on estimation of 3D keypoints, then applies these
transformations to bones following hierarchy of armature.
Optionally fine-tunes the basic
alignment to improve model fitting or make it more natural.
You can override this method to further tune model’s rig
using provided estimations of bones as a starting point.
Simply call await super.update(result, stream);
and use
PoseAlignPlugin#skeletonNodes member storing refs
to all bones of the skeleton to access transformations.
Parameters
• result: PoseResult
Pose estimation results
• stream: HTMLCanvasElement
Captured video frame
Returns
Promise
<void
>
Promise resolving when update is finished
Overrides
updateArm()
protected
updateArm(bones
,points
):void
Update arm rig (see update)
Parameters
• bones
Arm bones and transforms
• bones.arm
• bones.arm.bone: TransformNode
• bones.arm.transform: BoneTransform
• bones.forearm
• bones.forearm.bone: TransformNode
• bones.forearm.transform: BoneTransform
• bones.hand
• bones.hand.bone: TransformNode
• bones.hand.transform: BoneTransform
• points
Arm keypoints
• points.elbow: PosePoint
• points.shoulder: PosePoint
Returns
void
updateLeg()
protected
updateLeg(bones
,points
):void
Update leg rig (see update)
Parameters
• bones
Leg bones and transforms
• bones.foot
• bones.foot.bone: TransformNode
• bones.foot.transform: BoneTransform
• bones.leg
• bones.leg.bone: TransformNode
• bones.leg.transform: BoneTransform
• bones.toe
• bones.toe.bone: TransformNode
• bones.toe.transform: BoneTransform
• bones.upleg
• bones.upleg.bone: TransformNode
• bones.upleg.transform: BoneTransform
• points
Leg keypoints
• points.ankle: PosePoint
• points.hip: PosePoint
• points.knee: PosePoint
Returns
void
updateSpine()
protected
updateSpine(transforms
,bones
):void
Update spine rig (see update)
Parameters
• transforms: SkeletonTransforms
Estimated transformations
• bones: SkeletonNodes
Spine bones
Returns
void