PoseBFitPlugin
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, PoseBFitPlugin 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. PoseBFitPlugin 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
Section titled “Extends”Extended by
Section titled “Extended by”Constructors
Section titled “Constructors”Constructor
Section titled “Constructor”new PoseBFitPlugin(
tune
):PoseBFitPlugin
Constructor
Parameters
Section titled “Parameters”PoseTuneParams
= ...
Fine-tuning parameters
Returns
Section titled “Returns”PoseBFitPlugin
Overrides
Section titled “Overrides”Properties
Section titled “Properties”alignScore
Section titled “alignScore”
readonly
alignScore:0.9
=0.90
Pose score threshold
alignVisibility
Section titled “alignVisibility”
readonly
alignVisibility:0.9
=0.90
Keypoint visibility threshold
cameraAngle
Section titled “cameraAngle”
protected
cameraAngle:number
Camera vertical angle in radians
cameraRatio
Section titled “cameraRatio”
protected
cameraRatio:number
Camera aspect ratio
loaded
Section titled “loaded”loaded:
boolean
Loaded state
Inherited from
Section titled “Inherited from”
protected
optional
node:TransformNode
Attached scene node
nodeOrigin
Section titled “nodeOrigin”
protected
nodeOrigin:BoneTransform
Origin of node relative to the root bone
ordinal
Section titled “ordinal”ordinal:
number
Ordinal number
Inherited from
Section titled “Inherited from”renderer?
Section titled “renderer?”
protected
optional
renderer:Renderer
<PoseResult
>
Renderer loaded the plugin
Inherited from
Section titled “Inherited from”scene?
Section titled “scene?”
protected
optional
scene:Scene
Reference to a scene instance
Inherited from
Section titled “Inherited from”skeleton?
Section titled “skeleton?”
protected
optional
skeleton:Skeleton
Reference to model’s skeleton
skeletonNodes?
Section titled “skeletonNodes?”
protected
optional
skeletonNodes:SkeletonNodes
Bones of the model’s rig
skeletonSizes?
Section titled “skeletonSizes?”
protected
optional
skeletonSizes:SkeletonSizes
Reference sizes of skeleton
spineCurve?
Section titled “spineCurve?”
protected
optional
spineCurve:SpineCurve
Shape of spine
protected
tune:PoseTuneParams
Fine-tuning parameters
Methods
Section titled “Methods”dispose()
Section titled “dispose()”dispose():
void
Dispose video plugin
Returns
Section titled “Returns”void
Inherited from
Section titled “Inherited from”estimateBones()
Section titled “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
Section titled “Parameters”Pose keypoints
spineCurve
Section titled “spineCurve”SpineCurve
Shape of spine
skeletonSizes
Section titled “skeletonSizes”SkeletonSizes
Returns
Section titled “Returns”Bone transformations
load()
Section titled “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
Section titled “Parameters”renderer
Section titled “renderer”Renderer this plugin is attached to
Returns
Section titled “Returns”Promise
<void
>
Promise resolving when initialization is finished
Overrides
Section titled “Overrides”setNode()
Section titled “setNode()”setNode(
node?
):void
Set/attach a scene node
Parses and caches the rig/armature of the node. Precalculates geometrical parameters of skeleton.
Parameters
Section titled “Parameters”TransformNode
Scene node to attach
Returns
Section titled “Returns”void
setupCamera()
Section titled “setupCamera()”setupCamera(
ratio
,angle
):void
Set camera parameters
Parameters
Section titled “Parameters”number
Aspect ration of input video
number
Vertical field of view in radians
Returns
Section titled “Returns”void
Overrides
Section titled “Overrides”setupVideo()
Section titled “setupVideo()”setupVideo(
size
):void
Set video size
Could be overridden to adjust plugin’s pipeline.
Parameters
Section titled “Parameters”Resolution of input video
Returns
Section titled “Returns”void
Inherited from
Section titled “Inherited from”unload()
Section titled “unload()”unload():
void
Reset plugin
Clears internal state and frees all resources allocated in load().
Returns
Section titled “Returns”void
Overrides
Section titled “Overrides”update()
Section titled “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
PoseBFitPlugin#skeletonNodes member storing refs
to all bones of the skeleton to access transformations.
Parameters
Section titled “Parameters”result
Section titled “result”Pose estimation results
stream
Section titled “stream”HTMLCanvasElement
Captured video frame
Returns
Section titled “Returns”Promise
<void
>
Promise resolving when update is finished
Overrides
Section titled “Overrides”updateArm()
Section titled “updateArm()”
protected
updateArm(bones
,points
):void
Update arm rig (see update)
Parameters
Section titled “Parameters”Arm bones and transforms
{ bone
: TransformNode
; transform
: BoneTransform
; }
arm.bone
Section titled “arm.bone”TransformNode
arm.transform
Section titled “arm.transform”forearm
Section titled “forearm”{ bone
: TransformNode
; transform
: BoneTransform
; }
forearm.bone
Section titled “forearm.bone”TransformNode
forearm.transform
Section titled “forearm.transform”{ bone
: TransformNode
; transform
: BoneTransform
; }
hand.bone
Section titled “hand.bone”TransformNode
hand.transform
Section titled “hand.transform”points
Section titled “points”Arm keypoints
shoulder
Section titled “shoulder”Returns
Section titled “Returns”void
updateLeg()
Section titled “updateLeg()”
protected
updateLeg(bones
,points
):void
Update leg rig (see update)
Parameters
Section titled “Parameters”Leg bones and transforms
{ bone
: TransformNode
; transform
: BoneTransform
; }
foot.bone
Section titled “foot.bone”TransformNode
foot.transform
Section titled “foot.transform”{ bone
: TransformNode
; transform
: BoneTransform
; }
leg.bone
Section titled “leg.bone”TransformNode
leg.transform
Section titled “leg.transform”{ bone
: TransformNode
; transform
: BoneTransform
; }
toe.bone
Section titled “toe.bone”TransformNode
toe.transform
Section titled “toe.transform”{ bone
: TransformNode
; transform
: BoneTransform
; }
upleg.bone
Section titled “upleg.bone”TransformNode
upleg.transform
Section titled “upleg.transform”points
Section titled “points”Leg keypoints
Returns
Section titled “Returns”void
updateSpine()
Section titled “updateSpine()”
protected
updateSpine(transforms
,bones
):void
Update spine rig (see update)
Parameters
Section titled “Parameters”transforms
Section titled “transforms”Estimated transformations
Spine bones
Returns
Section titled “Returns”void