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MoMask: Generative Masked Modeling of 3D Human Motions

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If you find our code or paper helpful, please consider citing:

@article{guo2023momask,
      title={MoMask: Generative Masked Modeling of 3D Human Motions}, 
      author={Chuan Guo and Yuxuan Mu and Muhammad Gohar Javed and Sen Wang and Li Cheng},
      year={2023},
      eprint={2312.00063},
      archivePrefix={arXiv},
      primaryClass={cs.CV}
}

:postbox: News

๐Ÿ“ข 2023-12-19 --- Release scripts for temporal inpainting.

๐Ÿ“ข 2023-12-15 --- Release codes and models for momask. Including training/eval/generation scripts.

๐Ÿ“ข 2023-11-29 --- Initialized the webpage and git project.

:round_pushpin: Get You Ready

1. Conda Environment

conda env create -f environment.yml
conda activate momask
pip install git+https://github.com/openai/CLIP.git

We test our code on Python 3.7.13 and PyTorch 1.7.1

2. Models and Dependencies

Download Pre-trained Models

bash prepare/download_models.sh

Download Evaluation Models and Gloves

For evaluation only.

bash prepare/download_evaluator.sh
bash prepare/download_glove.sh

Troubleshooting

To address the download error related to gdown: "Cannot retrieve the public link of the file. You may need to change the permission to 'Anyone with the link', or have had many accesses". A potential solution is to run pip install --upgrade --no-cache-dir gdown, as suggested on https://github.com/wkentaro/gdown/issues/43. This should help resolve the issue.

(Optional) Download Mannually

Visit [Google Drive] to download the models and evaluators mannually.

3. Get Data

You have two options here:

  • Skip getting data, if you just want to generate motions using own descriptions.
  • Get full data, if you want to re-train and evaluate the model.

(a). Full data (text + motion)

HumanML3D - Follow the instruction in HumanML3D, then copy the result dataset to our repository:

cp -r ../HumanML3D/HumanML3D ./dataset/HumanML3D

KIT-Download from HumanML3D, then place result in ./dataset/KIT-ML

:rocket: Demo

(a) Generate from a single prompt

python gen_t2m.py --gpu_id 1 --ext exp1 --text_prompt "A person is running on a treadmill."

(b) Generate from a prompt file

An example of prompt file is given in ./assets/text_prompt.txt. Please follow the format of <text description>#<motion length> at each line. Motion length indicates the number of poses, which must be integeter and will be rounded by 4. In our work, motion is in 20 fps.

If you write <text description>#NA, our model will determine a length. Note once there is one NA, all the others will be NA automatically.

python gen_t2m.py --gpu_id 1 --ext exp2 --text_path ./assets/text_prompt.txt

A few more parameters you may be interested:

  • --repeat_times: number of replications for generation, default 1.
  • --motion_length: specify the number of poses for generation, only applicable in (a).

The output files are stored under folder ./generation/<ext>/. They are

  • numpy files: generated motions with shape of (nframe, 22, 3), under subfolder ./joints.
  • video files: stick figure animation in mp4 format, under subfolder ./animation.
  • bvh files: bvh files of the generated motion, under subfolder ./animation.

We also apply naive foot ik to the generated motions, see files with suffix _ik. It sometimes works well, but sometimes will fail.

:dancers: Visualization

All the animations are manually rendered in blender. We use the characters from mixamo. You need to download the characters in T-Pose with skeleton.

Retargeting

For retargeting, we found rokoko usually leads to large error on foot. On the other hand, keemap.rig.transfer shows more precise retargetting. You could watch the tutorial here.

Following these steps:

  • Download keemap.rig.transfer from the github, and install it in blender.
  • Import both the motion files (.bvh) and character files (.fbx) in blender.
  • Shift + Select the both source and target skeleton. (Do not need to be Rest Position)
  • Switch to Pose Mode, then unfold the KeeMapRig tool at the top-right corner of the view window.
  • Load and read the bone mapping file ./assets/mapping.json(or mapping6.json if it doesn't work). This file is manually made by us. It works for most characters in mixamo. You could make your own.
  • Adjust the Number of Samples, Source Rig, Destination Rig Name.
  • Clik Transfer Animation from Source Destination, wait a few seconds.

We didn't tried other retargetting tools. Welcome to comment if you find others are more useful.

Scene

We use this scene for animation.

:clapper: Temporal Inpainting

We conduct mask-based editing in the m-transformer stage, followed by the regeneration of residual tokens for the entire sequence. To load your own motion, provide the path through `--source_motion`. Utilize `-msec` to specify the mask section, supporting either ratio or frame index. For instance, `-msec 0.3,0.6` with `max_motion_length=196` is equivalent to `-msec 59,118`, indicating the editing of the frame section [59, 118].
python edit_t2m.py --gpu_id 1 --ext exp3 --use_res_model -msec 0.4,0.7 --text_prompt "A man picks something from the ground using his right hand."

Note: Presently, the source motion must adhere to the format of a HumanML3D dim-263 feature vector. An example motion vector data from the HumanML3D test set is available in example_data/000612.npy. To process your own motion data, you can utilize the process_file function from utils/motion_process.py.

:space_invader: Train Your Own Models

Note: You have to train RVQ BEFORE training masked/residual transformers. The latter two can be trained simultaneously.

Train RVQ

python train_vq.py --name rvq_name --gpu_id 1 --dataset_name t2m --batch_size 512 --num_quantizers 6  --max_epoch 500 --quantize_drop_prob 0.2

Train Masked Transformer

python train_t2m_transformer.py --name mtrans_name --gpu_id 2 --dataset_name t2m --batch_size 64 --vq_name rvq_name

Train Residual Transformer

python train_res_transformer.py --name rtrans_name  --gpu_id 2 --dataset_name t2m --batch_size 64 --vq_name rvq_name --cond_drop_prob 0.2 --share_weight
  • --dataset_name: motion dataset, t2m for HumanML3D and kit for KIT-ML.
  • --name: name your model. This will create to model space as ./checkpoints/<dataset_name>/<name>
  • --gpu_id: GPU id.
  • --batch_size: we use 512 for rvq training. For masked/residual transformer, we use 64 on HumanML3D and 16 for KIT-ML.
  • --num_quantizers: number of quantization layers, 6 is used in our case.
  • --quantize_drop_prob: quantization dropout ratio, 0.2 is used.
  • --vq_name: when training masked/residual transformer, you need to specify the name of rvq model for tokenization.
  • --cond_drop_prob: condition drop ratio, for classifier-free guidance. 0.2 is used.
  • --share_weight: whether to share the projection/embedding weights in residual transformer.

All the pre-trained models and intermediate results will be saved in space ./checkpoints/<dataset_name>/<name>.

:book: Evaluation

Evaluate RVQ Reconstruction:

HumanML3D:

python eval_t2m_vq.py --gpu_id 0 --name rvq_nq6_dc512_nc512_noshare_qdp0.2 --dataset_name t2m --ext rvq_nq6

KIT-ML:

python eval_t2m_vq.py --gpu_id 0 --name rvq_nq6_dc512_nc512_noshare_qdp0.2_k --dataset_name kit --ext rvq_nq6

Evaluate Text2motion Generation:

HumanML3D:

python eval_t2m_trans_res.py --res_name tres_nlayer8_ld384_ff1024_rvq6ns_cdp0.2_sw --dataset_name t2m --name t2m_nlayer8_nhead6_ld384_ff1024_cdp0.1_rvq6ns --gpu_id 1 --cond_scale 4 --time_steps 10 --ext evaluation

KIT-ML:

python eval_t2m_trans_res.py --res_name tres_nlayer8_ld384_ff1024_rvq6ns_cdp0.2_sw_k --dataset_name kit --name t2m_nlayer8_nhead6_ld384_ff1024_cdp0.1_rvq6ns_k --gpu_id 0 --cond_scale 2 --time_steps 10 --ext evaluation
  • --res_name: model name of residual transformer.
  • --name: model name of masked transformer.
  • --cond_scale: scale of classifer-free guidance.
  • --time_steps: number of iterations for inference.
  • --ext: filename for saving evaluation results.

The final evaluation results will be saved in ./checkpoints/<dataset_name>/<name>/eval/<ext>.log

Acknowlegements

We sincerely thank the open-sourcing of these works where our code is based on:

deep-motion-editing, Muse, vector-quantize-pytorch, T2M-GPT, MDM and MLD

License

This code is distributed under an MIT LICENSE.

Note that our code depends on other libraries, including SMPL, SMPL-X, PyTorch3D, and uses datasets which each have their own respective licenses that must also be followed.

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