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--- |
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title: MoMask |
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emoji: 🎠|
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colorFrom: pink |
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colorTo: purple |
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sdk: gradio |
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sdk_version: 3.24.1 |
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app_file: app.py |
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pinned: false |
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--- |
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# MoMask: Generative Masked Modeling of 3D Human Motions |
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## [[Project Page]](https://ericguo5513.github.io/momask) [[Paper]](https://arxiv.org/abs/2312.00063) |
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![teaser_image](https://ericguo5513.github.io/momask/static/images/teaser.png) |
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If you find our code or paper helpful, please consider citing: |
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``` |
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@article{guo2023momask, |
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title={MoMask: Generative Masked Modeling of 3D Human Motions}, |
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author={Chuan Guo and Yuxuan Mu and Muhammad Gohar Javed and Sen Wang and Li Cheng}, |
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year={2023}, |
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eprint={2312.00063}, |
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archivePrefix={arXiv}, |
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primaryClass={cs.CV} |
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} |
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``` |
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## :postbox: News |
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📢 **2023-12-19** --- Release scripts for temporal inpainting. |
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📢 **2023-12-15** --- Release codes and models for momask. Including training/eval/generation scripts. |
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📢 **2023-11-29** --- Initialized the webpage and git project. |
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## :round_pushpin: Get You Ready |
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<details> |
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### 1. Conda Environment |
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``` |
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conda env create -f environment.yml |
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conda activate momask |
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pip install git+https://github.com/openai/CLIP.git |
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``` |
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We test our code on Python 3.7.13 and PyTorch 1.7.1 |
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### 2. Models and Dependencies |
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#### Download Pre-trained Models |
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``` |
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bash prepare/download_models.sh |
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``` |
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#### Download Evaluation Models and Gloves |
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For evaluation only. |
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``` |
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bash prepare/download_evaluator.sh |
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bash prepare/download_glove.sh |
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``` |
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#### Troubleshooting |
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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. |
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#### (Optional) Download Mannually |
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Visit [[Google Drive]](https://drive.google.com/drive/folders/1b3GnAbERH8jAoO5mdWgZhyxHB73n23sK?usp=drive_link) to download the models and evaluators mannually. |
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### 3. Get Data |
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You have two options here: |
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* **Skip getting data**, if you just want to generate motions using *own* descriptions. |
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* **Get full data**, if you want to *re-train* and *evaluate* the model. |
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**(a). Full data (text + motion)** |
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**HumanML3D** - Follow the instruction in [HumanML3D](https://github.com/EricGuo5513/HumanML3D.git), then copy the result dataset to our repository: |
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``` |
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cp -r ../HumanML3D/HumanML3D ./dataset/HumanML3D |
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``` |
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**KIT**-Download from [HumanML3D](https://github.com/EricGuo5513/HumanML3D.git), then place result in `./dataset/KIT-ML` |
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#### |
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</details> |
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## :rocket: Demo |
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<details> |
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### (a) Generate from a single prompt |
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``` |
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python gen_t2m.py --gpu_id 1 --ext exp1 --text_prompt "A person is running on a treadmill." |
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``` |
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### (b) Generate from a prompt file |
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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. |
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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. |
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``` |
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python gen_t2m.py --gpu_id 1 --ext exp2 --text_path ./assets/text_prompt.txt |
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``` |
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A few more parameters you may be interested: |
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* `--repeat_times`: number of replications for generation, default `1`. |
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* `--motion_length`: specify the number of poses for generation, only applicable in (a). |
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The output files are stored under folder `./generation/<ext>/`. They are |
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* `numpy files`: generated motions with shape of (nframe, 22, 3), under subfolder `./joints`. |
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* `video files`: stick figure animation in mp4 format, under subfolder `./animation`. |
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* `bvh files`: bvh files of the generated motion, under subfolder `./animation`. |
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We also apply naive foot ik to the generated motions, see files with suffix `_ik`. It sometimes works well, but sometimes will fail. |
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</details> |
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## :dancers: Visualization |
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<details> |
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All the animations are manually rendered in blender. We use the characters from [mixamo](https://www.mixamo.com/#/). You need to download the characters in T-Pose with skeleton. |
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### Retargeting |
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For retargeting, we found rokoko usually leads to large error on foot. On the other hand, [keemap.rig.transfer](https://github.com/nkeeline/Keemap-Blender-Rig-ReTargeting-Addon/releases) shows more precise retargetting. You could watch the [tutorial](https://www.youtube.com/watch?v=EG-VCMkVpxg) here. |
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Following these steps: |
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* Download keemap.rig.transfer from the github, and install it in blender. |
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* Import both the motion files (.bvh) and character files (.fbx) in blender. |
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* `Shift + Select` the both source and target skeleton. (Do not need to be Rest Position) |
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* Switch to `Pose Mode`, then unfold the `KeeMapRig` tool at the top-right corner of the view window. |
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* 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. |
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* Adjust the `Number of Samples`, `Source Rig`, `Destination Rig Name`. |
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* Clik `Transfer Animation from Source Destination`, wait a few seconds. |
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We didn't tried other retargetting tools. Welcome to comment if you find others are more useful. |
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### Scene |
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We use this [scene](https://drive.google.com/file/d/1lg62nugD7RTAIz0Q_YP2iZsxpUzzOkT1/view?usp=sharing) for animation. |
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</details> |
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## :clapper: Temporal Inpainting |
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<details> |
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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]. |
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``` |
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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." |
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``` |
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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`. |
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</details> |
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## :space_invader: Train Your Own Models |
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<details> |
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**Note**: You have to train RVQ **BEFORE** training masked/residual transformers. The latter two can be trained simultaneously. |
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### Train RVQ |
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``` |
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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 |
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``` |
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### Train Masked Transformer |
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``` |
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python train_t2m_transformer.py --name mtrans_name --gpu_id 2 --dataset_name t2m --batch_size 64 --vq_name rvq_name |
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``` |
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### Train Residual Transformer |
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``` |
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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 |
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``` |
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* `--dataset_name`: motion dataset, `t2m` for HumanML3D and `kit` for KIT-ML. |
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* `--name`: name your model. This will create to model space as `./checkpoints/<dataset_name>/<name>` |
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* `--gpu_id`: GPU id. |
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* `--batch_size`: we use `512` for rvq training. For masked/residual transformer, we use `64` on HumanML3D and `16` for KIT-ML. |
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* `--num_quantizers`: number of quantization layers, `6` is used in our case. |
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* `--quantize_drop_prob`: quantization dropout ratio, `0.2` is used. |
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* `--vq_name`: when training masked/residual transformer, you need to specify the name of rvq model for tokenization. |
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* `--cond_drop_prob`: condition drop ratio, for classifier-free guidance. `0.2` is used. |
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* `--share_weight`: whether to share the projection/embedding weights in residual transformer. |
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All the pre-trained models and intermediate results will be saved in space `./checkpoints/<dataset_name>/<name>`. |
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</details> |
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## :book: Evaluation |
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<details> |
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### Evaluate RVQ Reconstruction: |
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HumanML3D: |
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``` |
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python eval_t2m_vq.py --gpu_id 0 --name rvq_nq6_dc512_nc512_noshare_qdp0.2 --dataset_name t2m --ext rvq_nq6 |
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``` |
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KIT-ML: |
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``` |
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python eval_t2m_vq.py --gpu_id 0 --name rvq_nq6_dc512_nc512_noshare_qdp0.2_k --dataset_name kit --ext rvq_nq6 |
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``` |
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### Evaluate Text2motion Generation: |
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HumanML3D: |
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``` |
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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 |
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``` |
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KIT-ML: |
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``` |
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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 |
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``` |
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* `--res_name`: model name of `residual transformer`. |
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* `--name`: model name of `masked transformer`. |
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* `--cond_scale`: scale of classifer-free guidance. |
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* `--time_steps`: number of iterations for inference. |
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* `--ext`: filename for saving evaluation results. |
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The final evaluation results will be saved in `./checkpoints/<dataset_name>/<name>/eval/<ext>.log` |
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</details> |
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## Acknowlegements |
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We sincerely thank the open-sourcing of these works where our code is based on: |
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[deep-motion-editing](https://github.com/DeepMotionEditing/deep-motion-editing), [Muse](https://github.com/lucidrains/muse-maskgit-pytorch), [vector-quantize-pytorch](https://github.com/lucidrains/vector-quantize-pytorch), [T2M-GPT](https://github.com/Mael-zys/T2M-GPT), [MDM](https://github.com/GuyTevet/motion-diffusion-model/tree/main) and [MLD](https://github.com/ChenFengYe/motion-latent-diffusion/tree/main) |
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## License |
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This code is distributed under an [MIT LICENSE](https://github.com/EricGuo5513/momask-codes/tree/main?tab=MIT-1-ov-file#readme). |
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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. |