Skeletal Animation in a glTF file#

In this tutorial, we will show how to use skeletal animations (skinning) in a glTF model in FURY.

import fury

Retrieving the model with skeletal animations. We’re choosing the RiggedFigure model here.

fury.data.fetch_gltf(name="RiggedFigure", mode="glTF")
filename = fury.data.read_viz_gltf("RiggedFigure")

Initializing the glTF object, You can additionally set apply_normals=True. Note: Normals might not work well as intended with skinning animations.

gltf_obj = fury.gltf.glTF(filename, apply_normals=False)

Get the skinning timeline using skin_timeline method, Choose the animation name you want to visualize. Note: If there’s no name for animation, It’s stored as anim_0, anim_1 etc

animation = gltf_obj.skin_animation()["anim_0"]

# After we get the timeline object, We want to initialise the skinning process.
# You can set `bones=true` to visualize each bone transformation. Additionally,
# you can set `length` of bones in the `initialise_skin` method.
# Note: Make sure to call this method before you initialize ShowManager, else
# bones won't be added to the scene.

gltf_obj.initialize_skin(animation, bones=False)

Create a scene, and show manager. Initialize the show manager and add timeline to the scene (No need to add actors to the scene separately).

scene = fury.window.Scene()
showm = fury.window.ShowManager(
    scene=scene, size=(900, 768), reset_camera=True, order_transparent=True
)
showm.initialize()
scene.add(animation)

define a timer_callback. Use the update_skin method, It updates the timeline and applies skinning to actors (and bones).

def timer_callback(_obj, _event):
    gltf_obj.update_skin(animation)
    showm.render()

Optional: timeline.play() auto plays the animations.

showm.add_timer_callback(True, 20, timer_callback)
scene.reset_camera()

interactive = False

if interactive:
    showm.start()

fury.window.record(scene=scene, out_path="viz_skinning.png", size=(900, 768))

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