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Skeletal Animation in a glTF file#
In this tutorial, we will show how to use skeletal animations (skinning) in a glTF model in FURY.
from fury import window from fury.data import fetch_gltf, read_viz_gltf from fury.gltf import glTF
Retrieving the model with skeletal animations. We’re choosing the RiggedFigure model here.
fetch_gltf('RiggedFigure', 'glTF') filename = 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.
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 `lenght` 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 = window.Scene() showm = window.ShowManager( 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() window.record(scene, out_path='viz_skinning.png', size=(900, 768))
Total running time of the script: ( 0 minutes 0.158 seconds)