# MIRPAMO **A local, offline Mixamo.** Auto-rigging + animation retargeting as a headless-Blender pipeline — no cloud, no Adobe account, no upload limits. Built to run on the studio Macs (M3 Ultra / M1 Ultra) and any laptop with Blender installed. ``` raw mesh (.glb/.fbx/.obj) │ ▼ [1] autorig landmark detection → mixamorig skeleton fit → bone-heat weights │ ▼ rigged.glb ──► [2] retarget ◄── motion clip (.bvh/.fbx/.glb) │ quaternion delta transfer + hip-height scale compensation ▼ character@clip.glb (drop straight into three.js / game engines) ``` ## Requirements - Blender 4.2+ (tested on 5.0.1 and 5.1.2) at `/Applications/Blender.app` — or set `MIRPAMO_BLENDER=/path/to/blender` - Python 3.9+ (only for the thin CLI; all bpy work runs inside Blender) No pip installs. No GPU requirements — bone heat and retargeting are CPU. ## Quickstart ```bash make smoke # end-to-end self test: proves the machine can run the pipeline # rig a raw mesh (landmarks are auto-detected; T- or A-pose, upright, on the floor) ./bin/mirpamo rig mymesh.glb -o rigged.glb # fix a bad joint guess with Mixamo-style markers (world-space Z-up meters) ./bin/mirpamo rig mymesh.glb -o rigged.glb --markers markers.json # {"chin": [0,0,1.55], "l_wrist": [0.7,0,1.4], "groin": [0,0,0.9], ...} # retarget one clip ./bin/mirpamo anim rigged.glb walk.bvh -o walking.glb # retarget an entire clip folder (e.g. the existing Mixamo bank) ./bin/mirpamo batch rigged.glb ~/Documents/mixamo-fetch/out -o out/clips/ # CMU MotionBuilder-friendly BVH needs the bundled bone map ./bin/mirpamo anim rigged.glb cmu_01_01.bvh -o out.glb \ --bonemap bonemaps/cmu_mb_to_mixamo.json ``` ## How it works (the Mixamo parts, replicated) | Mixamo (cloud) | MIRPAMO (local) | |---|---| | Colored marker dots (chin/wrists/elbows/knees/groin) | Automatic landmark detection from the vertex cloud; optional `--markers` JSON override ([bpy/autorig.py](bpy/autorig.py)) | | Master skeleton template snapped to markers | mixamorig-named 22-bone humanoid fitted to landmarks — existing Mixamo clips retarget 1:1 | | Spatial-proximity skin weighting with smooth falloff | Blender bone-heat automatic weights | | Rotational (quaternion) data transfer | World-space rotation-delta transfer per bone per frame ([bpy/retarget.py](bpy/retarget.py)) | | Scale compensation for different proportions | Root translation scaled by target/source hip-height ratio | Same caveats as Mixamo apply: loose clothing/hair confuses proximity weighting, and meshes should be clean, symmetric, T/A-pose. ## Machines | host | hw | blender | role | |---|---|---|---| | laptop | dev | 5.1.2 | build here, push | | `m3ultra@100.89.131.57` | M3 Ultra, 256GB | 5.1.2 | heavy batch retargets, big meshes | | `johnking@100.91.239.7` | M1 Ultra, 128GB | 5.0.1 | second test target | `make deploy` pushes to Gitea, pulls on both hosts, and runs the remote smoke test on each. ## Clip libraries - **Existing Mixamo bank**: machines with `~/Documents/mixamo-fetch/out/` can batch-retarget it directly (mixamorig names match natively). - `python3 library/fetch.py` downloads the sources in [library/manifest.json](library/manifest.json) — check each entry's license before shipping clips in a web game (see the asset-pipeline licensing zones: research-only datasets stay local). ## Roadmap - [ ] Finger bones (Mixamo's 65-bone variant) + finger weighting - [ ] In-place conversion flag per clip in `batch` - [ ] Multi-clip single-GLB export (one character, N animations) — the retargeter already stores each clip as a named Action; needs an export pass - [ ] MLX texture generation stage (M3 Ultra: PBR texture synthesis alongside rigging — separate `texgen/` stage) - [ ] Optional ML landmark detection (replace heuristics for non-standard bodies)