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jing a148b4a543 MIRPAMO v0: local Mixamo — autorig + retarget via headless Blender
- autorig: landmark detection from vertex cloud (markers JSON override),
  mixamorig 22-bone skeleton fit, bone-heat weights + nearest-bone rescue
- retarget: world-space quaternion delta transfer, hip-height scale
  compensation, fuzzy/explicit bone mapping (CMU map bundled)
- smoke: procedural test humanoid + synthetic BVH -> rig -> retarget -> verify
- deploy: push to gitea, pull + smoke on m3ultra and m1ultra

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 01:26:13 +10:00
bin MIRPAMO v0: local Mixamo — autorig + retarget via headless Blender 2026-07-17 01:26:13 +10:00
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bpy MIRPAMO v0: local Mixamo — autorig + retarget via headless Blender 2026-07-17 01:26:13 +10:00
library MIRPAMO v0: local Mixamo — autorig + retarget via headless Blender 2026-07-17 01:26:13 +10:00
scripts MIRPAMO v0: local Mixamo — autorig + retarget via headless Blender 2026-07-17 01:26:13 +10:00
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CLAUDE.md MIRPAMO v0: local Mixamo — autorig + retarget via headless Blender 2026-07-17 01:26:13 +10:00
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README.md MIRPAMO v0: local Mixamo — autorig + retarget via headless Blender 2026-07-17 01:26:13 +10:00

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

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)
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)
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 — 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)