- 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>
3.9 KiB
3.9 KiB
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 setMIRPAMO_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.pydownloads 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)