Libary for reading Biovision .bvh files and converting the data into a hierarchical spatial structure, as 3D apps would do it.
Project description
bvhio
Libary for reading Biovision .bvh files and converting the data into a hierarchical spatial structure, as 3D apps would do it.
This package is created for my master thesis and aims about integrety but not performance. For the most of the calculations the package PyGLM is used.
Install
pip install bvhio
Features
- Deserialize BVH into hierarchical structure.
- Converts BVH data into proper hierarchical transforms like 3D apps.
- Keeps deserialized BVH data.
- Transforms data is converted to work without base pose.
- Allows reading joint properties in local and world space.
- Space is defined as: Y+ is Up and right handed like openGL.
- Transform logic uses the package spatial-transform
- Calculations are done with PyGLM
- Python
- Every method is documented in code with docstrings
- Every method has type hinting
Examples
Read bvh file
import bvhio
# read the file into a deserialized structure
bvh = bvhio.readAsBVH('example.bvh')
print(f'Frames: {bvh.FrameCount}')
print(f'Frame time: {bvh.FrameTime}')
# get the bvh data as a hierarchy of transforms. Those lines have a identical result
hierarchy = bvhio.convertBvhToJoint(bvh.Root)
hierarchy = bvhio.read('example.bvh')
hierarchy.printTree()
# Frames: 2
# Frame time: 0.033333
# Hips
# +- Chest
# | +- Neck
# | | +- Head
# | +- LeftCollar
# | | +- LeftUpArm
# | | +- LeftLowArm
# | | +- LeftHand
# | +- RightCollar
# | +- RightUpArm
# | +- RightLowArm
# | +- RightHand
# +- LeftUpLeg
# | +- LeftLowLeg
# | +- LeftFoot
# +- RightUpLeg
# +- RightLowLeg
# +- RightFoot
bvhio properties and methods
# BVH structure
bvh.FrameCount # Count of keyframes in the bvh.Hierarchy
bvh.FrameTime # Time per pose.
bvh.Root # Root joint of the skeleton definition.
# BVH bone hierarchy structure
bvh.Root.Offset # Offset of the root pose.
bvh.Root.Channels # Channels that are controlled by the MOTION data.
bvh.Root.Children # Child bones.
bvh.Root.Keyframes # Keyframe data from the MOTION section.
bvh.Root.getTip() # Calculates the local tip position.
bvh.Root.getLength() # Calculates the length of the bone.
bvh.Root.getRotation() # Calculates the orientation of the bone.
bvh.Root.layout() # List of the bones and this children recursivly.
# Hierarchy bone hierarchy structure.
# Hierarchy has as base the type "Transfrom" from Spatial-Transform lib,
# so the structure inherit a lot of transform properties like Position, Rotation and Forward.
hierarchy.Keyframes # Motion data represented as local space data, independed of a root pose.
hierarchy.layout() # lists all joints attached to the root and their childrens.
hierarchy.readPose(0) # Applies the pose data from keyframes to the transform and may to its children.
hierarchy.writePose(0) # Sets the pose data in the keyframes. THis changes the animation.
Read the hierarchy
# Hierarchy is positioned and aligned by the keyframe
hierarchy.readPose(0)
# scale root bone to have the value roughly match meters.
# the root position has to be updated to the scale too!
hierarchy.Scale = (0.02, 0.02, 0.02)
hierarchy.Position *= hierarchy.Scale
# get world space position of all joints
print('Joint positions in world space:')
for joint, index, depth in hierarchy.layout():
print(f'{joint.pointToWorld((0,0,0))} {joint.Name}')
# Joint positions in world space:
# vec3( 0.1606, 0.7002, 1.7672 ) Hips
# vec3( 0.166593, 0.800774, 1.79378 ) Chest
# vec3( 0.183282, 1.13198, 1.62304 ) Neck
# vec3( 0.201143, 1.16631, 1.52114 ) Head
# vec3( 0.160555, 1.07221, 1.61062 ) LeftCollar
# vec3( 0.0533372, 1.10009, 1.61253 ) LeftUpArm
# vec3( -0.162209, 1.14091, 1.51718 ) LeftLowArm
# vec3( -0.120072, 1.00391, 1.37971 ) LeftHand
# vec3( 0.205259, 1.07142, 1.61344 ) RightCollar
# vec3( 0.321048, 1.10524, 1.62711 ) RightUpArm
# vec3( 0.555624, 1.13019, 1.61172 ) RightLowArm
# vec3( 0.578145, 1.29305, 1.47631 ) RightHand
# vec3( 0.0851123, 0.699307, 1.7876 ) LeftUpLeg
# vec3( 0.0180001, 0.345904, 1.85933 ) LeftLowLeg
# vec3( -0.00783825, 0.189567, 2.16848 ) LeftFoot
# vec3( 0.236088, 0.701093, 1.7468 ) RightUpLeg
# vec3( 0.296095, 0.398319, 1.57635 ) RightLowLeg
# vec3( 0.342655, 0.0917735, 1.72255 ) RightFoot
Read joints
# read data for a single joint
arm = hierarchy.filter('LeftLowArm', isEqual=True)[0]
print(f'\nLeftLowArm properties:')
print(f'Position: {arm.pointToWorld((0,0,0))}')
print(f'Y-Dir: {arm.UpWorld}')
print(f'X-Dir: {arm.RightWorld}')
# get position of joints within the space of the right leg.
# be aware of applied scaling here! Only the root joint has scaling in this example.
print(f'\nPositions in LeftUpLeg space:')
rightleg = hierarchy.filter('LeftUpLeg')[0]
for joint, index, depth in rightleg.layout():
worldPosition = joint.pointToWorld((0,0,0))
localPosition = rightleg.pointToLocal(worldPosition)
print(f'{localPosition} {joint.Name}')
# LeftLowArm properties:
# Position: vec3( -0.162209, 1.14091, 1.51718 )
# Y-Dir: vec3( 0.912751, -0.113158, 0.39253 )
# X-Dir: vec3( -0.349098, -0.715101, 0.605609 )
# Positions in LeftUpLeg space:
# vec3( 2.86102e-06, -3.8147e-06, 3.8147e-06 ) LeftUpLeg
# vec3( 4.52995e-06, -7.15256e-07, -18.34 ) LeftLowLeg
# vec3( -2.87719, -13.3042, -29.1305 ) LeftFoot
Compare pose data
# Loads the pose, then extracts from all joints their positions in world space
pose0positions = [joint.pointToWorld((0,0,0)) for (joint, index, depth) in hierarchy.readPose(0).layout()]
pose1positions = [joint.pointToWorld((0,0,0)) for (joint, index, depth) in hierarchy.readPose(1).layout()]
print('Change in position:')
for (joint, index, depth) in hierarchy.layout():
print(f'{pose1positions[index] - pose0positions[index]} {joint.Name}')
# Change in position:
# vec3( -0.22, 0.0900002, -1.89 ) Hips
# vec3( -0.219298, 0.0907593, -1.89325 ) Chest
# vec3( -0.213268, 0.078064, -1.91529 ) Neck
# vec3( -0.212836, 0.0711365, -1.91729 ) Head
# vec3( -0.214325, 0.077774, -1.91125 ) LeftCollar
# vec3( -0.209374, 0.0882034, -1.93187 ) LeftUpArm
# vec3( -0.207287, 0.119064, -1.91724 ) LeftLowArm
# vec3( -0.212839, 0.131844, -1.93034 ) LeftHand
# vec3( -0.214348, 0.0771713, -1.91111 ) RightCollar
# vec3( -0.219791, 0.0777321, -1.88764 ) RightUpArm
# vec3( -0.218666, 0.0549126, -1.8903 ) RightLowArm
# vec3( -0.197209, 0.0386162, -1.90305 ) RightHand
# vec3( -0.220793, 0.0919762, -1.89322 ) LeftUpLeg
# vec3( -0.233757, 0.0889778, -1.93163 ) LeftLowLeg
# vec3( -0.203906, 0.0927582, -1.9287 ) LeftFoot
# vec3( -0.219207, 0.0880241, -1.88678 ) RightUpLeg
# vec3( -0.213404, 0.0810432, -1.87141 ) RightLowLeg
# vec3( -0.215267, 0.0892754, -1.85474 ) RightFoot
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