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SMPL-X Mannequin

mannequin-x provides two lightweight figures driven by SMPL-X body and hand rotations:

  • armor is the repo's segmented rigid mannequin, available in three LODs.
  • wooden is a skinned wooden mannequin at its source resolution.

Both designs accept the same Pose. Ten SMPL-X shape coefficients resize their bones and geometry. The NumPy runtime includes the required shape calibration, so it does not need SMPL-X model files.

pip install mannequin-x

Python API

import numpy as np

from mannequin import Mannequin

shape = np.zeros(10, dtype=np.float32)
shape[0] = 1.5

model = Mannequin("wooden", shape=shape)
pose = model.rest_pose()
pose.body[17, 2] = 0.8

vertices = model.vertices(pose)
faces = model.faces
joint_transforms = model.joint_transforms(pose)

Create armor with Mannequin("armor", lod=0). Armor supports LODs 0, 1, and 2. The wooden model has one resolution, so it does not accept lod.

rest_pose() returns a mutable Pose with four arrays:

  • body: [..., 21, 3] SMPL-X body rotations
  • hands: [..., 30, 3] left and right hand rotations
  • root_rotation: [..., 3] world rotation
  • translation: [..., 3] world translation

Rotations use axis-angle vectors. Leading batch dimensions are supported. Jaw, eye, and expression parameters are absent because neither mannequin has matching geometry or joints.

Shape is identity state, not motion state. Set it at construction or call model.reshape(shape). Pose evaluation then stays concise:

model.reshape(new_shape)
vertices = model.vertices(pose)
links = model.link_transforms(pose)

Viser

Install the optional viewer dependency with pip install mannequin-x[viser].

import viser

from mannequin import Mannequin, add_to_scene

server = viser.ViserServer()
model = Mannequin("wooden")
handle = add_to_scene(server.scene, "/mannequin", model)

handle.set_pose(model.rest_pose())
handle.set_position((1.0, 0.0, 0.0))
handle.set_shape(new_shape)
handle.set_palette("sage")

Pass one of sand, ivory, charcoal, sage, clay, slate, or wood to add_to_scene(..., palette=...) or handle.set_palette(...). Wooden meshes use Viser's native add_mesh_skinned(), so pose updates send bone transforms instead of vertex buffers.

Run the live comparison against a local neutral SMPL-X model:

uv run python examples/compare.py /path/to/SMPLX_NEUTRAL.npz

The viewer shows armor, wooden, and full SMPL-X figures with matched motion, random hand poses, shape controls, front and side views, a T-pose button, and a shared palette. The SMPL-X file remains external to the package.

three.js

authoring/export_glb.py exports rigid armor as a nested GLB joint hierarchy. The root extras contain the SMPL-X body and hand parameter mapping. See examples/threejs.html.

Assets

The editable armor source is authoring/mannequin.blend.

src/mannequin/assets/wooden.npz retains its source vertices and skin weights, converts coordinates, triangulates faces, and maps 52 source bones onto this package's joint hierarchy. Rebuild it with authoring/import_wooden.py.

authoring/bake_calibration.py uses the NumPy SMPL-X implementation from body-models to bake the joint, ground-plane, head, and height response for the first ten shape coefficients. Pass it a local SMPLX_NEUTRAL.npz; the runtime does not depend on body-models or the SMPL-X file. The wooden torso keeps its source proportions.

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