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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 pose dictionaries with the same fields as body-models. 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_pose"][17, 2] = 0.8

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

The same methods accept the parameter dictionary returned by body-models without renaming fields:

from body_models.smplx.numpy import SMPLX

smplx = SMPLX(model_path="SMPLX_NEUTRAL.npz", flat_hand_mean=True)
rest = smplx.get_rest_pose()

joint_transforms = model.forward_skeleton(**rest)
# Equivalent shorthand:
joint_transforms = model.joint_transforms(rest)
vertices = model.vertices(rest)

forward_skeleton() accepts the body_pose, head_pose, hand_pose, pelvis_rotation, shape, expression, global_rotation, and global_translation fields from body-models. rest_pose() returns those same fields. joint_names uses the SMPL-X names Spine1, Spine2, Spine3, L_Foot, R_Foot, L_Collar, and R_Collar. The mannequin omits the jaw and eye joints and adds zero-length L_Hand and R_Hand skinning joints at the wrists. It accepts but ignores head_pose and expression because neither mannequin has the corresponding joints or geometry.

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 dictionary with the body-models fields:

  • body_pose: [..., 21, 3] SMPL-X body rotations
  • head_pose: [..., 3, 3] unused jaw and eye rotations
  • hand_pose: [..., 30, 3] left and right hand rotations
  • global_rotation: [..., 3] world rotation
  • pelvis_rotation: [..., 3] pelvis rotation about the pelvis joint
  • global_translation: [..., 3] world translation
  • shape: [..., 10] mannequin shape coefficients
  • expression: [..., 10] unused expression coefficients

global_rotation rotates the whole figure around the SMPL-X origin. pelvis_rotation rotates the body around the pelvis without moving the pelvis. Rotations use axis-angle vectors. Leading batch dimensions are supported.

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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