three-mediapipe-rig 0.0.2 → 0.0.4
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- package/README.md +55 -23
- package/dist/three-mediapipe-rig.js +449 -290
- package/dist/three-mediapipe-rig.js.map +1 -1
- package/dist/tracking/HandTracker.d.ts.map +1 -1
- package/dist/tracking/blendShapeKeyNames.d.ts +5 -0
- package/dist/tracking/blendShapeKeyNames.d.ts.map +1 -0
- package/dist/tracking/recoding/recorder.d.ts +19 -0
- package/dist/tracking/recoding/recorder.d.ts.map +1 -0
- package/package.json +1 -1
package/README.md
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#
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# Control a skeleton with the webcam
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Integrate [Google MediaPipe](https://ai.google.dev/edge/mediapipe/solutions/guide)'s **webcam motion tracking** with [Three.js](https://threejs.org/) skeletal rigs.
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Integrate [Google MediaPipe](https://ai.google.dev/edge/mediapipe/solutions/guide)'s **webcam motion tracking** with [Three.js](https://threejs.org/) skeletal rigs.
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The motion from the webcam will be applied to a skeleton. Angle based so it works with any size skeleton.
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This will run 3 models: face, body, hands. So expect a FPS drop.
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LIVE EXAMPLE: https://bandinopla.github.io/three-mediapipe-rig/
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---
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## Table of Contents
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- [Features](#features)
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- [Installation](#installation)
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- [Quick Start](#quick-start)
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- [Skeleton](#skeleton)
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- [Facial Animation](#facial-animation)
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- [API](#api)
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- [`setupTracker(config?)`](#setuptrackerconfig)
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- [Tracker API](#tracker-api-return-value-of-setuptracker)
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- [Bone Naming](#bone-naming)
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- [Default bone names](#default-bone-names)
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- [Custom bone map example](#custom-bone-map-example)
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- [Multiple Characters](#multiple-characters)
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- [Debugging with Video](#debugging-with-video)
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- [Recording](#recording)
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- [License](#license)
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---
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## Features
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- **Full-body pose tracking** — shoulders, arms, hips, legs, and head
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- **Automatic bone binding** — maps MediaPipe landmarks to your rig's skeleton using a configurable bone-name map
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- **Webcam & video input** — use a live webcam feed or a pre-recorded video for motion capture
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- **Debug tools** — preview the video/image feed overlaid with landmark visualizations
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- **Recording** — record the motion capture to a file ( .glb )
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## Installation
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```
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## Quick Start
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```ts
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// 1. Create your renderer
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const renderer = new THREE.WebGPURenderer({ antialias: true });
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renderer.setSize(window.innerWidth, window.innerHeight);
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document.body.appendChild(renderer.domElement);
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```ts
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//
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// 1. Initialize the tracker (loads MediaPipe models)
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await setupTracker({ ...config... })
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const rig = scene.getObjectByName("rig")!;
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//
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// 2. Bind the rig to the tracker
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const binding = tracker.bind(rig);
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//
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const clock = new THREE.Timer();
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renderer.setAnimationLoop((time: number) => {
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const delta = clock.update(time).getDelta();
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// 3. Start the webcam ( must be initialized by a user triggered event like a click )
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button.addEventListener('click', () => {
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tracker.start(); //<-- will ask webcam access!
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})
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// 6. update the skeleton...
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binding?.update(delta);
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// 4. Update the rig in your render loop ( this keels the skeleton in-sync)
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binding?.update(delta);
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```
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### Skeleton
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You can use the skeleton provided in `rig.blend` or use your own and provide a bone name mapping so we know where the bones are in the second argument for the `.bind` method. But pay attention to the bone
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You can use the skeleton provided in `rig.blend` or use your own and provide a bone name mapping so we know where the bones are in the second argument for the `.bind` method. But pay attention to the [**bone roll**](https://docs.blender.org/manual/en/latest/animation/armatures/bones/editing/bone_roll.html) of the provided skeleton, as it is the one expected by this module.
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### Facial Animation
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Media Pipe provides blend shape keys for the face ( estimated from the webcam ). The face it is expected to be a separated mesh
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Media Pipe provides blend shape keys for the face ( estimated from the webcam ). The face it is expected to be a separated mesh with a name that starts with "face", with blend shape keys named as the ones provided by Media Pipe. See [Blend Shape Keys reference](/face-blendshapekeys.md) You don't have to have all of them, if they are not found, they will be ignored.
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## API
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```
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## Recording
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You can record the motion of a rig by doing this. Notice the track names of the clip will use the names of the bones from the currently recorded rig.
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```ts
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// Start recording
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yourRigBindHandler.startRecording()
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// after a while...
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const result = yourRigBindHandler.stopRecording();
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// to save the recording to a file....
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result.saveToFile();
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// or if you just want the AnimationClip...
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result.clip
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```
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But this will save a .glb containing the rig (mesh, textures, etc...) You would have to strip the mesh data after export or just accept the full GLB and strip it with a post-process tool like [gltf-transform](https://gltf-transform.dev/). The saved .glb will contain the animation clip, the rig and the textures. Still havent figured out a way to export a minimal file like just the animation...
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## License
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