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import argparse
import ast
import os
import random
import sys
import threading
import time
import torch
import io
import torch.nn.functional as F
import wx
import numpy as np
import json
from PIL import Image
from torchvision import transforms
from flask import Flask, Response
from flask_cors import CORS
from io import BytesIO
sys.path.append(os.getcwd())
from tha3.mocap.ifacialmocap_constants import *
from tha3.mocap.ifacialmocap_pose import create_default_ifacialmocap_pose
from tha3.mocap.ifacialmocap_pose_converter import IFacialMocapPoseConverter
from tha3.mocap.ifacialmocap_poser_converter_25 import create_ifacialmocap_pose_converter
from tha3.poser.modes.load_poser import load_poser
from tha3.poser.poser import Poser
from tha3.util import (
torch_linear_to_srgb, resize_PIL_image, extract_PIL_image_from_filelike,
extract_pytorch_image_from_PIL_image
)
from typing import Optional
# Global Variables
global_source_image = None
global_result_image = None
global_reload = None
is_talking_override = False
is_talking = False
global_timer_paused = False
emotion = "neutral"
lasttranisitiondPose = "NotInit"
inMotion = False
fps = 0
current_pose = None
storepath = os.path.join(os.getcwd(), "talkinghead", "emotions")
# Flask setup
app = Flask(__name__)
CORS(app)
def setEmotion(_emotion):
global emotion
highest_score = float('-inf')
highest_label = None
for item in _emotion:
if item['score'] > highest_score:
highest_score = item['score']
highest_label = item['label']
#print("Applying ", emotion)
emotion = highest_label
def unload():
global global_timer_paused
global_timer_paused = True
return "Animation Paused"
def start_talking():
global is_talking_override
is_talking_override = True
return "started"
def stop_talking():
global is_talking_override
is_talking_override = False
return "stopped"
def result_feed():
def generate():
while True:
if global_result_image is not None:
try:
rgb_image = global_result_image[:, :, [2, 1, 0]] # Swap B and R channels
pil_image = Image.fromarray(np.uint8(rgb_image)) # Convert to PIL Image
if global_result_image.shape[2] == 4: # Check if there is an alpha channel present
alpha_channel = global_result_image[:, :, 3] # Extract alpha channel
pil_image.putalpha(Image.fromarray(np.uint8(alpha_channel))) # Set alpha channel in the PIL Image
buffer = io.BytesIO() # Save as PNG with RGBA mode
pil_image.save(buffer, format='PNG')
image_bytes = buffer.getvalue()
except Exception as e:
print(f"Error when trying to write image: {e}")
yield (b'--frame\r\n' # Send the PNG image
b'Content-Type: image/png\r\n\r\n' + image_bytes + b'\r\n')
else:
time.sleep(0.1)
return Response(generate(), mimetype='multipart/x-mixed-replace; boundary=frame')
def talkinghead_load_file(stream):
global global_source_image
global global_reload
global global_timer_paused
global_timer_paused = False
try:
pil_image = Image.open(stream) # Load the image using PIL.Image.open
img_data = BytesIO() # Create a copy of the image data in memory using BytesIO
pil_image.save(img_data, format='PNG')
global_reload = Image.open(BytesIO(img_data.getvalue())) # Set the global_reload to the copy of the image data
except Image.UnidentifiedImageError:
print(f"Could not load image from file, loading blank")
full_path = os.path.join(os.getcwd(), os.path.normpath("talkinghead\\tha3\\images\\inital.png"))
MainFrame.load_image(None, full_path)
global_timer_paused = True
return 'OK'
def convert_linear_to_srgb(image: torch.Tensor) -> torch.Tensor:
rgb_image = torch_linear_to_srgb(image[0:3, :, :])
return torch.cat([rgb_image, image[3:4, :, :]], dim=0)
def launch_gui(device, model):
global initAMI
initAMI = True
parser = argparse.ArgumentParser(description='uWu Waifu')
# Add other parser arguments here
args, unknown = parser.parse_known_args()
try:
poser = load_poser(model, device)
pose_converter = create_ifacialmocap_pose_converter() #creates a list of 45
app = wx.App(redirect=False)
main_frame = MainFrame(poser, pose_converter, device)
main_frame.SetSize((750, 600))
#Lload default image (you can pass args.char if required)
full_path = os.path.join(os.getcwd(), os.path.normpath("talkinghead\\tha3\\images\\inital.png"))
main_frame.load_image(None, full_path)
#main_frame.Show(True)
main_frame.capture_timer.Start(100)
main_frame.animation_timer.Start(100)
wx.DisableAsserts() #prevent popup about debug alert closed from other threads
app.MainLoop()
except RuntimeError as e:
print(e)
sys.exit()
class FpsStatistics:
def __init__(self):
self.count = 100
self.fps = []
def add_fps(self, fps):
self.fps.append(fps)
while len(self.fps) > self.count:
del self.fps[0]
def get_average_fps(self):
if len(self.fps) == 0:
return 0.0
else:
return sum(self.fps) / len(self.fps)
class MainFrame(wx.Frame):
def __init__(self, poser: Poser, pose_converter: IFacialMocapPoseConverter, device: torch.device):
super().__init__(None, wx.ID_ANY, "uWu Waifu")
self.pose_converter = pose_converter
self.poser = poser
self.device = device
self.last_blink_timestamp = 0
self.is_blinked = False
self.targets = {"head_y_index": 0}
self.progress = {"head_y_index": 0}
self.direction = {"head_y_index": 1}
self.originals = {"head_y_index": 0}
self.forward = {"head_y_index": True} # Direction of interpolation
self.start_values = {"head_y_index": 0}
self.fps_statistics = FpsStatistics()
self.image_load_counter = 0
self.custom_background_image = None # Add this line
self.sliders = {}
self.ifacialmocap_pose = create_default_ifacialmocap_pose()
self.source_image_bitmap = wx.Bitmap(self.poser.get_image_size(), self.poser.get_image_size())
self.result_image_bitmap = wx.Bitmap(self.poser.get_image_size(), self.poser.get_image_size())
self.wx_source_image = None
self.torch_source_image = None
self.last_update_time = None
self.create_ui()
self.create_timers()
self.Bind(wx.EVT_CLOSE, self.on_close)
self.update_source_image_bitmap()
self.update_result_image_bitmap()
def create_timers(self):
self.capture_timer = wx.Timer(self, wx.ID_ANY)
self.Bind(wx.EVT_TIMER, self.update_capture_panel, id=self.capture_timer.GetId())
self.animation_timer = wx.Timer(self, wx.ID_ANY)
self.Bind(wx.EVT_TIMER, self.update_result_image_bitmap, id=self.animation_timer.GetId())
def on_close(self, event: wx.Event):
# Stop the timers
self.animation_timer.Stop()
self.capture_timer.Stop()
# Destroy the windows
self.Destroy()
event.Skip()
sys.exit(0)
def random_generate_value(self, min, max, origin_value):
random_value = random.choice(list(range(min, max, 1))) / 2500.0
randomized = origin_value + random_value
if randomized > 1.0:
randomized = 1.0
if randomized < 0:
randomized = 0
return randomized
def animationTalking(self):
global is_talking
current_pose = self.ifacialmocap_pose
# NOTE: randomize mouth
for blendshape_name in BLENDSHAPE_NAMES:
if "jawOpen" in blendshape_name:
if is_talking or is_talking_override:
current_pose[blendshape_name] = self.random_generate_value(-5000, 5000, abs(1 - current_pose[blendshape_name]))
else:
current_pose[blendshape_name] = 0
return current_pose
def animationHeadMove(self):
current_pose = self.ifacialmocap_pose
for key in [HEAD_BONE_Y]: #can add more to this list if needed
current_pose[key] = self.random_generate_value(-20, 20, current_pose[key])
return current_pose
def animationBlink(self):
current_pose = self.ifacialmocap_pose
if random.random() <= 0.03:
current_pose["eyeBlinkRight"] = 1
current_pose["eyeBlinkLeft"] = 1
else:
current_pose["eyeBlinkRight"] = 0
current_pose["eyeBlinkLeft"] = 0
return current_pose
def addNamestoConvert(pose):
index_to_name = {
0: 'eyebrow_troubled_left_index', #COMBACK TO UNK
1: 'eyebrow_troubled_right_index',#COMBACK TO UNK
2: 'eyebrow_angry_left_index',
3: 'eyebrow_angry_right_index',
4: 'unknown1', #COMBACK TO UNK
5: 'unknown2', #COMBACK TO UNK
6: 'eyebrow_raised_left_index',
7: 'eyebrow_raised_right_index',
8: 'eyebrow_happy_left_index',
9: 'eyebrow_happy_right_index',
10: 'unknown3', #COMBACK TO UNK
11: 'unknown4', #COMBACK TO UNK
12: 'wink_left_index',
13: 'wink_right_index',
14: 'eye_happy_wink_left_index',
15: 'eye_happy_wink_right_index',
16: 'eye_surprised_left_index',
17: 'eye_surprised_right_index',
18: 'unknown5', #COMBACK TO UNK
19: 'unknown6', #COMBACK TO UNK
20: 'unknown7', #COMBACK TO UNK
21: 'unknown8', #COMBACK TO UNK
22: 'eye_raised_lower_eyelid_left_index',
23: 'eye_raised_lower_eyelid_right_index',
24: 'iris_small_left_index',
25: 'iris_small_right_index',
26: 'mouth_aaa_index',
27: 'mouth_iii_index',
28: 'mouth_ooo_index',
29: 'unknown9a', #COMBACK TO UNK
30: 'mouth_ooo_index2',
31: 'unknown9', #COMBACK TO UNK
32: 'unknown10', #COMBACK TO UNK
33: 'unknown11', #COMBACK TO UNK
34: 'mouth_raised_corner_left_index',
35: 'mouth_raised_corner_right_index',
36: 'unknown12',
37: 'iris_rotation_x_index',
38: 'iris_rotation_y_index',
39: 'head_x_index',
40: 'head_y_index',
41: 'neck_z_index',
42: 'body_y_index',
43: 'body_z_index',
44: 'breathing_index'
}
output = []
for index, value in enumerate(pose):
name = index_to_name.get(index, "Unknown")
output.append(f"{name}: {value}")
return output
def get_emotion_values(self, emotion): # Place to define emotion presets
global storepath
#print(emotion)
file_path = os.path.join(storepath, emotion + ".json")
#print("trying: ", file_path)
if not os.path.exists(file_path):
print("using backup for: ", file_path)
file_path = os.path.join(storepath, "_defaults.json")
with open(file_path, 'r') as json_file:
emotions = json.load(json_file)
targetpose = emotions.get(emotion, {})
targetpose_values = targetpose
#targetpose_values = list(targetpose.values())
#print("targetpose: ", targetpose, "for ", emotion)
return targetpose_values
def animateToEmotion(self, current_pose_list, target_pose_dict):
transitionPose = []
# Loop through the current_pose_list
for item in current_pose_list:
index, value = item.split(': ')
# Always take the value from target_pose_dict if the key exists
if index in target_pose_dict and index != "breathing_index":
transitionPose.append(f"{index}: {target_pose_dict[index]}")
else:
transitionPose.append(item)
# Ensure that the number of elements in transitionPose matches with current_pose_list
assert len(transitionPose) == len(current_pose_list)
return transitionPose
def animationMain(self):
self.ifacialmocap_pose = self.animationBlink()
self.ifacialmocap_pose = self.animationHeadMove()
self.ifacialmocap_pose = self.animationTalking()
return self.ifacialmocap_pose
def filter_by_index(self, current_pose_list, index):
# Create an empty list to store the filtered dictionaries
filtered_list = []
# Iterate through each dictionary in the current_pose_list
for pose_dict in current_pose_list:
# Check if the 'breathing_index' key exists in the dictionary
if index in pose_dict:
# If the key exists, append the dictionary to the filtered list
filtered_list.append(pose_dict)
return filtered_list
def on_erase_background(self, event: wx.Event):
pass
def create_animation_panel(self, parent):
self.animation_panel = wx.Panel(parent, style=wx.RAISED_BORDER)
self.animation_panel_sizer = wx.BoxSizer(wx.HORIZONTAL)
self.animation_panel.SetSizer(self.animation_panel_sizer)
self.animation_panel.SetAutoLayout(1)
image_size = self.poser.get_image_size()
# Left Column (Image)
self.animation_left_panel = wx.Panel(self.animation_panel, style=wx.SIMPLE_BORDER)
self.animation_left_panel_sizer = wx.BoxSizer(wx.VERTICAL)
self.animation_left_panel.SetSizer(self.animation_left_panel_sizer)
self.animation_left_panel.SetAutoLayout(1)
self.animation_panel_sizer.Add(self.animation_left_panel, 1, wx.EXPAND)
self.result_image_panel = wx.Panel(self.animation_left_panel, size=(image_size, image_size),
style=wx.SIMPLE_BORDER)
self.result_image_panel.Bind(wx.EVT_PAINT, self.paint_result_image_panel)
self.result_image_panel.Bind(wx.EVT_ERASE_BACKGROUND, self.on_erase_background)
self.result_image_panel.Bind(wx.EVT_LEFT_DOWN, self.load_image)
self.animation_left_panel_sizer.Add(self.result_image_panel, 1, wx.EXPAND)
separator = wx.StaticLine(self.animation_left_panel, -1, size=(256, 1))
self.animation_left_panel_sizer.Add(separator, 0, wx.EXPAND)
self.fps_text = wx.StaticText(self.animation_left_panel, label="")
self.animation_left_panel_sizer.Add(self.fps_text, wx.SizerFlags().Border())
self.animation_left_panel_sizer.Fit(self.animation_left_panel)
# Right Column (Sliders)
self.animation_right_panel = wx.Panel(self.animation_panel, style=wx.SIMPLE_BORDER)
self.animation_right_panel_sizer = wx.BoxSizer(wx.VERTICAL)
self.animation_right_panel.SetSizer(self.animation_right_panel_sizer)
self.animation_right_panel.SetAutoLayout(1)
self.animation_panel_sizer.Add(self.animation_right_panel, 1, wx.EXPAND)
separator = wx.StaticLine(self.animation_right_panel, -1, size=(256, 5))
self.animation_right_panel_sizer.Add(separator, 0, wx.EXPAND)
background_text = wx.StaticText(self.animation_right_panel, label="--- Background ---", style=wx.ALIGN_CENTER)
self.animation_right_panel_sizer.Add(background_text, 0, wx.EXPAND)
self.output_background_choice = wx.Choice(
self.animation_right_panel,
choices=[
"TRANSPARENT",
"GREEN",
"BLUE",
"BLACK",
"WHITE",
"LOADED",
"CUSTOM"
]
)
self.output_background_choice.SetSelection(0)
self.animation_right_panel_sizer.Add(self.output_background_choice, 0, wx.EXPAND)
blendshape_groups = {
'Eyes': ['eyeLookOutLeft', 'eyeLookOutRight', 'eyeLookDownLeft', 'eyeLookUpLeft', 'eyeWideLeft', 'eyeWideRight'],
'Mouth': ['mouthFrownLeft'],
'Cheek': ['cheekSquintLeft', 'cheekSquintRight', 'cheekPuff'],
'Brow': ['browDownLeft', 'browOuterUpLeft', 'browDownRight', 'browOuterUpRight', 'browInnerUp'],
'Eyelash': ['mouthSmileLeft'],
'Nose': ['noseSneerLeft', 'noseSneerRight'],
'Misc': ['tongueOut']
}
for group_name, variables in blendshape_groups.items():
collapsible_pane = wx.CollapsiblePane(self.animation_right_panel, label=group_name, style=wx.CP_DEFAULT_STYLE | wx.CP_NO_TLW_RESIZE)
collapsible_pane.Bind(wx.EVT_COLLAPSIBLEPANE_CHANGED, self.on_pane_changed)
self.animation_right_panel_sizer.Add(collapsible_pane, 0, wx.EXPAND)
pane_sizer = wx.BoxSizer(wx.VERTICAL)
collapsible_pane.GetPane().SetSizer(pane_sizer)
for variable in variables:
variable_label = wx.StaticText(collapsible_pane.GetPane(), label=variable)
# Multiply min and max values by 100 for the slider
slider = wx.Slider(
collapsible_pane.GetPane(),
value=0,
minValue=0,
maxValue=100,
size=(150, -1), # Set the width to 150 and height to default
style=wx.SL_HORIZONTAL | wx.SL_LABELS
)
slider.SetName(variable)
slider.Bind(wx.EVT_SLIDER, self.on_slider_change)
self.sliders[slider.GetId()] = slider
pane_sizer.Add(variable_label, 0, wx.ALIGN_CENTER | wx.ALL, 5)
pane_sizer.Add(slider, 0, wx.EXPAND)
self.animation_right_panel_sizer.Fit(self.animation_right_panel)
self.animation_panel_sizer.Fit(self.animation_panel)
def on_pane_changed(self, event):
# Update the layout when a collapsible pane is expanded or collapsed
self.animation_right_panel.Layout()
def on_slider_change(self, event):
slider = event.GetEventObject()
value = slider.GetValue() / 100.0 # Divide by 100 to get the actual float value
#print(value)
slider_name = slider.GetName()
self.ifacialmocap_pose[slider_name] = value
def create_ui(self):
#MAke the UI Elements
self.main_sizer = wx.BoxSizer(wx.VERTICAL)
self.SetSizer(self.main_sizer)
self.SetAutoLayout(1)
self.capture_pose_lock = threading.Lock()
#Main panel with JPS
self.create_animation_panel(self)
self.main_sizer.Add(self.animation_panel, wx.SizerFlags(0).Expand().Border(wx.ALL, 5))
def update_capture_panel(self, event: wx.Event):
data = self.ifacialmocap_pose
for rotation_name in ROTATION_NAMES:
value = data[rotation_name]
@staticmethod
def convert_to_100(x):
return int(max(0.0, min(1.0, x)) * 100)
def paint_source_image_panel(self, event: wx.Event):
wx.BufferedPaintDC(self.source_image_panel, self.source_image_bitmap)
def update_source_image_bitmap(self):
dc = wx.MemoryDC()
dc.SelectObject(self.source_image_bitmap)
if self.wx_source_image is None:
self.draw_nothing_yet_string(dc)
else:
dc.Clear()
dc.DrawBitmap(self.wx_source_image, 0, 0, True)
del dc
def draw_nothing_yet_string(self, dc):
dc.Clear()
font = wx.Font(wx.FontInfo(14).Family(wx.FONTFAMILY_SWISS))
dc.SetFont(font)
w, h = dc.GetTextExtent("Nothing yet!")
dc.DrawText("Nothing yet!", (self.poser.get_image_size() - w) // 2, (self.poser.get_image_size() - h) // 2)
def paint_result_image_panel(self, event: wx.Event):
wx.BufferedPaintDC(self.result_image_panel, self.result_image_bitmap)
def combine_pose_with_names(combine_pose):
pose_names = [
'eyeLookInLeft', 'eyeLookOutLeft', 'eyeLookDownLeft', 'eyeLookUpLeft',
'eyeBlinkLeft', 'eyeSquintLeft', 'eyeWideLeft', 'eyeLookInRight',
'eyeLookOutRight', 'eyeLookDownRight', 'eyeLookUpRight', 'eyeBlinkRight',
'eyeSquintRight', 'eyeWideRight', 'browDownLeft', 'browOuterUpLeft',
'browDownRight', 'browOuterUpRight', 'browInnerUp', 'noseSneerLeft',
'noseSneerRight', 'cheekSquintLeft', 'cheekSquintRight', 'cheekPuff',
'mouthLeft', 'mouthDimpleLeft', 'mouthFrownLeft', 'mouthLowerDownLeft',
'mouthPressLeft', 'mouthSmileLeft', 'mouthStretchLeft', 'mouthUpperUpLeft',
'mouthRight', 'mouthDimpleRight', 'mouthFrownRight', 'mouthLowerDownRight',
'mouthPressRight', 'mouthSmileRight', 'mouthStretchRight', 'mouthUpperUpRight',
'mouthClose', 'mouthFunnel', 'mouthPucker', 'mouthRollLower', 'mouthRollUpper',
'mouthShrugLower', 'mouthShrugUpper', 'jawLeft', 'jawRight', 'jawForward',
'jawOpen', 'tongueOut', 'headBoneX', 'headBoneY', 'headBoneZ', 'headBoneQuat',
'leftEyeBoneX', 'leftEyeBoneY', 'leftEyeBoneZ', 'leftEyeBoneQuat',
'rightEyeBoneX', 'rightEyeBoneY', 'rightEyeBoneZ', 'rightEyeBoneQuat'
]
pose_dict = dict(zip(pose_names, combine_pose))
return pose_dict
def determine_data_type(self, data):
if isinstance(data, list):
print("It's a list.")
elif isinstance(data, dict):
print("It's a dictionary.")
elif isinstance(data, str):
print("It's a string.")
else:
print("Unknown data type.")
def count_elements(self, input_data):
if isinstance(input_data, list) or isinstance(input_data, dict):
return len(input_data)
else:
raise TypeError("Input must be a list or dictionary.")
def convert_list_to_dict(self, list_str):
# Evaluate the string to get the actual list
list_data = ast.literal_eval(list_str)
# Initialize an empty dictionary
result_dict = {}
# Convert the list to a dictionary
for item in list_data:
key, value_str = item.split(': ')
value = float(value_str)
result_dict[key] = value
return result_dict
def dict_to_tensor(self, d):
if isinstance(d, dict):
return torch.tensor(list(d.values()))
elif isinstance(d, list):
return torch.tensor(d)
else:
raise ValueError("Unsupported data type passed to dict_to_tensor.")
def update_ifacualmocap_pose(self, ifacualmocap_pose, emotion_pose):
# Update Values - The following values are in emotion_pose but not defined in ifacualmocap_pose
# eye_happy_wink_left_index, eye_happy_wink_right_index
# eye_surprised_left_index, eye_surprised_right_index
# eye_relaxed_left_index, eye_relaxed_right_index
# eye_unimpressed
# eye_raised_lower_eyelid_left_index, eye_raised_lower_eyelid_right_index
# mouth_uuu_index
# mouth_eee_index
# mouth_ooo_index
# mouth_delta
# mouth_smirk
# body_y_index
# body_z_index
# breathing_index
ifacualmocap_pose['browDownLeft'] = emotion_pose['eyebrow_troubled_left_index']
ifacualmocap_pose['browDownRight'] = emotion_pose['eyebrow_troubled_right_index']
ifacualmocap_pose['browOuterUpLeft'] = emotion_pose['eyebrow_angry_left_index']
ifacualmocap_pose['browOuterUpRight'] = emotion_pose['eyebrow_angry_right_index']
ifacualmocap_pose['browInnerUp'] = emotion_pose['eyebrow_happy_left_index']
ifacualmocap_pose['browInnerUp'] += emotion_pose['eyebrow_happy_right_index']
ifacualmocap_pose['browDownLeft'] = emotion_pose['eyebrow_raised_left_index']
ifacualmocap_pose['browDownRight'] = emotion_pose['eyebrow_raised_right_index']
ifacualmocap_pose['browDownLeft'] += emotion_pose['eyebrow_lowered_left_index']
ifacualmocap_pose['browDownRight'] += emotion_pose['eyebrow_lowered_right_index']
ifacualmocap_pose['browDownLeft'] += emotion_pose['eyebrow_serious_left_index']
ifacualmocap_pose['browDownRight'] += emotion_pose['eyebrow_serious_right_index']
# Update eye values
ifacualmocap_pose['eyeWideLeft'] = emotion_pose['eye_surprised_left_index']
ifacualmocap_pose['eyeWideRight'] = emotion_pose['eye_surprised_right_index']
# Update eye blink (though we will overwrite it later)
ifacualmocap_pose['eyeBlinkLeft'] = emotion_pose['eye_wink_left_index']
ifacualmocap_pose['eyeBlinkRight'] = emotion_pose['eye_wink_right_index']
# Update iris rotation values
ifacualmocap_pose['eyeLookInLeft'] = -emotion_pose['iris_rotation_y_index']
ifacualmocap_pose['eyeLookOutLeft'] = emotion_pose['iris_rotation_y_index']
ifacualmocap_pose['eyeLookInRight'] = emotion_pose['iris_rotation_y_index']
ifacualmocap_pose['eyeLookOutRight'] = -emotion_pose['iris_rotation_y_index']
ifacualmocap_pose['eyeLookUpLeft'] = emotion_pose['iris_rotation_x_index']
ifacualmocap_pose['eyeLookDownLeft'] = -emotion_pose['iris_rotation_x_index']
ifacualmocap_pose['eyeLookUpRight'] = emotion_pose['iris_rotation_x_index']
ifacualmocap_pose['eyeLookDownRight'] = -emotion_pose['iris_rotation_x_index']
# Update iris size values
ifacualmocap_pose['irisWideLeft'] = emotion_pose['iris_small_left_index']
ifacualmocap_pose['irisWideRight'] = emotion_pose['iris_small_right_index']
# Update head rotation values
ifacualmocap_pose['headBoneX'] = -emotion_pose['head_x_index'] * 15.0
ifacualmocap_pose['headBoneY'] = -emotion_pose['head_y_index'] * 10.0
ifacualmocap_pose['headBoneZ'] = emotion_pose['neck_z_index'] * 15.0
# Update mouth values
ifacualmocap_pose['mouthSmileLeft'] = emotion_pose['mouth_aaa_index']
ifacualmocap_pose['mouthSmileRight'] = emotion_pose['mouth_aaa_index']
ifacualmocap_pose['mouthFrownLeft'] = emotion_pose['mouth_lowered_corner_left_index']
ifacualmocap_pose['mouthFrownRight'] = emotion_pose['mouth_lowered_corner_right_index']
ifacualmocap_pose['mouthPressLeft'] = emotion_pose['mouth_raised_corner_left_index']
ifacualmocap_pose['mouthPressRight'] = emotion_pose['mouth_raised_corner_right_index']
return ifacualmocap_pose
def update_blinking_pose(self, tranisitiondPose):
PARTS = ['wink_left_index', 'wink_right_index']
updated_list = []
should_blink = random.random() <= 0.03 # Determine if there should be a blink
for item in tranisitiondPose:
key, value = item.split(': ')
if key in PARTS:
# If there should be a blink, set value to 1; otherwise, use the provided value
new_value = 1 if should_blink else float(value)
updated_list.append(f"{key}: {new_value}")
else:
updated_list.append(item)
return updated_list
def update_talking_pose(self, tranisitiondPose):
global is_talking, is_talking_override
MOUTHPARTS = ['mouth_aaa_index']
updated_list = []
for item in tranisitiondPose:
key, value = item.split(': ')
if key in MOUTHPARTS and is_talking_override:
new_value = self.random_generate_value(-5000, 5000, abs(1 - float(value)))
updated_list.append(f"{key}: {new_value}")
else:
updated_list.append(item)
return updated_list
def update_sway_pose_good(self, tranisitiondPose):
MOVEPARTS = ['head_y_index']
updated_list = []
print( self.start_values, self.targets, self.progress, self.direction )
for item in tranisitiondPose:
key, value = item.split(': ')
if key in MOVEPARTS:
current_value = float(value)
# If progress reaches 1 or 0
if self.progress[key] >= 1 or self.progress[key] <= 0:
# Reverse direction
self.direction[key] *= -1
# If direction is now forward, set a new target and store starting value
if self.direction[key] == 1:
self.start_values[key] = current_value
self.targets[key] = current_value + random.uniform(-1, 1)
self.progress[key] = 0 # Reset progress when setting a new target
# Use lerp to interpolate between start and target values
new_value = self.start_values[key] + self.progress[key] * (self.targets[key] - self.start_values[key])
# Ensure the value remains within bounds (just in case)
new_value = min(max(new_value, -1), 1)
# Update progress based on direction
self.progress[key] += 0.02 * self.direction[key]
updated_list.append(f"{key}: {new_value}")
else:
updated_list.append(item)
return updated_list
def update_sway_pose(self, tranisitiondPose):
MOVEPARTS = ['head_y_index']
updated_list = []
#print( self.start_values, self.targets, self.progress, self.direction )
for item in tranisitiondPose:
key, value = item.split(': ')
if key in MOVEPARTS:
current_value = float(value)
# Use lerp to interpolate between start and target values
new_value = self.start_values[key] + self.progress[key] * (self.targets[key] - self.start_values[key])
# Ensure the value remains within bounds (just in case)
new_value = min(max(new_value, -1), 1)
# Check if we've reached the target or start value
is_close_to_target = abs(new_value - self.targets[key]) < 0.04
is_close_to_start = abs(new_value - self.start_values[key]) < 0.04
if (self.direction[key] == 1 and is_close_to_target) or (self.direction[key] == -1 and is_close_to_start):
# Reverse direction
self.direction[key] *= -1
# If direction is now forward, set a new target and store starting value
if self.direction[key] == 1:
self.start_values[key] = new_value
self.targets[key] = current_value + random.uniform(-0.6, 0.6)
self.progress[key] = 0 # Reset progress when setting a new target
# Update progress based on direction
self.progress[key] += 0.04 * self.direction[key]
updated_list.append(f"{key}: {new_value}")
else:
updated_list.append(item)
return updated_list
def update_transition_pose(self, last_transition_pose_s, transition_pose_s):
inMotion = True
# Create dictionaries from the lists for easier comparison
last_transition_dict = {}
for item in last_transition_pose_s:
key = item.split(': ')[0]
value = float(item.split(': ')[1])
if key == 'unknown':
key += f"_{list(last_transition_dict.values()).count(value)}"
last_transition_dict[key] = value
transition_dict = {}
for item in transition_pose_s:
key = item.split(': ')[0]
value = float(item.split(': ')[1])
if key == 'unknown':
key += f"_{list(transition_dict.values()).count(value)}"
transition_dict[key] = value
updated_last_transition_pose = []
for key, last_value in last_transition_dict.items():
# If the key exists in transition_dict, increment its value by 0.4 and clip it to the target
if key in transition_dict:
# If the key is 'wink_left_index' or 'wink_right_index', set the value directly dont animate blinks
if key in ['wink_left_index', 'wink_right_index']: # BLINK FIX
last_value = transition_dict[key]
# For all other keys, increment its value by 0.1 of the delta and clip it to the target
else:
delta = transition_dict[key] - last_value
last_value += delta * 0.1
# Reconstruct the string and append it to the updated list
updated_last_transition_pose.append(f"{key}: {last_value}")
# If any value is less than the target, set inMotion to True
if any(last_transition_dict[k] < transition_dict[k] for k in last_transition_dict if k in transition_dict):
inMotion = True
else:
inMotion = False
return updated_last_transition_pose
def update_result_image_bitmap(self, event: Optional[wx.Event] = None):
global global_timer_paused
global initAMI
global global_result_image
global global_reload
global emotion
global fps
global current_pose
global is_talking
global is_talking_override
global lasttranisitiondPose
if global_timer_paused:
return
try:
if global_reload is not None:
MainFrame.load_image(self, event=None, file_path=None) # call load_image function here
return
#OLD METHOD
#ifacialmocap_pose = self.animationMain() #GET ANIMATION CHANGES
#current_posesaved = self.pose_converter.convert(ifacialmocap_pose)
#combined_posesaved = current_posesaved
#NEW METHOD
#CREATES THE DEFAULT POSE AND STORES OBJ IN STRING
#ifacialmocap_pose = self.animationMain() #DISABLE FOR TESTING!!!!!!!!!!!!!!!!!!!!!!!!
ifacialmocap_pose = self.ifacialmocap_pose
#print("ifacialmocap_pose", ifacialmocap_pose)
#GET EMOTION SETTING
emotion_pose = self.get_emotion_values(emotion)
#print("emotion_pose ", emotion_pose)
#MERGE EMOTION SETTING WITH CURRENT OUTPUT
updated_pose = self.update_ifacualmocap_pose(ifacialmocap_pose, emotion_pose)
#print("updated_pose ", updated_pose)
#CONVERT RESULT TO FORMAT NN CAN USE
current_pose = self.pose_converter.convert(updated_pose)
#print("current_pose ", current_pose)
#SEND THROUGH CONVERT
current_pose = self.pose_converter.convert(ifacialmocap_pose)
#print("current_pose2 ", current_pose)
#ADD LABELS/NAMES TO THE POSE
names_current_pose = MainFrame.addNamestoConvert(current_pose)
#print("current pose :", names_current_pose)
#GET THE EMOTION VALUES again for some reason
emotion_pose2 = self.get_emotion_values(emotion)
#print("target pose :", emotion_pose2)
#APPLY VALUES TO THE POSE AGAIN?? This needs to overwrite the values
tranisitiondPose = self.animateToEmotion(names_current_pose, emotion_pose2)
#print("combine pose :", tranisitiondPose)
#smooth animate
#print("LAST VALUES: ", lasttranisitiondPose)
#print("TARGER VALUES: ", tranisitiondPose)
if lasttranisitiondPose != "NotInit":
tranisitiondPose = self.update_transition_pose(lasttranisitiondPose, tranisitiondPose)
#print("smoothed: ", tranisitiondPose)
#Animate blinking
tranisitiondPose = self.update_blinking_pose(tranisitiondPose)
#Animate Head Sway
tranisitiondPose = self.update_sway_pose(tranisitiondPose)
#Animate Talking
tranisitiondPose = self.update_talking_pose(tranisitiondPose)
#reformat the data correctly
parsed_data = []
for item in tranisitiondPose:
key, value_str = item.split(': ')
value = float(value_str)
parsed_data.append((key, value))
tranisitiondPosenew = [value for _, value in parsed_data]
#not sure what this is for TBH
ifacialmocap_pose = tranisitiondPosenew
if self.torch_source_image is None:
dc = wx.MemoryDC()
dc.SelectObject(self.result_image_bitmap)
self.draw_nothing_yet_string(dc)
del dc
return
#pose = torch.tensor(tranisitiondPosenew, device=self.device, dtype=self.poser.get_dtype())
pose = self.dict_to_tensor(tranisitiondPosenew).to(device=self.device, dtype=self.poser.get_dtype())
with torch.no_grad():
output_image = self.poser.pose(self.torch_source_image, pose)[0].float()
output_image = convert_linear_to_srgb((output_image + 1.0) / 2.0)
c, h, w = output_image.shape
output_image = (255.0 * torch.transpose(output_image.reshape(c, h * w), 0, 1)).reshape(h, w, c).byte()
numpy_image = output_image.detach().cpu().numpy()
wx_image = wx.ImageFromBuffer(numpy_image.shape[0],
numpy_image.shape[1],
numpy_image[:, :, 0:3].tobytes(),
numpy_image[:, :, 3].tobytes())
wx_bitmap = wx_image.ConvertToBitmap()
dc = wx.MemoryDC()
dc.SelectObject(self.result_image_bitmap)
dc.Clear()
dc.DrawBitmap(wx_bitmap,
(self.poser.get_image_size() - numpy_image.shape[0]) // 2,
(self.poser.get_image_size() - numpy_image.shape[1]) // 2, True)
numpy_image_bgra = numpy_image[:, :, [2, 1, 0, 3]] # Convert color channels from RGB to BGR and keep alpha channel
global_result_image = numpy_image_bgra
del dc
time_now = time.time_ns()
if self.last_update_time is not None:
elapsed_time = time_now - self.last_update_time
fps = 1.0 / (elapsed_time / 10**9)
if self.torch_source_image is not None:
self.fps_statistics.add_fps(fps)
self.fps_text.SetLabelText("FPS = %0.2f" % self.fps_statistics.get_average_fps())
self.last_update_time = time_now
if(initAMI == True): #If the models are just now initalized stop animation to save
global_timer_paused = True
initAMI = False
if random.random() <= 0.01:
trimmed_fps = round(fps, 1)
#print("talkinghead FPS: {:.1f}".format(trimmed_fps))
#Store current pose to use as last pose on next loop
lasttranisitiondPose = tranisitiondPose
self.Refresh()
except KeyboardInterrupt:
print("Update process was interrupted by the user.")
wx.Exit()
def resize_image(image, size=(512, 512)):
image.thumbnail(size, Image.LANCZOS) # Step 1: Resize the image to maintain the aspect ratio with the larger dimension being 512 pixels
new_image = Image.new("RGBA", size) # Step 2: Create a new image of size 512x512 with transparency
new_image.paste(image, ((size[0] - image.size[0]) // 2,
(size[1] - image.size[1]) // 2)) # Step 3: Paste the resized image into the new image, centered
return new_image
def load_image(self, event: wx.Event, file_path=None):
global global_source_image # Declare global_source_image as a global variable
global global_reload
if global_reload is not None:
file_path = "global_reload"
try:
if file_path == "global_reload":
pil_image = global_reload
else:
pil_image = resize_PIL_image(
extract_PIL_image_from_filelike(file_path),
(self.poser.get_image_size(), self.poser.get_image_size()))
w, h = pil_image.size
if pil_image.size != (512, 512):
print("Resizing Char Card to work")
pil_image = MainFrame.resize_image(pil_image)
w, h = pil_image.size
if pil_image.mode != 'RGBA':
self.source_image_string = "Image must have alpha channel!"
self.wx_source_image = None
self.torch_source_image = None
else:
self.wx_source_image = wx.Bitmap.FromBufferRGBA(w, h, pil_image.convert("RGBA").tobytes())
self.torch_source_image = extract_pytorch_image_from_PIL_image(pil_image) \
.to(self.device).to(self.poser.get_dtype())
global_source_image = self.torch_source_image # Set global_source_image as a global variable
self.update_source_image_bitmap()
except Exception as error:
print("Error: ", error)
global_reload = None #reset the globe load
self.Refresh()
if __name__ == "__main__":
parser = argparse.ArgumentParser(description='uWu Waifu')
parser.add_argument(
'--model',
type=str,
required=False,
default='separable_float',
choices=['standard_float', 'separable_float', 'standard_half', 'separable_half'],
help='The model to use.'
)
parser.add_argument('--char', type=str, required=False, help='The path to the character image.')
parser.add_argument(
'--device',
type=str,
required=False,
default='cuda',
choices=['cpu', 'cuda'],
help='The device to use for PyTorch ("cuda" for GPU, "cpu" for CPU).'
)
args = parser.parse_args()
launch_gui(device=args.device, model=args.model)
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