""" Minimal pure-Python FBX binary reader for extracting skeleton animation data. Parses FBX binary format to extract: - Node hierarchy (skeleton tree) - Animation curves (rotation, translation per bone) - Rest pose (bind pose) Then converts to our BVH-like internal format for further processing. Reference: https://code.blender.org/2013/08/fbx-binary-file-format-specification/ """ import struct import zlib import numpy as np from pathlib import Path from dataclasses import dataclass, field from typing import Optional, Any # ============================================================ # FBX Binary Parser # ============================================================ @dataclass class FBXNode: name: str properties: list = field(default_factory=list) children: list = field(default_factory=list) def find(self, name: str) -> Optional['FBXNode']: for c in self.children: if c.name == name: return c return None def find_all(self, name: str) -> list['FBXNode']: return [c for c in self.children if c.name == name] def read_fbx(filepath: str | Path) -> FBXNode: """Read an FBX binary file and return the root node.""" with open(filepath, 'rb') as f: data = f.read() # Check magic magic = b'Kaydara FBX Binary \x00' if not data[:len(magic)] == magic: raise ValueError("Not a valid FBX binary file") # Version version = struct.unpack_from('= 7500: sentinel_size = 25 # 64-bit offsets else: sentinel_size = 13 # 32-bit offsets while offset < len(data) - sentinel_size: node, offset = _read_node(data, offset, version) if node is None: break root.children.append(node) return root def _read_node(data: bytes, offset: int, version: int) -> tuple[Optional[FBXNode], int]: """Read a single FBX node.""" if version >= 7500: end_offset = struct.unpack_from('= 7500 else 13) while offset < end_offset: if data[offset:offset + len(sentinel)] == sentinel: offset += len(sentinel) break child, offset = _read_node(data, offset, version) if child is None: break node.children.append(child) offset = max(offset, end_offset) return node, offset def _read_property(data: bytes, offset: int) -> tuple[Any, int]: """Read a single FBX property value.""" type_code = chr(data[offset]) offset += 1 if type_code == 'Y': # int16 val = struct.unpack_from(' dict: """ Extract skeleton hierarchy and animation data from parsed FBX. Returns dict with: - joint_names: list[str] - parent_indices: list[int] - rest_offsets: [J, 3] - rotations: [T, J, 3] Euler degrees - root_positions: [T, 3] - fps: float """ objects = fbx_root.find('Objects') if objects is None: raise ValueError("No Objects section in FBX") # Find all Model nodes (bones/joints) models = {} for node in objects.children: if node.name == 'Model': model_id = node.properties[0] if node.properties else None model_name = str(node.properties[1]).split('\x00')[0] if len(node.properties) > 1 else '' model_type = str(node.properties[2]) if len(node.properties) > 2 else '' if 'LimbNode' in model_type or 'Root' in model_type or 'Null' in model_type: # Extract local translation local_trans = np.zeros(3) props70 = node.find('Properties70') if props70: for p in props70.children: if p.name == 'P' and p.properties and str(p.properties[0]) == 'Lcl Translation': local_trans = np.array([ float(p.properties[4]), float(p.properties[5]), float(p.properties[6]), ]) models[model_id] = { 'name': model_name, 'type': model_type, 'translation': local_trans, } # Find connections to build parent-child hierarchy connections = fbx_root.find('Connections') parent_map = {} # child_id → parent_id if connections: for c in connections.children: if c.name == 'C' and c.properties and str(c.properties[0]) == 'OO': child_id = c.properties[1] parent_id = c.properties[2] if child_id in models and parent_id in models: parent_map[child_id] = parent_id # Build ordered joint list (BFS from roots) roots = [mid for mid in models if mid not in parent_map] if not roots: raise ValueError("No root bones found") joint_names = [] parent_indices = [] rest_offsets = [] id_to_idx = {} queue = [(rid, -1) for rid in roots] while queue: mid, pidx = queue.pop(0) idx = len(joint_names) id_to_idx[mid] = idx joint_names.append(models[mid]['name']) parent_indices.append(pidx) rest_offsets.append(models[mid]['translation']) # Find children for child_id, par_id in parent_map.items(): if par_id == mid: queue.append((child_id, idx)) rest_offsets = np.array(rest_offsets, dtype=np.float32) # Extract animation curves anim_layers = [] for node in objects.children: if node.name == 'AnimationLayer': anim_layers.append(node) # Find AnimationCurveNode → Model connections anim_curve_nodes = {} for node in objects.children: if node.name == 'AnimationCurveNode': acn_id = node.properties[0] if node.properties else None acn_name = str(node.properties[1]).split('\x00')[0] if len(node.properties) > 1 else '' anim_curve_nodes[acn_id] = {'name': acn_name, 'curves': {}} # Find AnimationCurve data anim_curves = {} for node in objects.children: if node.name == 'AnimationCurve': ac_id = node.properties[0] if node.properties else None key_time = None key_value = None for child in node.children: if child.name == 'KeyTime' and child.properties: key_time = child.properties[0] elif child.name == 'KeyValueFloat' and child.properties: key_value = child.properties[0] if key_time is not None and key_value is not None: anim_curves[ac_id] = { 'times': np.array(key_time, dtype=np.int64), 'values': np.array(key_value, dtype=np.float64), } # Link curves to bones via connections # Connection: AnimationCurve → AnimationCurveNode → Model acn_to_model = {} # acn_id → (model_id, property_name) ac_to_acn = {} # ac_id → (acn_id, channel_idx) if connections: for c in connections.children: if c.name == 'C' and len(c.properties) >= 3: ctype = str(c.properties[0]) child_id = c.properties[1] parent_id = c.properties[2] if ctype == 'OO': if child_id in anim_curve_nodes and parent_id in models: prop_name = anim_curve_nodes[child_id]['name'] acn_to_model[child_id] = (parent_id, prop_name) elif child_id in anim_curves and parent_id in anim_curve_nodes: ac_to_acn[child_id] = parent_id elif ctype == 'OP': if child_id in anim_curves and parent_id in anim_curve_nodes: channel = str(c.properties[3]) if len(c.properties) > 3 else '' ac_to_acn[child_id] = parent_id anim_curve_nodes[parent_id]['curves'][channel] = child_id # Determine frame count and FPS all_times = set() for ac_id, ac_data in anim_curves.items(): for t in ac_data['times']: all_times.add(int(t)) if not all_times: # No animation, return rest pose return { 'joint_names': joint_names, 'parent_indices': parent_indices, 'rest_offsets': rest_offsets, 'rotations': np.zeros((1, len(joint_names), 3), dtype=np.float32), 'root_positions': rest_offsets[0:1].copy(), 'fps': 30.0, } sorted_times = sorted(all_times) fbx_ticks_per_sec = 46186158000 # FBX time unit if len(sorted_times) > 1: dt = sorted_times[1] - sorted_times[0] fps = fbx_ticks_per_sec / dt if dt > 0 else 30.0 else: fps = 30.0 T = len(sorted_times) time_to_frame = {t: i for i, t in enumerate(sorted_times)} # Build rotation and position arrays J = len(joint_names) rotations = np.zeros((T, J, 3), dtype=np.float64) positions = np.tile(rest_offsets, (T, 1, 1)).astype(np.float64) for acn_id, acn_data in anim_curve_nodes.items(): if acn_id not in acn_to_model: continue model_id, prop_name = acn_to_model[acn_id] if model_id not in id_to_idx: continue j = id_to_idx[model_id] for channel_key, ac_id in acn_data['curves'].items(): if ac_id not in anim_curves: continue ac_data = anim_curves[ac_id] # Determine axis axis = -1 ck = channel_key.lower() if 'x' in ck or ck == 'd|x': axis = 0 elif 'y' in ck or ck == 'd|y': axis = 1 elif 'z' in ck or ck == 'd|z': axis = 2 if axis < 0: continue # Fill in values for t_val, v_val in zip(ac_data['times'], ac_data['values']): t_int = int(t_val) if t_int in time_to_frame: f = time_to_frame[t_int] if 'rotation' in prop_name.lower() or 'Lcl Rotation' in prop_name: rotations[f, j, axis] = v_val elif 'translation' in prop_name.lower() or 'Lcl Translation' in prop_name: positions[f, j, axis] = v_val root_positions = positions[:, 0, :] return { 'joint_names': joint_names, 'parent_indices': parent_indices, 'rest_offsets': rest_offsets, 'rotations': rotations.astype(np.float32), 'root_positions': root_positions.astype(np.float32), 'fps': float(fps), } def fbx_to_bvh_data(filepath: str | Path) -> dict: """ High-level: read FBX file and return data compatible with our BVH pipeline. """ fbx_root = read_fbx(filepath) return extract_skeleton_and_animation(fbx_root)