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@@ -70,24 +70,106 @@ These categories can be used for dataset balancing, conditional models, or evalu
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  ## Data Format
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- Each sample is stored as a single JSON file:
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-
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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  ```json
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- {
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- "pose_3d": {
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- "format": "coco_wholebody_133",
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- "joints": [[x, y, z], ...]
 
 
 
 
 
 
 
 
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  },
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- "avatar_pose": {
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- "representation": "quaternion",
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- "joints": [[x, y, z, w], ...]
 
 
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  },
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- "metadata": {
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- "category": "open_hand",
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- "source": "synthetic_blender",
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- "coordinate_system": "right-handed",
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- "unit": "meters"
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- }
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  }
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  ```
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  ## Data Format
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+ ### Root Structure
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+ The JSON file has two main top-level objects:
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+
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+ | Field | Type | Description |
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+ |-------|------|-------------|
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+ | `metadata` | object | Contains general information about the export |
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+ | `bones` | object | Dictionary of bone objects keyed by bone names |
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+
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+ ### Metadata Object
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+
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+ | Field | Type | Description |
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+ |-------|------|-------------|
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+ | `armature_name` | string | Name of the armature (e.g., "KIM_caucasian_male") |
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+ | `export_time` | string | ISO 8601 timestamp of export |
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+ | `blender_version` | string | Version of Blender used for export |
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+ | `bone_count` | integer | Total number of bones in the armature |
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+ | `end_bone_count` | integer | Number of end bones (bones without children) |
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+ | `spaces_included` | array[string] | List of coordinate spaces included in the export |
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+ | `note` | string | Usage note (e.g., replay instructions) |
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+
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+ ### Bones Object
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+ The `bones` object contains a dictionary where keys are bone names and values are bone objects.
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+
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+ #### Bone Object Structure
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+
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+ | Field | Type | Description |
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+ |-------|------|-------------|
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+ | `name` | string | Name of the bone (duplicates the dictionary key) |
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+ | `local` | object | Transform data in bone's local space |
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+ | `armature_space` | object | Transform data in armature space |
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+ | `world_space` | object | Transform data in world space |
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+ | `bone_length_armature_space` | float | Length of the bone in armature space |
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+ | `parent` | string or null | Name of parent bone (null for root) |
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+ | `has_children` | boolean | Whether this bone has child bones |
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+ | `is_end_bone` | boolean | Whether this bone is an end bone (no children) |
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+
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+ #### Local Transform Object
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+
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+ | Field | Type | Description |
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+ |-------|------|-------------|
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+ | `location` | object | Translation vector as `{x, y, z}` |
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+ | `rotation_quaternion` | object | Rotation as quaternion `{w, x, y, z}` |
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+ | `scale` | object | Scale vector as `{x, y, z}` |
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+ | `matrix_basis` | 4x4 array | 4x4 transformation matrix for pose |
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+ | `rotation_mode` | string | Rotation representation method (always "QUATERNION") |
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+
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+ #### Armature Space Object
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+
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+ | Field | Type | Description |
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+ |-------|------|-------------|
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+ | `head` | object | Start point of bone as `{x, y, z}` |
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+ | `tail` | object | End point of bone as `{x, y, z}` |
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+
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+ #### World Space Object
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+
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+ | Field | Type | Description |
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+ |-------|------|-------------|
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+ | `head` | object | Start point in world coordinates `{x, y, z}` |
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+ | `tail` | object | End point in world coordinates `{x, y, z}` |
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+ | `rotation_quaternion` | object | World rotation as quaternion `{w, x, y, z}` |
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+ | `matrix` | 4x4 array | Complete 4x4 world transformation matrix |
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+
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+ ### Coordinate Spaces Explanation
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+
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+ 1. **LOCAL_CHANNELS**: Bone transformations relative to its rest pose (as shown in Blender's Transform panel)
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+ 2. **ARMATURE_SPACE**: Bone positions relative to armature origin
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+ 3. **WORLD_SPACE**: Bone positions in global scene coordinates
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+
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+ ### Important Notes
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+
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+ - The `local.matrix_basis` field contains the exact pose transformation and should be used for precise pose replication
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+ - Quaternion format uses `w` as the scalar component and `(x, y, z)` as the vector components
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+ - All transformation matrices are 4x4 and stored in row-major order
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+ - The `spaces_included` array indicates which coordinate spaces are available in the export
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+
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+ ### Example Bone Entry
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  ```json
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+ "Root": {
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+ "name": "Root",
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+ "local": {
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+ "location": {"x": 0.0, "y": 0.0, "z": 0.0},
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+ "rotation_quaternion": {"w": 0.9998, "x": 0.0068, "y": -0.0153, "z": -0.0092},
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+ "scale": {"x": 1.0, "y": 1.0, "z": 1.0},
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+ "matrix_basis": [[...4x4 matrix...]],
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+ "rotation_mode": "QUATERNION"
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+ },
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+ "armature_space": {
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+ "head": {"x": 0.0, "y": 0.0707, "z": -0.0096},
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+ "tail": {"x": 0.0013, "y": -0.0001, "z": -0.0010}
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  },
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+ "world_space": {
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+ "head": {"x": 0.0, "y": 0.1340, "z": 0.9403},
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+ "tail": {"x": 0.0013, "y": 0.0631, "z": 0.9489},
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+ "rotation_quaternion": {"w": 0.0606, "x": 0.9980, "y": 0.0082, "z": -0.0159},
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+ "matrix": [[...4x4 world matrix...]]
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  },
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+ "bone_length_armature_space": 0.0714,
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+ "parent": null,
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+ "has_children": true,
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+ "is_end_bone": false
 
 
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  }
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  ```
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