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Running on Zero
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os.environ.setdefault("PYTORCH_CUDA_ALLOC_CONF", "expandable_segments:True")
# Load models locally (no external text-encoder service) and prefer the HF cache.
os.environ.setdefault("TEXT_ENCODER_MODE", "local")
import base64
import gzip
import json
import random
import sys
import time
import xml.etree.ElementTree as ET
from pathlib import Path
import spaces # must precede torch / CUDA-touching imports
import torch
import numpy as np
import trimesh
import gradio as gr
# The vendored ARDY package lives next to this file.
sys.path.insert(0, str(Path(__file__).resolve().parent))
from ardy.model import load_model # noqa: E402
from ardy.model.load_model import load_text_encoder # noqa: E402
from ardy.motion_rep.tools import length_to_mask # noqa: E402
from ardy.tools import seed_everything, to_numpy # noqa: E402
# Two rigs are offered in the playground:
# "human" -> ARDY-Core-RP-20FPS-Horizon40, 27-joint skeleton @ 20 fps
# "robot" -> ARDY-G1-RP-25FPS-Horizon52, 34-joint Unitree G1 robot @ 25 fps
# The robot rig matches the sibling Space hugging-apps/ardy-g1-motion-generation.
DEFAULT_RIG = "human"
MAX_SEED = 2**31 - 1
# -----------------------------------------------------------------------------
# Model loading (module scope).
#
# ZeroGPU has no live GPU at startup: it intercepts .to("cuda") *placement* but
# NOT arbitrary CUDA compute. LLM2Vec's PEFT load runs a LoRA `merge_and_unload`
# (real matmuls), so we build everything on CPU first, then .to("cuda") — the
# placement call is what the ZeroGPU hijack packs to disk and streams into VRAM
# on the first @spaces.GPU request.
# -----------------------------------------------------------------------------
# transformers / PEFT / safetensors infer their load device from
# torch.cuda.is_available(), which ZeroGPU reports True at startup even though no
# real GPU is attached — so a plain load tries to place weights on cuda and dies
# with "No CUDA GPUs are available". Force every loader onto CPU by masking
# is_available() during construction, then restore it and .to("cuda") (which the
# ZeroGPU hijack packs to disk + streams into VRAM on the first request).
#
# A single text encoder is built once and shared across both motion models
# (load_text_encoder is explicitly designed for this — see its docstring).
_real_cuda_available = torch.cuda.is_available
torch.cuda.is_available = lambda: False
try:
print("Loading ARDY text encoder (LLM2Vec-Llama-3-8B) on CPU…", flush=True)
_text_encoder = load_text_encoder(mode="local", device="cpu")
print("Loading ARDY human (core) motion model on CPU…", flush=True)
MODEL_HUMAN = load_model("core", device="cpu", text_encoder=_text_encoder)
print("Loading ARDY robot (G1) motion model on CPU…", flush=True)
MODEL_ROBOT = load_model("g1", device="cpu", text_encoder=_text_encoder)
finally:
torch.cuda.is_available = _real_cuda_available
print("Moving models to CUDA (ZeroGPU-intercepted placement)…", flush=True)
_text_encoder = _text_encoder.to("cuda")
for _m in (MODEL_HUMAN, MODEL_ROBOT):
_m.to("cuda")
# self.device was captured at construction (device="cpu"); generation creates
# many tensors on it, so retarget it to cuda to match the moved weights.
_m.device = "cuda"
_m.eval()
def _rig_params(model):
fps = float(model.motion_rep.fps)
skeleton = model.skeleton
parents = skeleton.joint_parents.cpu().numpy().astype(int).tolist()
patch = model.num_frames_per_token
gen_horizon = model.gen_horizon_len
num_base_steps = int(model.diffusion.num_base_steps)
# History carried between autoregressive windows. The reference streaming demo
# keeps this SHORT so a new prompt takes effect within a window.
hist_crop = max(patch, (4 // patch) * patch)
root_idx = parents.index(-1) if -1 in parents else 0
return {
"model": model,
"fps": fps,
"skeleton": skeleton,
"parents": parents,
"patch": patch,
"gen_horizon": gen_horizon,
"num_base_steps": num_base_steps,
"hist_crop": hist_crop,
"root_idx": root_idx,
}
RIGS = {
"human": _rig_params(MODEL_HUMAN),
"robot": _rig_params(MODEL_ROBOT),
}
# The largest base-step count across rigs bounds the diffusion-steps slider.
NUM_BASE_STEPS = max(r["num_base_steps"] for r in RIGS.values())
for _name, _r in RIGS.items():
print(
f"[{_name}] rig ready: {_r['skeleton'].nbjoints} joints, {_r['fps']} fps, "
f"horizon {_r['gen_horizon']}, patch {_r['patch']}, "
f"hist_crop {_r['hist_crop']}, base_steps {_r['num_base_steps']}",
flush=True,
)
def _normalize_rig(rig) -> str:
"""Map any UI/API rig value onto a valid RIGS key ('human' | 'robot')."""
if rig is None:
return DEFAULT_RIG
key = str(rig).strip().lower()
if key in RIGS:
return key
if key.startswith("hum") or "core" in key or "person" in key:
return "human"
if key.startswith("rob") or "g1" in key or "unitree" in key:
return "robot"
return DEFAULT_RIG
# -----------------------------------------------------------------------------
# HUMAN rig: skinned body mesh (ARDY "CoreSkin" linear-blend skinning).
#
# The reference viz (ardy/viz/viser_utils.py) renders a smooth humanoid body by
# skinning a bind mesh with the per-frame *global* joint transforms:
# verts = CoreSkin.skin(global_rot_mats, posed_joints, rot_is_global=True)
# The browser holds the static skin data (bind vertices / faces / LBS
# indices+weights) and does the per-vertex blend, while the server sends only the
# tiny per-frame joint affine matrices
# A[f,j] = fk[f,j] @ bind_rig_transform_inv[j] (fk = [R_global | pos])
# so the payload stays small (~0.1 MB/clip).
# -----------------------------------------------------------------------------
_HUMAN_SKEL = RIGS["human"]["skeleton"]
_SKIN_PATH = Path(_HUMAN_SKEL.folder) / "skin_standard.npz"
_skin = np.load(_SKIN_PATH)
BIND_RIG_INV = np.linalg.inv(
np.asarray(_skin["bind_rig_transform"], dtype=np.float64)
).astype(np.float32) # [J, 4, 4]
def _build_skin_blob():
"""Pack the static skin data into one gzip+base64 blob (loaded once by the
browser). Layout: bind_vertices f32[V,3] | faces u32[F,3] | lbs_idx u8[V,W]
| lbs_wt f32[V,W]."""
bind_v = np.asarray(_skin["bind_vertices"], dtype=np.float32)
faces = np.asarray(_skin["faces"], dtype=np.uint32)
idx = np.asarray(_skin["lbs_indices"], dtype=np.uint8)
wt = np.asarray(_skin["lbs_weights"], dtype=np.float32)
raw = (
np.ascontiguousarray(bind_v).tobytes()
+ np.ascontiguousarray(faces).tobytes()
+ np.ascontiguousarray(idx).tobytes()
+ np.ascontiguousarray(wt).tobytes()
)
meta = {"V": int(bind_v.shape[0]), "F": int(faces.shape[0]), "W": int(idx.shape[1])}
return base64.b64encode(gzip.compress(raw, 6)).decode("ascii"), meta
SKIN_B64, SKIN_META = _build_skin_blob()
print(f"CoreSkin ready: {SKIN_META['V']} verts / {SKIN_META['F']} faces, "
f"blob {len(SKIN_B64) // 1024} KB", flush=True)
def _joint_affines_human(global_rot_mats: np.ndarray, posed_joints: np.ndarray) -> str:
"""Per-frame joint affine matrices A = fk @ bind_rig_inv, base64 f32 [T,J,12].
global_rot_mats: [T, J, 3, 3]; posed_joints: [T, J, 3]."""
T, J = posed_joints.shape[:2]
fk = np.tile(np.eye(4, dtype=np.float32), (T, J, 1, 1))
fk[..., :3, :3] = global_rot_mats.astype(np.float32)
fk[..., :3, 3] = posed_joints.astype(np.float32)
A = (fk @ BIND_RIG_INV)[..., :3, :] # [T, J, 3, 4]
A = np.ascontiguousarray(A.reshape(T, J, 12).astype(np.float32))
return base64.b64encode(A.tobytes()).decode("ascii")
# -----------------------------------------------------------------------------
# ROBOT rig: G1 robot mesh rig (rigid per-joint STL meshes).
#
# Unlike the human skeleton (rendered with one skinned body mesh via LBS), the
# Unitree G1 robot is rendered by attaching a rigid STL mesh to each articulated
# joint. This mirrors ardy/viz/g1_rig.py (G1MeshRig): each mesh has a local
# transform (geom_pos, geom_rot) relative to its joint, read from the MuJoCo
# g1.xml, plus a coordinate change from MuJoCo to ARDY axes. We precompute — for
# each mesh — its geometry PRE-TRANSFORMED into the joint-local frame
# (v' = geom_rot @ v + geom_pos), so at render time the browser just applies the
# per-frame joint transform: world_v = joint_pos + joint_rot @ v'.
# -----------------------------------------------------------------------------
# G1 joint -> STL mesh mapping (mirrors ardy/viz/g1_rig.py G1_MESH_JOINT_MAP).
G1_MESH_JOINT_MAP = {
"pelvis_skel": ["pelvis.STL", "pelvis_contour_link.STL"],
"left_hip_pitch_skel": ["left_hip_pitch_link.STL"],
"left_hip_roll_skel": ["left_hip_roll_link.STL"],
"left_hip_yaw_skel": ["left_hip_yaw_link.STL"],
"left_knee_skel": ["left_knee_link.STL"],
"left_ankle_pitch_skel": ["left_ankle_pitch_link.STL"],
"left_ankle_roll_skel": ["left_ankle_roll_link.STL"],
"right_hip_pitch_skel": ["right_hip_pitch_link.STL"],
"right_hip_roll_skel": ["right_hip_roll_link.STL"],
"right_hip_yaw_skel": ["right_hip_yaw_link.STL"],
"right_knee_skel": ["right_knee_link.STL"],
"right_ankle_pitch_skel": ["right_ankle_pitch_link.STL"],
"right_ankle_roll_skel": ["right_ankle_roll_link.STL"],
"waist_yaw_skel": ["waist_yaw_link_rev_1_0.STL", "waist_yaw_link.STL"],
"waist_roll_skel": ["waist_roll_link_rev_1_0.STL", "waist_roll_link.STL"],
"waist_pitch_skel": [
"torso_link_rev_1_0.STL",
"torso_link.STL",
"logo_link.STL",
"head_link.STL",
],
"left_shoulder_pitch_skel": ["left_shoulder_pitch_link.STL"],
"left_shoulder_roll_skel": ["left_shoulder_roll_link.STL"],
"left_shoulder_yaw_skel": ["left_shoulder_yaw_link.STL"],
"left_elbow_skel": ["left_elbow_link.STL"],
"left_wrist_roll_skel": ["left_wrist_roll_link.STL"],
"left_wrist_pitch_skel": ["left_wrist_pitch_link.STL"],
"left_wrist_yaw_skel": ["left_wrist_yaw_link.STL", "left_rubber_hand.STL"],
"right_shoulder_pitch_skel": ["right_shoulder_pitch_link.STL"],
"right_shoulder_roll_skel": ["right_shoulder_roll_link.STL"],
"right_shoulder_yaw_skel": ["right_shoulder_yaw_link.STL"],
"right_elbow_skel": ["right_elbow_link.STL"],
"right_wrist_roll_skel": ["right_wrist_roll_link.STL"],
"right_wrist_pitch_skel": ["right_wrist_pitch_link.STL"],
"right_wrist_yaw_skel": ["right_wrist_yaw_link.STL", "right_rubber_hand.STL"],
}
_ROBOT_SKEL = RIGS["robot"]["skeleton"]
_MUJOCO_TO_ARDY = np.array(
[[0.0, 1.0, 0.0], [0.0, 0.0, 1.0], [1.0, 0.0, 0.0]], dtype=np.float64
)
_G1_SKEL_DIR = Path(_ROBOT_SKEL.folder)
_G1_MESH_DIR = _G1_SKEL_DIR / "meshes" / "g1"
_G1_XML = _G1_SKEL_DIR / "xml" / "g1.xml"
def _quat_wxyz_to_matrix(wxyz: np.ndarray) -> np.ndarray:
w, x, y, z = wxyz
n = np.sqrt(w * w + x * x + y * y + z * z)
if n < 1e-12:
return np.eye(3)
w, x, y, z = w / n, x / n, y / n, z / n
return np.array(
[
[1 - 2 * (y * y + z * z), 2 * (x * y - z * w), 2 * (x * z + y * w)],
[2 * (x * y + z * w), 1 - 2 * (x * x + z * z), 2 * (y * z - x * w)],
[2 * (x * z - y * w), 2 * (y * z + x * w), 1 - 2 * (x * x + y * y)],
],
dtype=np.float64,
)
def _mesh_local_transforms() -> dict:
"""mesh_file -> (geom_pos[3], geom_rot[3x3]) in ARDY axes, parsed from g1.xml."""
if not _G1_XML.exists():
return {}
root = ET.parse(_G1_XML).getroot()
file_to_name = {}
for mesh in root.findall(".//asset/mesh"):
name, file = mesh.get("name"), mesh.get("file")
if name and file:
file_to_name[file] = name
name_to_tf = {}
for geom in root.findall(".//geom"):
name = geom.get("mesh")
if name is None:
continue
pos = geom.get("pos")
quat = geom.get("quat")
gp = np.zeros(3) if pos is None else np.array([float(v) for v in pos.split()])
gr_ = np.eye(3) if quat is None else _quat_wxyz_to_matrix(
np.array([float(v) for v in quat.split()])
)
name_to_tf[name] = (gp, gr_)
out = {}
for file, name in file_to_name.items():
gp, gr_ = name_to_tf.get(name, (np.zeros(3), np.eye(3)))
gp = _MUJOCO_TO_ARDY @ gp
gr_ = _MUJOCO_TO_ARDY @ gr_ @ _MUJOCO_TO_ARDY.T
out[file] = (gp, gr_)
return out
def _build_g1_mesh_blob():
"""Pack all rigid G1 meshes, pre-transformed into joint-local frame, into one
gzip+base64 blob. Returns (b64, meta). meta.parts lists per-mesh
{joint, v_off, v_cnt}. Layout: all verts f32[Vtot,3] then all faces
u32[Ftot,3] (face indices are GLOBAL into the concatenated vertex array)."""
skeleton = _ROBOT_SKEL
local_tf = _mesh_local_transforms()
all_v = []
all_f = []
parts = []
v_cursor = 0
for joint_name, mesh_files in G1_MESH_JOINT_MAP.items():
if joint_name not in skeleton.bone_index:
continue
joint_idx = int(skeleton.bone_index[joint_name])
for mesh_file in mesh_files:
mp = _G1_MESH_DIR / mesh_file
if not mp.exists():
continue
mesh = trimesh.load_mesh(str(mp), process=True)
if isinstance(mesh, trimesh.Scene):
mesh = trimesh.util.concatenate(mesh.dump())
verts = np.asarray(mesh.vertices, dtype=np.float64) @ _MUJOCO_TO_ARDY.T
faces = np.asarray(mesh.faces, dtype=np.int64)
gp, gr_ = local_tf.get(mesh_file, (np.zeros(3), np.eye(3)))
# Pre-apply the mesh's joint-local transform: v' = geom_rot @ v + geom_pos.
verts = (verts @ gr_.T) + gp
vcnt = verts.shape[0]
parts.append({"joint": joint_idx, "v_off": v_cursor, "v_cnt": vcnt})
all_v.append(verts.astype(np.float32))
all_f.append((faces + v_cursor).astype(np.uint32)) # global vertex indices
v_cursor += vcnt
V = np.concatenate(all_v, axis=0) if all_v else np.zeros((0, 3), np.float32)
F = np.concatenate(all_f, axis=0) if all_f else np.zeros((0, 3), np.uint32)
raw = np.ascontiguousarray(V).tobytes() + np.ascontiguousarray(F).tobytes()
meta = {"Vtot": int(V.shape[0]), "Ftot": int(F.shape[0]), "parts": parts}
b64 = base64.b64encode(gzip.compress(raw, 6)).decode("ascii")
return b64, meta
G1_MESH_B64, G1_MESH_META = _build_g1_mesh_blob()
print(
f"G1 rig ready: {len(G1_MESH_META['parts'])} meshes, "
f"{G1_MESH_META['Vtot']} verts / {G1_MESH_META['Ftot']} faces, "
f"blob {len(G1_MESH_B64) // 1024} KB",
flush=True,
)
def _joint_transforms_robot(global_rot_mats: np.ndarray, posed_joints: np.ndarray) -> str:
"""Per-frame joint affine matrices [R_global | pos], base64 f32 [T,J,12].
The browser applies world_v = pos + R_global @ v' per mesh (v' already in
joint-local frame)."""
T, J = posed_joints.shape[:2]
A = np.zeros((T, J, 3, 4), dtype=np.float32)
A[..., :3, :3] = global_rot_mats.astype(np.float32)
A[..., :3, 3] = posed_joints.astype(np.float32)
A = np.ascontiguousarray(A.reshape(T, J, 12).astype(np.float32))
return base64.b64encode(A.tobytes()).decode("ascii")
# --- Autoregressive generation with a persistable latent state ---------------
# ARDY is autoregressive: it generates one `gen_horizon_len`-frame window at a
# time, conditioned on a history of previous frames. `autoregressive_step` is
# the streaming primitive — it returns the *normalized motion-feature tensor*
# for (history + new window), which can be fed straight back in as the next
# window's history. We thread that tensor to (a) fill a requested clip length
# and (b) CONTINUE a clip with a new prompt, exactly like the reference
# interactive demo. Persisting the tensor in a gr.State lets a second "Continue"
# click resume from where the first clip ended, on the same character.
def _generate_sequence(rig_key, prompt, num_new_frames, steps, cfg_weight, init_tensor):
"""Run the AR loop for one prompt on the selected rig. `init_tensor`:
normalized feature tensor [1, Th, D] on cuda (prior motion to continue), or
None to start fresh. Returns the full normalized feature tensor."""
r = RIGS[rig_key]
model = r["model"]
gen_horizon = r["gen_horizon"]
patch = r["patch"]
hist_crop = r["hist_crop"]
text_feat, text_pad_mask = model._encode_text([prompt])
motion_tensor = init_tensor
target_new = max(1, int(np.ceil(num_new_frames / gen_horizon))) * gen_horizon
produced = 0
while produced < target_new:
if motion_tensor is None:
history, hist_len = None, 0
else:
hist_len = (min(motion_tensor.shape[1], hist_crop) // patch) * patch
history = motion_tensor[:, motion_tensor.shape[1] - hist_len:] if hist_len else None
hist_len = history.shape[1] if history is not None else 0
samples = model.autoregressive_step(
num_frames=hist_len + gen_horizon, # exactly history + one window (no future)
num_denoising_steps=steps,
motion_mask=None,
observed_motion=None,
cfg_weight=float(cfg_weight),
texts=None,
text_feat=text_feat,
text_pad_mask=text_pad_mask,
init_history_sequence=history,
init_global_translation=None, # first window -> defaults (origin / +Z heading)
init_first_heading_angle=None,
)
new_tail = samples[:, hist_len:] # the freshly generated window
motion_tensor = new_tail if motion_tensor is None else torch.cat([motion_tensor, new_tail], dim=1)
produced += new_tail.shape[1]
return motion_tensor
def _pack_payload(rig_key, motion_tensor, prompt, seed):
"""Decode a normalized feature tensor to the browser payload (per-frame joint
affines + root ground-track), tagged with the rig so the viewer loads the
correct skeleton/model."""
r = RIGS[rig_key]
model = r["model"]
with torch.no_grad():
out = to_numpy(model.motion_rep.inverse(motion_tensor, is_normalized=True))
posed = np.asarray(out["posed_joints"])[0] # [T, J, 3] global joint positions
grm = np.asarray(out["global_rot_mats"])[0] # [T, J, 3, 3] global rotations
if rig_key == "robot":
affines = _joint_transforms_robot(grm, posed)
else:
affines = _joint_affines_human(grm, posed)
return {
"rig": rig_key,
"fps": r["fps"],
"num_frames": int(posed.shape[0]),
"num_joints": int(posed.shape[1]),
"affines": affines, # drives the browser rig
"root": np.round(posed[:, r["root_idx"], :].astype(np.float32), 4).tolist(),
"prompt": prompt,
"seed": seed,
}
def _core_generate(rig, prompt, duration, diffusion_steps, cfg_weight, seed, randomize_seed, init_np):
rig_key = _normalize_rig(rig)
r = RIGS[rig_key]
prompt = (prompt or "").strip()
if not prompt:
raise gr.Error("Please enter a text prompt describing the motion.")
if randomize_seed:
seed = random.randint(0, MAX_SEED)
seed = int(seed)
seed_everything(seed)
steps = max(1, min(int(diffusion_steps), r["num_base_steps"]))
num_new = max(r["patch"], int(round(float(duration) * r["fps"])))
init_tensor = None if init_np is None else torch.from_numpy(init_np).to("cuda")
t0 = time.perf_counter()
with torch.no_grad():
full = _generate_sequence(rig_key, prompt, num_new, steps, cfg_weight, init_tensor)
payload = _pack_payload(rig_key, full, prompt, seed)
tag = "continue" if init_np is not None else "generate"
print(f"[{tag}:{rig_key}] '{prompt[:50]}' +{num_new}f -> {full.shape[1]}f total "
f"steps={steps} seed={seed} {time.perf_counter() - t0:.1f}s", flush=True)
return json.dumps(payload), seed, full.detach().cpu().numpy()
@spaces.GPU
def ui_generate(prompt, rig=DEFAULT_RIG, duration=5.0, diffusion_steps=NUM_BASE_STEPS,
cfg_weight=2.0, seed=0, randomize_seed=True):
"""Start a fresh clip (resets the running sequence)."""
return _core_generate(rig, prompt, duration, diffusion_steps, cfg_weight, seed, randomize_seed, None)
@spaces.GPU
def ui_continue(prompt, rig=DEFAULT_RIG, duration=5.0, diffusion_steps=NUM_BASE_STEPS,
cfg_weight=2.0, seed=0, randomize_seed=True, state=None):
"""Append a new action, continuing from the previous clip's final pose."""
return _core_generate(rig, prompt, duration, diffusion_steps, cfg_weight, seed, randomize_seed, state)
@spaces.GPU
def generate_motion(prompt: str, rig: str = DEFAULT_RIG, duration: float = 5.0,
diffusion_steps: int = NUM_BASE_STEPS, cfg_weight: float = 2.0,
seed: int = 0, randomize_seed: bool = True) -> tuple[str, int]:
"""Generate a 3D motion clip from a text prompt with ARDY.
Args:
prompt: Natural-language description of the motion (e.g. "a person walks in a circle").
rig: Which character to animate — "human" (27-joint skeleton) or "robot" (Unitree G1).
duration: Length of the generated motion in seconds.
diffusion_steps: Number of denoising steps (1..num_base_steps).
cfg_weight: Classifier-free-guidance weight for the text prompt.
seed: Random seed for reproducibility.
randomize_seed: If True, ignore `seed` and draw a fresh random one.
Returns:
A JSON string with the animated skeleton payload plus the seed used.
"""
payload_json, seed, _ = _core_generate(
rig, prompt, duration, diffusion_steps, cfg_weight, seed, randomize_seed, None
)
return payload_json, seed
# -----------------------------------------------------------------------------
# Front-end: a self-contained Three.js playground, delivered as a Gradio-native
# custom HTML component (Gradio 6 `gr.HTML` templates + js_on_load).
#
# The motion JSON is carried as the component's own `value` prop. `js_on_load`
# imports three.js, builds the scene once, wires the controls, then registers a
# `watch('value', ...)` callback that Gradio fires whenever the component is
# updated as the output of a Python event (Generate button / Examples).
#
# Each payload is tagged with its `rig`. The viewer ships the static data for
# BOTH rigs (human skin blob + G1 rigid-mesh blob) and switches at load time:
# - "human": one skinned body mesh (linear-blend skinning in the browser).
# - "robot": rigid per-joint G1 STL meshes posed by the joint transforms.
# -----------------------------------------------------------------------------
PLAYER_TEMPLATE = """
<div class="ardy-playground">
<div class="ardy-canvas-wrap">
<div class="ardy-hint">Generate a motion to load it into the playground.</div>
</div>
<div class="ardy-controls">
<button class="ardy-play ardy-btn" type="button">▶ Play</button>
<input class="ardy-scrub" type="range" min="0" max="0" value="0" step="1" />
<span class="ardy-frame">0 / 0</span>
<label class="ardy-lbl">Speed
<select class="ardy-speed">
<option value="0.25">0.25×</option>
<option value="0.5">0.5×</option>
<option value="1" selected>1×</option>
<option value="2">2×</option>
</select>
</label>
<label class="ardy-lbl"><input type="checkbox" class="ardy-loop" checked/> Loop</label>
<label class="ardy-lbl"><input type="checkbox" class="ardy-trail"/> Root trail</label>
</div>
<div class="ardy-caption"></div>
</div>
"""
# css_template rules are auto-scoped to this component by Gradio.
PLAYER_CSS_TEMPLATE = """
.ardy-playground { width: 100%; }
.ardy-canvas-wrap {
position: relative; width: 100%; height: 480px;
border-radius: 12px; overflow: hidden;
background: #ffffff;
border: 1px solid #e5e7eb;
}
.ardy-canvas-wrap canvas { display:block; width:100% !important; height:100% !important; }
.ardy-hint {
position:absolute; top:50%; left:50%; transform:translate(-50%,-50%);
color:#98a2b3; font-size:14px; text-align:center; pointer-events:none;
}
.ardy-controls {
display:flex; align-items:center; gap:12px; flex-wrap:wrap;
margin-top:10px; padding:8px 4px;
}
.ardy-controls .ardy-btn {
background:#76B900; color:#fff;
border:none; border-radius:8px; padding:6px 16px; cursor:pointer; font-weight:600;
}
.ardy-scrub { flex:1; min-width:160px; accent-color:#76B900; }
.ardy-frame { font-variant-numeric: tabular-nums; color: var(--body-text-color); min-width:70px; }
.ardy-lbl { font-size:13px; color: var(--body-text-color); display:flex; align-items:center; gap:4px; }
.ardy-caption { margin-top:6px; font-size:13px; color:#667085; }
"""
APP_CSS = """
#col-container { max-width: 1200px; margin: 0 auto; }
.dark .gradio-container { color: var(--body-text-color); }
"""
# Runs once, when the component first renders. `element`, `props`, and `watch`
# are injected by Gradio. We import three.js, decode the static skin data (human
# rig) and the static rigid-mesh data (robot rig), build the scene, and subscribe
# to value changes with `watch('value', ...)`. Each generated payload carries the
# per-frame joint affine matrices plus a `rig` tag; the viewer renders whichever
# rig the payload requests, swapping the on-screen mesh as needed.
PLAYER_JS_ON_LOAD = r"""
const root = element;
const q = (sel) => root.querySelector(sel);
const state = {
ready:false,
THREE:null, OrbitControls:null,
renderer:null, scene:null, camera:null, controls:null,
trailLine:null,
data:null, verts:null, frame:0, playing:false, lastT:0,
speed:1, loop:true, trail:false, pending:null,
rig:null, // which rig mesh is currently mounted in the scene
// human rig
skin:null, humanMesh:null, humanGeom:null,
// robot rig
robotMesh:null, robotGeom:null,
robotBaseVerts:null, robotFaces:null, robotVtot:0, robotParts:null,
};
// --- binary helpers ---------------------------------------------------------
function b64ToBytes(b64){
const bin = atob(b64); const out = new Uint8Array(bin.length);
for(let i=0;i<bin.length;i++) out[i]=bin.charCodeAt(i);
return out;
}
async function gunzip(bytes){
const ds = new DecompressionStream("gzip");
const buf = await new Response(new Blob([bytes]).stream().pipeThrough(ds)).arrayBuffer();
return buf;
}
// Decode the one-time static human skin blob into typed arrays.
async function decodeSkin(){
const buf = await gunzip(b64ToBytes(ARDY_SKIN_B64));
const V = ARDY_SKIN_META.V, F = ARDY_SKIN_META.F, W = ARDY_SKIN_META.W;
let o = 0;
const bindV = new Float32Array(buf.slice(o, o+V*3*4)); o += V*3*4;
const faces = new Uint32Array(buf.slice(o, o+F*3*4)); o += F*3*4;
const idx = new Uint8Array(buf.slice(o, o+V*W)); o += V*W;
const wt = new Float32Array(buf.slice(o, o+V*W*4)); o += V*W*4;
return {V, F, W, bindV, faces, idx, wt};
}
// Decode the one-time static robot rig blob: pre-transformed mesh vertices
// (joint-local frame) + global-indexed faces + per-mesh part table.
async function decodeRig(){
const buf = await gunzip(b64ToBytes(G1_MESH_B64));
const V = G1_MESH_META.Vtot, F = G1_MESH_META.Ftot;
let o = 0;
const baseVerts = new Float32Array(buf.slice(o, o+V*3*4)); o += V*3*4;
const faces = new Uint32Array(buf.slice(o, o+F*3*4)); o += F*3*4;
return {V, F, baseVerts, faces, parts: G1_MESH_META.parts};
}
// HUMAN: per-vertex linear-blend skinning for every frame (once per clip).
// A[f,j] is a 3x4 affine (row-major, 12 floats); posed vertex =
// sum_k w_k * A[idx_k] @ [bind_x, bind_y, bind_z, 1].
function skinAllFrames(A, T, J){
const s = state.skin, V = s.V, W = s.W, bindV = s.bindV, idx = s.idx, wt = s.wt;
const frames = new Array(T);
for(let f=0; f<T; f++){
const out = new Float32Array(V*3);
const Ab = f*J*12;
for(let v=0; v<V; v++){
const bx = bindV[v*3], by = bindV[v*3+1], bz = bindV[v*3+2];
let x=0, y=0, z=0;
for(let k=0; k<W; k++){
const w = wt[v*W+k]; if(w===0) continue;
const a = Ab + idx[v*W+k]*12;
x += w*(A[a]*bx + A[a+1]*by + A[a+2]*bz + A[a+3]);
y += w*(A[a+4]*bx + A[a+5]*by + A[a+6]*bz + A[a+7]);
z += w*(A[a+8]*bx + A[a+9]*by + A[a+10]*bz + A[a+11]);
}
out[v*3]=x; out[v*3+1]=y; out[v*3+2]=z;
}
frames[f] = out;
}
return frames;
}
// ROBOT: per-frame rigid transform: for every mesh part, world_v = pos + R @ v'
// where (R,pos) is the driving joint's global transform this frame and v' is
// the vertex already baked into that joint's local frame.
function poseAllFrames(A, T, J){
const V = state.robotVtot, base = state.robotBaseVerts, parts = state.robotParts;
const frames = new Array(T);
for(let f=0; f<T; f++){
const out = new Float32Array(V*3);
const Ab = f*J*12;
for(let p=0; p<parts.length; p++){
const jp = parts[p];
const a = Ab + jp.joint*12;
const r0=A[a], r1=A[a+1], r2=A[a+2], px=A[a+3];
const r3=A[a+4], r4=A[a+5], r5=A[a+6], py=A[a+7];
const r6=A[a+8], r7=A[a+9], r8=A[a+10], pz=A[a+11];
const vs = jp.v_off, ve = jp.v_off + jp.v_cnt;
for(let v=vs; v<ve; v++){
const bx=base[v*3], by=base[v*3+1], bz=base[v*3+2];
out[v*3] = px + r0*bx + r1*by + r2*bz;
out[v*3+1] = py + r3*bx + r4*by + r5*bz;
out[v*3+2] = pz + r6*bx + r7*by + r8*bz;
}
}
frames[f] = out;
}
return frames;
}
// --- three.js scene ---------------------------------------------------------
function initScene(){
const THREE = state.THREE, OrbitControls = state.OrbitControls;
const wrap = q(".ardy-canvas-wrap");
if(!wrap || state.renderer) return;
const w = wrap.clientWidth || 800, h = wrap.clientHeight || 480;
const scene = new THREE.Scene(); scene.background = new THREE.Color(0xffffff);
const camera = new THREE.PerspectiveCamera(42, w/h, 0.05, 200);
camera.position.set(3.8, 2.2, 4.7);
const renderer = new THREE.WebGLRenderer({antialias:true});
renderer.setSize(w, h); renderer.setPixelRatio(Math.min(window.devicePixelRatio,2));
renderer.shadowMap.enabled = true; renderer.shadowMap.type = THREE.PCFSoftShadowMap;
wrap.appendChild(renderer.domElement);
const controls = new OrbitControls(camera, renderer.domElement);
controls.target.set(0, 0.9, 0); controls.enableDamping = true;
scene.add(new THREE.HemisphereLight(0xffffff, 0xdfe4ee, 1.4));
const key = new THREE.DirectionalLight(0xffffff, 1.5);
key.position.set(3, 6, 4); key.castShadow = true;
key.shadow.mapSize.set(2048, 2048);
const c = key.shadow.camera; c.near=0.5; c.far=25; c.left=-3; c.right=3; c.top=3; c.bottom=-3;
key.shadow.bias = -0.0004;
scene.add(key);
scene.add(new THREE.DirectionalLight(0xeef2ff, 0.35).translateX(-4).translateZ(-2));
const ground = new THREE.Mesh(
new THREE.PlaneGeometry(40, 40),
new THREE.ShadowMaterial({opacity:0.16})
);
ground.rotation.x = -Math.PI/2; ground.position.y = 0; ground.receiveShadow = true;
scene.add(ground);
const grid = new THREE.GridHelper(10, 20, 0xc4c9d4, 0xe4e7ee);
grid.position.y = 0.0015; scene.add(grid);
state.renderer=renderer; state.scene=scene; state.camera=camera; state.controls=controls;
new ResizeObserver(()=>{
const w2 = wrap.clientWidth, h2 = wrap.clientHeight;
if(w2>0 && h2>0){ camera.aspect=w2/h2; camera.updateProjectionMatrix(); renderer.setSize(w2,h2); }
}).observe(wrap);
animate();
}
// Mount the mesh for the requested rig (lazily built, then shown/hidden). Only
// one rig mesh is visible at a time; both share the scene once created.
function mountRig(rig){
const THREE = state.THREE;
if(rig === "robot"){
if(!state.robotMesh){
const geom = new THREE.BufferGeometry();
geom.setIndex(new THREE.BufferAttribute(state.robotFaces, 1));
geom.setAttribute("position", new THREE.BufferAttribute(new Float32Array(state.robotVtot*3), 3));
const mat = new THREE.MeshStandardMaterial({color:0xd7dde6, roughness:0.5, metalness:0.55});
const mesh = new THREE.Mesh(geom, mat);
mesh.castShadow = true; mesh.frustumCulled = false;
state.scene.add(mesh); state.robotMesh = mesh; state.robotGeom = geom;
}
if(state.humanMesh) state.humanMesh.visible = false;
state.robotMesh.visible = true;
return state.robotGeom;
} else {
if(!state.humanMesh){
const s = state.skin;
const geom = new THREE.BufferGeometry();
geom.setIndex(new THREE.BufferAttribute(s.faces, 1));
geom.setAttribute("position", new THREE.BufferAttribute(new Float32Array(s.V*3), 3));
const mat = new THREE.MeshStandardMaterial({color:0x98bdff, roughness:0.85, metalness:0.0});
const mesh = new THREE.Mesh(geom, mat);
mesh.castShadow = true; mesh.frustumCulled = false;
state.scene.add(mesh); state.humanMesh = mesh; state.humanGeom = geom;
}
if(state.robotMesh) state.robotMesh.visible = false;
state.humanMesh.visible = true;
return state.humanGeom;
}
}
function activeGeom(){
return (state.rig === "robot") ? state.robotGeom : state.humanGeom;
}
function setFrame(f){
if(!state.verts) return;
const T = state.data.num_frames;
f = Math.max(0, Math.min(T-1, f|0));
state.frame = f;
const geom = activeGeom();
if(!geom) return;
const pos = geom.getAttribute("position");
pos.array.set(state.verts[f]);
pos.needsUpdate = true;
geom.computeVertexNormals();
geom.computeBoundingSphere();
updateTrail();
const scrub = q(".ardy-scrub"); if(scrub) scrub.value = f;
const lbl = q(".ardy-frame"); if(lbl) lbl.textContent = (f+1)+" / "+T;
}
function updateTrail(){
const THREE = state.THREE;
if(!state.data || !state.data.root){ if(state.trailLine) state.trailLine.visible=false; return; }
if(!state.trail){ if(state.trailLine) state.trailLine.visible=false; return; }
const T = state.data.num_frames, root = state.data.root;
if(!state.trailLine){
const g = new THREE.BufferGeometry();
g.setAttribute("position", new THREE.BufferAttribute(new Float32Array(T*3),3));
state.trailLine = new THREE.Line(g, new THREE.LineBasicMaterial({color:0xf59e0b}));
state.scene.add(state.trailLine);
}
state.trailLine.visible = true;
const attr = state.trailLine.geometry.getAttribute("position");
for(let t=0;t<T;t++){ attr.setXYZ(t, root[t][0], 0.006, root[t][2]); }
attr.needsUpdate = true;
state.trailLine.geometry.setDrawRange(0, Math.max(1, state.frame+1));
}
function animate(){
requestAnimationFrame(animate);
if(!state.renderer) return;
const now = performance.now();
if(state.playing && state.verts){
const dt = (now - state.lastT)/1000;
const fps = state.data.fps * state.speed;
if(dt >= 1/Math.max(1e-3,fps)){
state.lastT = now;
let nf = state.frame + 1;
if(nf >= state.data.num_frames){
if(state.loop){ nf = 0; } else { nf = state.data.num_frames-1; setPlaying(false); }
}
setFrame(nf);
}
}
state.controls.update();
state.renderer.render(state.scene, state.camera);
}
function setPlaying(p){
state.playing = p;
const b = q(".ardy-play");
if(b) b.textContent = p ? "⏸ Pause" : "▶ Play";
state.lastT = performance.now();
}
function loadData(data){
initScene();
const rig = (data.rig === "robot") ? "robot" : "human";
state.rig = rig;
mountRig(rig);
state.data = data;
// Decode per-frame affines and pre-pose every frame (one-time cost per clip).
const T = data.num_frames, J = data.num_joints;
const Abytes = b64ToBytes(data.affines);
const A = new Float32Array(Abytes.buffer, Abytes.byteOffset, Abytes.byteLength/4);
state.verts = (rig === "robot") ? poseAllFrames(A, T, J) : skinAllFrames(A, T, J);
if(state.trailLine){ state.scene.remove(state.trailLine); state.trailLine.geometry.dispose(); state.trailLine=null; }
const scrub = q(".ardy-scrub"); if(scrub){ scrub.max = T-1; scrub.value = 0; }
const hint = q(".ardy-hint"); if(hint) hint.style.display = "none";
const cap = q(".ardy-caption");
if(cap) cap.textContent = '"' + data.prompt + '" · ' + (rig==="robot"?"robot":"human") +
' · ' + T + ' frames @ ' + data.fps + ' fps · seed ' + data.seed;
root.dataset.ardyLoaded = "1";
root.dataset.ardyRig = rig;
root.dataset.ardyFrames = String(T);
setFrame(0);
setPlaying(true);
}
function applyPayload(payload){
if(!payload) return;
if(!state.ready){ state.pending = payload; return; } // three.js / rigs still loading
try { loadData(JSON.parse(payload)); }
catch(e){ console.error("ARDY playground load error", e); }
}
function wireControls(){
const bind = (sel, ev, fn) => {
const el = q(sel); if(el && !el.dataset.wired){ el.dataset.wired="1"; el.addEventListener(ev, fn); }
};
bind(".ardy-play", "click", ()=> setPlaying(!state.playing));
bind(".ardy-scrub", "input", (e)=>{ setPlaying(false); setFrame(parseInt(e.target.value)); });
bind(".ardy-speed", "change", (e)=>{ state.speed = parseFloat(e.target.value); });
bind(".ardy-loop", "change", (e)=>{ state.loop = e.target.checked; });
bind(".ardy-trail", "change", (e)=>{ state.trail = e.target.checked; updateTrail(); });
}
// Gradio-native hand-off: render whenever the component's value prop updates as
// the output of a Python event (Generate / Continue / Examples).
if (typeof watch === "function") {
watch("value", () => applyPayload(props.value));
}
// Import three.js (esm.sh, not jsDelivr: the OrbitControls addon has an internal
// bare `import ... from "three"` that a browser dynamic import() can't resolve
// without an import map; esm.sh rewrites it and dedupes three) and decode both
// rigs, then flush any value that already arrived.
Promise.all([
import("https://esm.sh/three@0.160.0"),
import("https://esm.sh/three@0.160.0/examples/jsm/controls/OrbitControls.js"),
decodeSkin(),
decodeRig(),
]).then(([THREE, oc, skin, rig]) => {
state.THREE = THREE;
state.OrbitControls = oc.OrbitControls;
state.skin = skin;
state.robotBaseVerts = rig.baseVerts;
state.robotFaces = rig.faces;
state.robotVtot = rig.V;
state.robotParts = rig.parts;
state.ready = true;
wireControls();
initScene();
const start = state.pending || props.value;
if (start) applyPayload(start);
}).catch((e)=> console.error("ARDY viewer init failed", e));
"""
EXAMPLES = [
["A person walks forward confidently.", "human", 5.0],
["A person walks in a circle.", "human", 6.0],
["A person jumps up and down.", "human", 4.0],
["The robot walks forward confidently.", "robot", 5.0],
["The robot waves with the right hand.", "robot", 4.0],
["The robot crouches down and then stands back up.", "robot", 5.0],
]
with gr.Blocks() as demo:
with gr.Column(elem_id="col-container"):
gr.Markdown(
"""
# 🕺 ARDY Motion Playground
Interactive text-to-motion with **[ARDY](https://research.nvidia.com/labs/sil/projects/ardy/)**
(Autoregressive Diffusion with Hybrid Representation) by NVIDIA.
Pick a **rig** (human or robot), type a prompt and **Generate** a 3D motion clip,
then **orbit, scrub, and play** it below.
Chain actions with **Continue ▸** — the same character keeps going from where it stopped.
"""
)
# Running latent state (normalized feature tensor, CPU) — lets "Continue"
# resume the same character from the end of the previous clip.
seq_state = gr.State(None)
prompt = gr.Textbox(
label="Motion prompt",
placeholder="e.g. a person walks in a circle then waves",
lines=2,
)
rig = gr.Radio(
choices=[("🕺 Human", "human"), ("🤖 Robot (Unitree G1)", "robot")],
value=DEFAULT_RIG,
label="Rig",
)
with gr.Row():
run = gr.Button("Generate", variant="primary", scale=2)
cont = gr.Button("Continue ▸", variant="secondary", scale=1)
# The interactive 3D playground — a Gradio-native custom HTML component.
# Its `value` (the motion JSON) is set directly by the Generate handler;
# `watch('value', ...)` in js_on_load renders it. Ship the static data for
# both rigs (human skin blob + G1 rigid-mesh blob) once, as a header
# prepended to js_on_load; the per-frame affines ride in each payload.
_rig_header = (
f'const ARDY_SKIN_B64="{SKIN_B64}";\n'
f"const ARDY_SKIN_META={json.dumps(SKIN_META)};\n"
f'const G1_MESH_B64="{G1_MESH_B64}";\n'
f"const G1_MESH_META={json.dumps(G1_MESH_META)};\n"
)
player = gr.HTML(
value="",
html_template=PLAYER_TEMPLATE,
css_template=PLAYER_CSS_TEMPLATE,
js_on_load=_rig_header + PLAYER_JS_ON_LOAD,
elem_id="ardy-player",
)
with gr.Accordion("Advanced settings", open=False):
duration = gr.Slider(1.0, 10.0, value=5.0, step=0.5, label="Duration (seconds)")
diffusion_steps = gr.Slider(
1, NUM_BASE_STEPS, value=NUM_BASE_STEPS, step=1, label="Diffusion steps"
)
cfg_weight = gr.Slider(1.0, 6.0, value=2.0, step=0.5, label="Text guidance (CFG)")
with gr.Row():
randomize_seed = gr.Checkbox(label="Randomize seed", value=True)
seed = gr.Number(label="Seed", value=0, precision=0)
gr.Examples(
examples=EXAMPLES,
inputs=[prompt, rig, duration],
outputs=[player, seed, seq_state],
fn=ui_generate,
cache_examples=False,
run_on_click=True,
)
gr.Markdown(
"""
<small>Rigs: **ARDY-Core-RP-20FPS-Horizon40** (human, 27-joint skeleton @ 20 fps)
and **ARDY-G1-RP-25FPS-Horizon52** (Unitree G1 robot, 34-joint skeleton @ 25 fps).
Text encoder: LLM2Vec-Llama-3-8B. Post-processing (foot-skate cleanup) is disabled in this demo.
Motion is generated autoregressively; longer clips take longer.
**Generate** starts a new clip; **Continue ▸** keeps the same character going,
transitioning it into the new prompt (like the reference demo's prompt timeline).</small>
"""
)
_gen_inputs = [prompt, rig, duration, diffusion_steps, cfg_weight, seed, randomize_seed]
# Generate starts fresh; Continue resumes from the running latent state.
# The payload is written straight into the player's `value`; its js_on_load
# `watch('value', ...)` renders it (loading the correct rig from the payload).
run.click(fn=ui_generate, inputs=_gen_inputs,
outputs=[player, seed, seq_state], api_name=False)
cont.click(fn=ui_continue, inputs=_gen_inputs + [seq_state],
outputs=[player, seed, seq_state], api_name=False)
# Clean single-shot endpoint for the HTTP API / MCP tool (no session state).
gr.api(generate_motion, api_name="generate")
demo.queue()
if __name__ == "__main__":
# Gradio 6 moved theme/css from the Blocks constructor to launch(). The
# player's JS/CSS now live on the gr.HTML component itself (js_on_load /
# css_template), so no global `head=` script is needed.
demo.launch(
theme=gr.themes.Citrus(),
css=APP_CSS,
mcp_server=True,
ssr_mode=False,
)
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