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Running on Zero
Running on Zero
| import os | |
| 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() | |
| 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) | |
| 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) | |
| 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, | |
| ) | |