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Runtime error
Runtime error
Upload 12 files
Browse files- 0.png +0 -0
- app.py +112 -6
- generated.png +0 -0
- image_dataset.py +1 -1
- models/player_model.glb +0 -0
- models/temp_model.glb +0 -0
- requirements.txt +2 -0
0.png
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app.py
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@@ -6,7 +6,13 @@ from os.path import exists
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from PIL import Image, ImageEnhance
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import numpy as np
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import random
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print(gr.__version__)
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def init():
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generated_samples_folder = "."
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@@ -24,6 +30,7 @@ def init():
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)
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crop()
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def crop():
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import generator
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@@ -37,7 +44,7 @@ def crop():
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top = 2
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bottom = 2
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for i in range(
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left = (res+2)*i +2
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right = width-(res+2)*i
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imgcrop = img.crop((left,top,left+res,res+2))
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@@ -57,35 +64,134 @@ def gen(seed=None):
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init() # Initialize and generate samples
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crop() # Crop the generated images
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imgArr = []
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for i in range(
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img = Image.open(f"{i}.png").convert('RGBA')
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img = img.resize((64, 64), Image.NEAREST)
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imgArr.append(img)
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return imgArr, seed # Return both images and the seed used
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# Function to handle the input from the interface
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def handle_input(seed_text, surprise_me):
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if surprise_me:
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images, used_seed = gen("Surprise Me")
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else:
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images, used_seed = gen(seed_text)
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-
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iface = gr.Interface(
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fn=handle_input,
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inputs=[
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gr.Text(label="Seed", placeholder="Enter a seed"), # Text input for seed
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gr.Checkbox(label="Surprise Me", value=False), # Checkbox for 'Surprise Me' functionality
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],
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outputs=[
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gr.Gallery(label="Generated Skins"),
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gr.Textbox(label="Used Seed") # Display the seed used to generate the images
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],
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title = "Minecraft Skin Generator <style>img{image-rendering: pixelated;}</style>", #<-- EWW GROSS IK IK IM SORRY, BUT THAT'S THE ONLY WAY I FOUND IT TO WORK
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)
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iface.launch()
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from PIL import Image, ImageEnhance
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import numpy as np
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import random
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from pygltflib import GLTF2
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from pygltflib.utils import ImageFormat, Texture, Material, Image as GLTFImage
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import time
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import threading
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clicked_image_index = 0
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print(gr.__version__)
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def init():
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generated_samples_folder = "."
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)
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crop()
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def crop():
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import generator
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top = 2
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bottom = 2
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for i in range(1):
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left = (res+2)*i +2
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right = width-(res+2)*i
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imgcrop = img.crop((left,top,left+res,res+2))
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init() # Initialize and generate samples
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crop() # Crop the generated images
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imgArr = []
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for i in range(1):
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img = Image.open(f"{i}.png").convert('RGBA')
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img = img.resize((64, 64), Image.NEAREST)
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imgArr.append(img)
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return imgArr, seed # Return both images and the seed used
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def update_model(index):
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filename = "models/player_model.glb"
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gltf = GLTF2().load(filename)
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# Step 1: Find the index of the existing texture you want to replace
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# Let's assume the texture you want to replace is at index 1 (you need to replace 1 with the actual index)
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existing_texture_index = 0
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# Check if the existing_texture_index is valid
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if existing_texture_index < len(gltf.textures):
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# Step 2: Remove the old texture and its associated image from the GLB
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# Remove the texture
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gltf.textures.pop(existing_texture_index)
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# Remove the image associated with the texture
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existing_image_index = gltf.materials[0].pbrMetallicRoughness.baseColorTexture.index
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gltf.images.pop(existing_image_index)
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# Step 3: Add the new image and texture to the GLB
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# Create and add a new image to the glTF (same as before)
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new_image = GLTFImage()
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new_image.uri = os.path.join(os.path.dirname(__file__), f"{index}.png")
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gltf.images.append(new_image)
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# Create a new texture and associate it with the added image
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new_texture = Texture()
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new_texture.source = len(gltf.images) - 1 # Index of the newly added image
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new_texture.sampler = 0
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# set to nearest neighbor
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gltf.textures.append(new_texture)
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# Step 4: Assign the new texture to the appropriate material(s) or mesh(es)
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# Assuming you have a mesh/primitive that was using the old texture and you want to apply the new texture to it, you need to set the material index for that mesh/primitive.
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# Replace 0 with the actual index of the mesh/primitive you want to update.
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gltf.meshes[0].primitives[0].material = len(gltf.materials) - 1
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# Now you can convert the images to data URIs and save the updated GLB
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gltf.convert_images(ImageFormat.DATAURI)
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filename2 = "models/temp_model.glb"
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gltf.save(filename2)
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else:
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print("Invalid existing_texture_index")
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running = False
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time_since_last_run = 0
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# Function to handle the input from the interface
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def handle_input(seed_text, surprise_me):
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if surprise_me:
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images, used_seed = gen("Surprise Me")
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else:
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images, used_seed = gen(seed_text)
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loadMinecraftSkinViewer(0)
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return images, f"Seed Used: {used_seed}", os.path.join(os.path.dirname(__file__), "models/temp_model.glb")
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# Function to load the Minecraft skin viewer
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def loadMinecraftSkinViewer(index):
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update_model(index)
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head = f"""
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
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<script>
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function loadMinecraftSkinViewer(index) {{
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gr.interface.trigger("generate", index);
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}}
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</script>
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"""
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iface = gr.Interface(
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fn=handle_input,
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inputs=[
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gr.Text(label="Seed", placeholder="Enter a seed"), # Text input for seed
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gr.Checkbox(label="Surprise Me", value=False), # Checkbox for 'Surprise Me' functionality
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],
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outputs=[
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gr.Gallery(label="Generated Skins"),
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gr.Textbox(label="Used Seed"), # Display the seed used to generate the images
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gr.Model3D(
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clear_color=[0.0, 0.0, 0.0, 0.0], label="3D Model"),
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],
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title = "Minecraft Skin Generator <style>img{image-rendering: pixelated;}</style>", #<-- EWW GROSS IK IK IM SORRY, BUT THAT'S THE ONLY WAY I FOUND IT TO WORK
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head=head, # Add the Babylon.js library to the interface
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allow_flagging=False,
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)
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iface.launch()
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generated.png
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image_dataset.py
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@@ -21,4 +21,4 @@ class ImageDataset(Dataset):
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return self.transform(Image.open(self.files[index % len(self.files)]))
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def __len__(self):
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return len(self.files)
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return self.transform(Image.open(self.files[index % len(self.files)]))
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def __len__(self):
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return len(self.files)
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models/player_model.glb
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Binary file (61.5 kB). View file
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models/temp_model.glb
ADDED
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Binary file (77.3 kB). View file
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requirements.txt
CHANGED
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@@ -5,3 +5,5 @@ Pillow===9.0.1
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numpy==1.21.4
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Flask==2.0.2
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waitress==2.1.1
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numpy==1.21.4
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Flask==2.0.2
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waitress==2.1.1
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pygltflib
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