Animations with glTF

This example demonstrates how to load a glTF model with animations and play them.

Model from mixamo.com(https://www.mixamo.com)

Note

To run this example, you need a model from the source repo’s example folder. If you are running this example from a local copy of the code (dev install) no further actions are needed. Otherwise, you may have to replace the path below to point to the location of the model.

import os
from pathlib import Path

try:
    # modify this line if your model is located elsewhere
    model_dir = Path(__file__).parents[1] / "data"
except NameError:
    # compatibility with sphinx-gallery
    model_dir = Path(os.getcwd()).parent / "data"

Once the path is set correctly, you can use the model as follows:

import pygfx as gfx
from wgpu.gui.auto import WgpuCanvas, run

from wgpu.utils.imgui import ImguiRenderer
from imgui_bundle import imgui

gltf_path = model_dir / "Soldier.glb"

canvas = WgpuCanvas(size=(800, 600), max_fps=-1, title="Animations", vsync=False)

renderer = gfx.WgpuRenderer(canvas)
camera = gfx.PerspectiveCamera(45, 800 / 600, depth_range=(1, 100))
camera.local.position = (1, 2, -3)
camera.look_at((0, 1, 0))
scene = gfx.Scene()

dl = gfx.DirectionalLight()
dl.local.position = (-3, 10, -10)
scene.add(gfx.AmbientLight(), dl)

gltf = gfx.load_gltf(gltf_path, quiet=True)

# gfx.print_tree(gltf.scene) # Uncomment to see the tree structure

model_obj = gltf.scene.children[0]

skeleton_helper = gfx.SkeletonHelper(model_obj)
scene.add(skeleton_helper)
scene.add(model_obj)

camera.show_object(model_obj, view_dir=(-1, -1, 3))

gfx.OrbitController(camera, register_events=renderer)

stats = gfx.Stats(viewport=renderer)

clock = gfx.Clock()

clips = gltf.animations

gui_renderer = ImguiRenderer(renderer.device, canvas)

state = {
    "model": True,
    "skeleton": False,
    "selected_action": 2,
}


def draw_imgui():
    imgui.new_frame()
    imgui.set_next_window_size((250, 0), imgui.Cond_.always)
    imgui.set_next_window_pos(
        (gui_renderer.backend.io.display_size.x - 250, 0), imgui.Cond_.always
    )
    is_expand, _ = imgui.begin(
        "Controls",
        None,
        flags=imgui.WindowFlags_.no_move | imgui.WindowFlags_.no_resize,
    )
    if is_expand:
        if imgui.collapsing_header("Visibility", imgui.TreeNodeFlags_.default_open):
            _, state["model"] = imgui.checkbox("show model", state["model"])
            if state["model"]:
                model_obj.visible = True
            else:
                model_obj.visible = False

            _, state["skeleton"] = imgui.checkbox("show skeleton", state["skeleton"])
            if state["skeleton"]:
                skeleton_helper.visible = True
            else:
                skeleton_helper.visible = False

        if imgui.collapsing_header("Animations", imgui.TreeNodeFlags_.default_open):
            selected, state["selected_action"] = imgui.combo(
                "Animation",
                state["selected_action"],
                [c.name for c in clips],
                len(clips),
            )
            if selected:
                clock.start()  # restart the animation

    imgui.end()
    imgui.end_frame()
    imgui.render()
    return imgui.get_draw_data()


gui_renderer.set_gui(draw_imgui)


def animate():
    elapsed_time = clock.get_elapsed_time()
    clip = clips[state["selected_action"]]

    t = elapsed_time % clip.duration  # simple loop the animation for now
    clip.update(t)

    model_obj.children[0].skeleton.update()
    skeleton_helper.update()

    with stats:
        renderer.render(scene, camera, flush=False)
    stats.render()
    gui_renderer.render()
    canvas.request_draw()


if __name__ == "__main__":
    renderer.request_draw(animate)
    run()
gltf animations

Total running time of the script: (0 minutes 18.687 seconds)

Gallery generated by Sphinx-Gallery