.. DO NOT EDIT. .. THIS FILE WAS AUTOMATICALLY GENERATED BY SPHINX-GALLERY. .. TO MAKE CHANGES, EDIT THE SOURCE PYTHON FILE: .. "_gallery/feature_demo/animation_mixer.py" .. LINE NUMBERS ARE GIVEN BELOW. .. only:: html .. note:: :class: sphx-glr-download-link-note :ref:`Go to the end ` to download the full example code. .. rst-class:: sphx-glr-example-title .. _sphx_glr__gallery_feature_demo_animation_mixer.py: Animation Mixer =============== This example demonstrates how to use the AnimationMixer to blend between different animations. .. GENERATED FROM PYTHON SOURCE LINES 10-16 .. 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. .. GENERATED FROM PYTHON SOURCE LINES 16-28 .. code-block:: Python 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" .. GENERATED FROM PYTHON SOURCE LINES 29-30 Once the path is set correctly, you can use the model as follows: .. GENERATED FROM PYTHON SOURCE LINES 30-343 .. code-block:: Python import pygfx as gfx from pygfx.utils.text import FontProps from rendercanvas.auto import RenderCanvas, loop from wgpu.utils.imgui import ImguiRenderer from imgui_bundle import imgui, hello_imgui # type: ignore gltf_path = model_dir / "Soldier.glb" canvas = RenderCanvas( size=(1280, 720), update_mode="fastest", title="Animation Mixer", vsync=False ) renderer = gfx.WgpuRenderer(canvas) camera = gfx.PerspectiveCamera(45, 1280 / 720, depth_range=(1, 100)) camera.local.position = (1, 2, -4) 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_scene_graph(gltf.scene) # Uncomment to see the tree structure model_obj = gltf.scene.children[0] action_clip = gltf.animations[0] skeleton_helper = gfx.SkeletonHelper(model_obj) scene.add(skeleton_helper) scene.add(model_obj) gfx.OrbitController(camera, register_events=renderer) stats = gfx.Stats(viewport=renderer) clock = gfx.Clock() animation_mixer = gfx.AnimationMixer() idle_action = animation_mixer.clip_action(gltf.animations[0]) walk_action = animation_mixer.clip_action(gltf.animations[3]) run_action = animation_mixer.clip_action(gltf.animations[1]) actions = [idle_action, walk_action, run_action] gui_renderer = ImguiRenderer(renderer.device, canvas) fonts = gfx.font_manager.select_font("Controls", FontProps()) font = gui_renderer.backend.io.fonts.add_font_from_file_ttf(fonts[0][1]._filename, 16) gui_renderer.backend.io.font_default = font state = { "model": True, "skeleton": False, "pause": False, "walk_to_idle": False, "idle_to_walk": False, "walk_to_run": False, "run_to_walk": False, "use_custom_duration": False, "custom_duration": 3.5, "single_step_mode": False, "next_step_size": 0, "next_step_size_config": 0.05, "idle_weight": 0, "walk_weight": 1, "run_weight": 0, } def set_weight(action, weight): action.enabled = True action.set_effective_time_scale(1.0) action.set_effective_weight(weight) def deactivate_all(): for a in actions: a.stop() def activate_all(): set_weight(idle_action, state["idle_weight"]) set_weight(walk_action, state["walk_weight"]) set_weight(run_action, state["run_weight"]) for a in actions: a.play() activate_all() def sync_cross_fade(action1, action2, duration): def on_loop(event): if getattr(event, "action", None) == action1: animation_mixer.remove_event_handler(on_loop, "loop") cross_fade(action1, action2, duration) animation_mixer.add_event_handler(on_loop, "loop") def cross_fade(start_action, end_action, duration): state["single_step_mode"] = False unpause_all() duration = state["custom_duration"] if state["use_custom_duration"] else duration set_weight(end_action, 1) end_action.time = 0 start_action.cross_fade_to(end_action, duration, True) def pause_all(): state["pause"] = True for a in actions: a.paused = True def unpause_all(): state["pause"] = False for a in actions: a.paused = False def to_single_step_mode(): unpause_all() state["single_step_mode"] = True state["next_step_size"] = state["next_step_size_config"] tweaked_theme = hello_imgui.ImGuiTweakedTheme() tweaked_theme.theme = hello_imgui.ImGuiTheme_.photoshop_style tweaked_theme.tweaks.rounding = 0.0 hello_imgui.push_tweaked_theme(tweaked_theme) next_step_size = 0.05 def draw_imgui(): imgui.set_next_window_size((300, 0), imgui.Cond_.always) imgui.set_next_window_pos( (gui_renderer.backend.io.display_size.x - 300, 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( "Activation/Deactivation", imgui.TreeNodeFlags_.default_open ): if imgui.button("deactivate all", size=(-1, 0)): deactivate_all() if imgui.button("activate all", size=(-1, 0)): activate_all() if imgui.collapsing_header( "Pausing/Stepping", imgui.TreeNodeFlags_.default_open ): if imgui.button("pause/continue", size=(-1, 0)): if state["single_step_mode"]: state["single_step_mode"] = False unpause_all() else: state["pause"] = not state["pause"] for a in actions: a.paused = state["pause"] if imgui.button("make single step", size=(-1, 0)): to_single_step_mode() _, state["next_step_size_config"] = imgui.slider_float( "Step Size", state["next_step_size_config"], 0.01, 0.1 ) if imgui.collapsing_header("Crossfading", imgui.TreeNodeFlags_.default_open): imgui.begin_disabled(not state["walk_to_idle"]) if imgui.button("from walk to idle", size=(-1, 0)): cross_fade(walk_action, idle_action, 1.0) imgui.end_disabled() imgui.begin_disabled(not state["idle_to_walk"]) if imgui.button("from idle to walk", size=(-1, 0)): cross_fade(idle_action, walk_action, 0.5) imgui.end_disabled() imgui.begin_disabled(not state["walk_to_run"]) if imgui.button("from walk to run", size=(-1, 0)): sync_cross_fade(walk_action, run_action, 2.5) imgui.end_disabled() imgui.begin_disabled(not state["run_to_walk"]) if imgui.button("from run to walk", size=(-1, 0)): sync_cross_fade(run_action, walk_action, 5.0) imgui.end_disabled() _, state["use_custom_duration"] = imgui.checkbox( "Use custom duration", state["use_custom_duration"] ) if state["use_custom_duration"]: _, state["custom_duration"] = imgui.slider_float( "Duration", state["custom_duration"], 0, 10.0 ) if imgui.collapsing_header("Blend Weights", imgui.TreeNodeFlags_.default_open): changed, state["idle_weight"] = imgui.slider_float( "Idle", idle_action.effective_weight, 0, 1 ) if changed: set_weight(idle_action, state["idle_weight"]) changed, state["walk_weight"] = imgui.slider_float( "Walk", walk_action.effective_weight, 0, 1 ) if changed: set_weight(walk_action, state["walk_weight"]) changed, state["run_weight"] = imgui.slider_float( "Run", run_action.effective_weight, 0, 1 ) if changed: set_weight(run_action, state["run_weight"]) if imgui.collapsing_header("General Speed", imgui.TreeNodeFlags_.default_open): changed, speed = imgui.slider_float( "Speed", animation_mixer.time_scale, 0, 1.5 ) if changed: animation_mixer.time_scale = speed imgui.end() gui_renderer.set_gui(draw_imgui) def update_cross_fade_controls(): if ( idle_action.effective_weight == 1 and walk_action.effective_weight == 0 and run_action.effective_weight == 0 ): state["walk_to_idle"] = False state["idle_to_walk"] = True state["walk_to_run"] = False state["run_to_walk"] = False if ( idle_action.effective_weight == 0 and walk_action.effective_weight == 1 and run_action.effective_weight == 0 ): state["walk_to_idle"] = True state["idle_to_walk"] = False state["walk_to_run"] = True state["run_to_walk"] = False if ( idle_action.effective_weight == 0 and walk_action.effective_weight == 0 and run_action.effective_weight == 1 ): state["walk_to_idle"] = False state["idle_to_walk"] = False state["walk_to_run"] = False state["run_to_walk"] = True def animate(): update_cross_fade_controls() dt = clock.get_delta() if state["single_step_mode"]: dt = state["next_step_size"] state["next_step_size"] = 0 animation_mixer.update(dt) with stats: renderer.render(scene, camera, flush=False) stats.render() gui_renderer.render() canvas.request_draw() if __name__ == "__main__": renderer.request_draw(animate) loop.run() .. image-sg:: /_gallery/feature_demo/images/sphx_glr_animation_mixer_001.webp :alt: animation mixer :srcset: /_gallery/feature_demo/images/sphx_glr_animation_mixer_001.webp :class: sphx-glr-single-img .. rst-class:: sphx-glr-timing **Total running time of the script:** (0 minutes 33.024 seconds) .. _sphx_glr_download__gallery_feature_demo_animation_mixer.py: .. only:: html .. container:: sphx-glr-footer sphx-glr-footer-example .. container:: sphx-glr-download sphx-glr-download-jupyter :download:`Download Jupyter notebook: animation_mixer.ipynb ` .. container:: sphx-glr-download sphx-glr-download-python :download:`Download Python source code: animation_mixer.py ` .. container:: sphx-glr-download sphx-glr-download-zip :download:`Download zipped: animation_mixer.zip ` .. only:: html .. rst-class:: sphx-glr-signature `Gallery generated by Sphinx-Gallery `_ .. only:: html Interactive example ------------------- Try this example in your browser using Pyodide. Might not work with all examples and all devices. Check the output and your browser's console for details. .. raw:: html