I have seen some of the other material in the SIGGRAPH Image Metrics presskit posted online [Emily Tech Demo] [‘How To’ video], but not the video that shows the making of the Emily tech demo. So here’s that as well:
At the end, there’s a quote from Peter Plantec about how Image Metrics has finally ‘crossed the uncanny valley’, but seriously, am I the only one who thinks the shading is a bit off, and besides that, what’s the point of laying a duplicate of face directly on top of one in a video? Shouldn’t they have shown her talking in a different setting? Maybe showed how they can remap the animation to a different face? There is no reason not to just use the original plate in this example.
This is a simple proof-of-concept showing how to implement a perforce animation browser via python for MotionBuilder. Clicking an FBX animation syncs it and loads it.
The script can be found here: [p4ui.py], it requires the [wx] and [p4] libraries.
Clicking directories goes down into them, clicking fbx files syncs them and loads them in MotionBuilder. This is just a test, the ‘[..]’ doesn’t even go up directories. Opening an animation does not check it out, there is good documentation for the p4 python lib, you can start there; it’s pretty straight forward and easy: sure beats screen scraping p4 terminal stuff.
You will see the following, you should replace this with the p4 location of your animations, this will act as the starting directory.
path1 ='PUT YOUR PERFORCE ANIMATION PATH HERE (EXAMPLE: //DEPOT/ANIMATION)'
info = p4i.run("info")print info[0]['clientRoot']
path1 = 'PUT YOUR PERFORCE ANIMATION PATH HERE (EXAMPLE: //DEPOT/ANIMATION)'
info = p4i.run("info")
print info[0]['clientRoot']
That should about do it, there are plenty of P4 tutorials out there, my code is pretty straight forward. The only problem was where I instanced it, be sure to instance it with something other than ‘p4’, I did this and it did not work, using ‘p4i’ it did without incident:
In 2007, my friend Jason gave an AutoDesk Masterclass entitled: Python Scripting for MotionBuilder Artists. It has been available online and I would like to mention it for anyone who is interested in Python and MotionBuilder.
Facial motion capture stabilization is basically where you isolate the movement of the face from the movement of the head. This sounds pretty simple, but it is actually a really difficult problem. In this post I will talk about the general process and give you an example facial stabilization python script.
Disclaimer: The script I have written here is loosely adapted from a MEL script in the book Mocap for Artists, and not something proprietary to Crytek. This is a great book for people of all experience levels, and has a chapter dedicated to facial mocap. Lastly, this script is not padded out or optimized.
To follow this you will need some facial mocap data, there is some freely downloadable here at www.mocap.lt. Grab the FBX file.
Stabilization markers
Get at least 3 markers on the actor that do not move when they move their face. These are called ’stabilization markers’ (STAB markers). You will use these markers to create a coordinate space for the head, so it is important that they not move. STAB markers are commonly found on the left and right temple, and nose bridge. Using a headband and creating virtual markers from multiple solid left/right markers works even better. Headbands move, it’s good to keep this in mind, above you see a special headrig used on Kong to create stable markers.
It is a good idea to write some tools to help you out here. At work I have written tools to parse a performance and tell me the most stable markers at any given time, if you have this data, you can also blend between them.
Load up the facial mocap file you have downloaded, it should look something like this:
In the data we have, you can delete the root, the headband markers, as well as 1-RTMPL, 1-LTMPL, and 1-MNOSE could all be considered STAB markers.
General Pipeline
As you can see, mocap data is just a bunch of translating points. So what we want to do is create a new coordinate system that has the motion of the head, and then use this to isolate the facial movement.
This will take some processing, and also an interactive user interface. You may have seen my tutorial on Creating Interactive MotionBuilder User Interface Tools. You should familiarize yourself with that because this will build on it. Below is the basic idea:
You create a library ‘myLib’ that you load into motionbuilder’s python environment. This is what does the heavy lifting, I say this because you don’t want to do things like send the position of every marker, every frame to your external app via telnet. I also load pyEuclid, a great vector library, because I didn’t feel like writing my own vector class. (MBuilder has no vector class)
Creating ‘myLib’
So we will now create our own library that sits inside MBuilder, this will essentially be a ‘toolkit’ that we communicate with from the outside. Your ‘myLib’ can be called anything, but this should be the place you store functions that do the real processing jobs, you will feed into to them from the outside UI later. The first thing you will need inside the MB python environment is something to cast FBVector3D types into pyEuclid. This is fairly simple:
#casts point3 strings to pyEuclid vectorsdef vec3(point3):
return Vector3(point3[0], point3[1], point3[2])#casts a pyEuclid vector to FBVector3ddef fbv(point3):
return FBVector3d(point3.x, point3.y, point3.z)
#casts point3 strings to pyEuclid vectors
def vec3(point3):
return Vector3(point3[0], point3[1], point3[2])
#casts a pyEuclid vector to FBVector3d
def fbv(point3):
return FBVector3d(point3.x, point3.y, point3.z)
Next is something that will return an FBModelList of models from an array of names, this is important later when we want to feed in model lists from our external app:
#returns an array of models when given an array of model names#useful with external apps/telnetlib uidef modelsFromStrings(modelNames):
output =[]for name in modelNames:
output.append(FBFindModelByName(name))return output
#returns an array of models when given an array of model names
#useful with external apps/telnetlib ui
def modelsFromStrings(modelNames):
output = []
for name in modelNames:
output.append(FBFindModelByName(name))
return output
Now, if you were to take these snippets and save them as a file called myLib.py in your MBuilder directory tree (MotionBuilder75 Ext2\bin\x64\python\lib), you can load them into the MBuilder environment. (You should have also placed pyEuclid here)
It’s always good to mock-up code in telnet because, unlike the python console in MBuilder, it supports copy/paste etc..
In the image above, I get the position of a model in MBuilder, it returns as a FBVector3D, I then import myLib and pyEuclid and use our function above to ‘cast’ the FBVector3d to a pyEuclid vector. It can now be added, subtracted, multiplied, and more; all things that are not possible with the default MBuilder python tools. Our other function ‘fbv()‘ casts pyEuclid vectors back to FBVector3d, so that MBuilder can read them.
So we can now do vector math in motionbuilder! Next we will add some code to our ‘myLib’ that stabilizes the face.
Adding Stabilization-Specific Code to ‘myLib’
One thing we will need to do a lot is generate ‘virtual markers’ from the existing markers. To do this, we need a function that returns the average position of however many vectors (marker positions) it is fed.
#returns average position of an FBModelList as FBVector3ddef avgPos(models):
mLen =len(models)if mLen ==1:
return models[0].Translation
total = vec3(models[0].Translation)for i inrange(1, mLen):
total += vec3(models[i].Translation)
avgTranslation = total/mLen
return fbv(avgTranslation)
#returns average position of an FBModelList as FBVector3d
def avgPos(models):
mLen = len(models)
if mLen == 1:
return models[0].Translation
total = vec3(models[0].Translation)
for i in range (1, mLen):
total += vec3(models[i].Translation)
avgTranslation = total/mLen
return fbv(avgTranslation)
Here is an example of avgPos() in use:
Now onto the stabilization code:
#stabilizes face markers, input 4 FBModelList arrays, leaveOrig for leaving original markersdef stab(right,left,center,markers,leaveOrig):
pMatrix = FBMatrix()
lSystem=FBSystem()
lScene = lSystem.Scene
newMarkers =[]def faceOrient():
lScene.Evaluate()
Rpos = vec3(avgPos(right))
Lpos = vec3(avgPos(left))
Cpos = vec3(avgPos(center))#build the coordinate system of the head
faceAttach.GetMatrix(pMatrix)
xVec =(Cpos - Rpos)
xVec = xVec.normalize()
zVec =((Cpos - vec3(faceAttach.Translation)).normalize()).cross(xVec)
zVec = zVec.normalize()
yVec = xVec.cross(zVec)
yVec = yVec.normalize()
facePos =(Rpos + Lpos)/2
pMatrix[0]= xVec.x
pMatrix[1]= xVec.y
pMatrix[2]= xVec.z
pMatrix[4]= yVec.x
pMatrix[5]= yVec.y
pMatrix[6]= yVec.z
pMatrix[8]= zVec.x
pMatrix[9]= zVec.y
pMatrix[10]= zVec.z
pMatrix[12]= facePos.x
pMatrix[13]= facePos.y
pMatrix[14]= facePos.z
faceAttach.SetMatrix(pMatrix,FBModelTransformationMatrix.kModelTransformation,True)
lScene.Evaluate()#keys the translation and rotation of an animNodeListdef keyTransRot(animNodeList):
for lNode in animNodeList:
if(lNode.Name=='Lcl Translation'):
lNode.KeyCandidate()if(lNode.Name=='Lcl Rotation'):
lNode.KeyCandidate()
Rpos = vec3(avgPos(right))
Lpos = vec3(avgPos(left))
Cpos = vec3(avgPos(center))#create a null that will visualize the head coordsys, then position and orient it
faceAttach = FBModelNull("faceAttach")
faceAttach.Show=True
faceAttach.Translation= fbv((Rpos + Lpos)/2)
faceOrient()#create new set of stabilized nulls, non-destructive, this should be tied to 'leaveOrig' laterfor obj in markers:
new= FBModelNull(obj.Name + '_stab')
newTran = vec3(obj.Translation)new.Translation= fbv(newTran)new.Show=Truenew.Size=20new.Parent= faceAttach
newMarkers.append(new)
lPlayerControl = FBPlayerControl()
lPlayerControl.GotoStart()
FStart =int(lPlayerControl.ZoomWindowStart.GetFrame(True))
FStop =int(lPlayerControl.ZoomWindowStop.GetFrame(True))
animNodes = faceAttach.AnimationNode.Nodesfor frame inrange(FStart,FStop):
#build proper head coordsys
faceOrient()#update stabilized markers and key themfor m inrange(0,len(newMarkers)):
markerAnimNodes = newMarkers[m].AnimationNode.Nodes
newMarkers[m].SetVector(markers[m].Translation.Data)
lScene.Evaluate()
keyTransRot(markerAnimNodes)
keyTransRot(animNodes)
lPlayerControl.StepForward()
#stabilizes face markers, input 4 FBModelList arrays, leaveOrig for leaving original markers
def stab(right,left,center,markers,leaveOrig):
pMatrix = FBMatrix()
lSystem=FBSystem()
lScene = lSystem.Scene
newMarkers = []
def faceOrient():
lScene.Evaluate()
Rpos = vec3(avgPos(right))
Lpos = vec3(avgPos(left))
Cpos = vec3(avgPos(center))
#build the coordinate system of the head
faceAttach.GetMatrix(pMatrix)
xVec = (Cpos - Rpos)
xVec = xVec.normalize()
zVec = ((Cpos - vec3(faceAttach.Translation)).normalize()).cross(xVec)
zVec = zVec.normalize()
yVec = xVec.cross(zVec)
yVec = yVec.normalize()
facePos = (Rpos + Lpos)/2
pMatrix[0] = xVec.x
pMatrix[1] = xVec.y
pMatrix[2] = xVec.z
pMatrix[4] = yVec.x
pMatrix[5] = yVec.y
pMatrix[6] = yVec.z
pMatrix[8] = zVec.x
pMatrix[9] = zVec.y
pMatrix[10] = zVec.z
pMatrix[12] = facePos.x
pMatrix[13] = facePos.y
pMatrix[14] = facePos.z
faceAttach.SetMatrix(pMatrix,FBModelTransformationMatrix.kModelTransformation,True)
lScene.Evaluate()
#keys the translation and rotation of an animNodeList
def keyTransRot(animNodeList):
for lNode in animNodeList:
if (lNode.Name == 'Lcl Translation'):
lNode.KeyCandidate()
if (lNode.Name == 'Lcl Rotation'):
lNode.KeyCandidate()
Rpos = vec3(avgPos(right))
Lpos = vec3(avgPos(left))
Cpos = vec3(avgPos(center))
#create a null that will visualize the head coordsys, then position and orient it
faceAttach = FBModelNull("faceAttach")
faceAttach.Show = True
faceAttach.Translation = fbv((Rpos + Lpos)/2)
faceOrient()
#create new set of stabilized nulls, non-destructive, this should be tied to 'leaveOrig' later
for obj in markers:
new = FBModelNull(obj.Name + '_stab')
newTran = vec3(obj.Translation)
new.Translation = fbv(newTran)
new.Show = True
new.Size = 20
new.Parent = faceAttach
newMarkers.append(new)
lPlayerControl = FBPlayerControl()
lPlayerControl.GotoStart()
FStart = int(lPlayerControl.ZoomWindowStart.GetFrame(True))
FStop = int(lPlayerControl.ZoomWindowStop.GetFrame(True))
animNodes = faceAttach.AnimationNode.Nodes
for frame in range(FStart,FStop):
#build proper head coordsys
faceOrient()
#update stabilized markers and key them
for m in range (0,len(newMarkers)):
markerAnimNodes = newMarkers[m].AnimationNode.Nodes
newMarkers[m].SetVector(markers[m].Translation.Data)
lScene.Evaluate()
keyTransRot(markerAnimNodes)
keyTransRot(animNodes)
lPlayerControl.StepForward()
We feed our ‘stab‘function FBModelLists of right, left, and center stabilization markers, it creates virtual markers from these groups. Then ‘markers’ is all the markers to be stabilized. ‘leavrOrig’ is an option I usually add, this allows for non-destructive use, I have just made the fn leave original in this example, as I favor this, so this option does nothing, but you could add it. With the original markers left, you can immediately see if there was an error in your script. (new motion should match orig)
Creating an External UI that Uses ‘myLib’
Earlier I mentioned Creating Interactive MotionBuilder User Interface Tools, where I explain how to screenscrape/use the telnet Python Remote Server to create an interactive external UI that floats as a window in MotionBuilder itself. I also use the libraries mentioned in the above article.
The code for the facial stabilization UI I have created is here: [stab_ui.py]
I will now step through code snippets pertaining to our facial STAB tool:
def getSelection():
selectedItems = []
mbPipe("selectedModels = FBModelList()")
mbPipe("FBGetSelectedModels(selectedModels,None,True)")
for item in (mbPipe("for item in selectedModels: print item.Name")):
selectedItems.append(item)
return selectedItems
This returns a list of strings that are the currently selected models in MBuilder. This is the main thing that our external UI does. The person needs to interactively choose the right, left, and center markers, then all the markers that will be stabilized.
At the left here you see what the UI looks like. To add some feedback to the buttons, you can make them change to reflect that the user has selected markers. We do so by changing the button text.
Example:
def rStabClick(self,event):
self.rStabMarkers= getSelection()printstr(self.rStabMarkers)self.rStab.Label=(str(len(self.rStabMarkers)) + " Right Markers")
This also stores all the markers the user has chosen into the variable ‘rStabMarkers‘. Once we have all the markers the user has chosen, we need to send them to ‘myLib‘ in MBuilder so that it can run our ‘stab‘ function on them. This will happen when they click ‘Stabilize Markerset‘.
Above we now use ‘modelsFromStrings‘ to feed ‘myLib’ the names of selected models. When you run this on thousands of frames, it will actually hang for up to a minute or two while it does all the processing. I discuss optimizations below. Here is a video of what you should have when stabilization is complete:
Kill the keyframes on the root (faceAttach) to remove head motion
Conclusion: Debugging/Optimization
Remember: Your stabilization will only be as good as your STAB markers. It really pays off to create tools to check marker stability.
Sometimes the terminal/screen scraping runs into issues. The mbPipe function can be padded out a lot and made more robust, this here was just an example. If you look at the external python console, you can see exactly what mbPipe is sending to MBuilder, and what it is receiving back through the terminal:
Sending>>> selectedModels = FBModelList()
Sending>>> FBGetSelectedModels(selectedModels,None,True)
Sending>>> for item in selectedModels: print item.Name
['Subject 1-RH1', 'Subject 1-RTMPL']
Sending>>> selectedModels = FBModelList()
Sending>>> FBGetSelectedModels(selectedModels,None,True)
Sending>>> for item in selectedModels: print item.Name
['Subject 1-RH1', 'Subject 1-RTMPL']
All of the above can be padded out and optimized. For instance, you could try to do everything without a single lPlayerControl.StepForward() or lScene.Evaluate(), but this takes a lot of MotionBuilder/programming knowhow; it involves only using the keyframe data to generate your matrices, positions etc, and never querying a model.
I have been researching quick ways to output MotionBuilder data visually, which I might post about later (doing some matplotlib tests here at home). The following is probably a ‘no-brainer’ to people with a programming background, but I found it interesting. Below I am using simple hashes to graph values visually in the console.
data =[20,15,10,7,5,4,3,2,1,1,0]for i in data: print'#' * i
data = [20, 15, 10, 7, 5, 4, 3, 2, 1, 1, 0]
for i in data: print '#' * i
This is another post in my short quest to profile per-frame functions in Motion Builder. This script below uses hotshot, the built in python profiler, to profile not only a function I write, but built in MBuilder c++ modules (FBPlayerControl().StepForward()).
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9
10
#wrap motionbuilder c module functions you want to profile in python functionsdef stepForward():
lPlayerControl.StepForward()
#wrap motionbuilder c module functions you want to profile in python functions
def stepForward():
lPlayerControl.StepForward()
Above is a snippet of the script below. We are wrapping the StepForward() MBuilder call in a function called stepForward(). Hotshot can profile any python function, so we trick it by wrapping a function around the c module.
from pyfbsdk import *
importhotshotimporthotshot.statsimportsys
lPlayerControl = FBPlayerControl()#wrap motionbuilder c module functions you want to profile in python functionsdef stepForward():
lPlayerControl.StepForward()#this is our function that we want to profiledef myFn():
FStart =int(lPlayerControl.ZoomWindowStart.GetFrame(True))
FStop =int(lPlayerControl.ZoomWindowStop.GetFrame(True))
FBPlayerControl().GotoStart()for frame inrange(FStart,FStop):
stepForward()#here we set up the hotshot profiler to create a profile file (binary)#by running our function (myFn)
prof =hotshot.Profile("c:\\myFn.prof")
prof.runcall(myFn)
prof.close()#now we load the profile stats
stats =hotshot.stats.load("c:\\myFn.prof")
stats.strip_dirs()
stats.sort_stats('time','calls')#and finally, we print the profile stats to the disk in a file 'myFn.log'
saveout =sys.stdout
fsock =open('c:\\myFn.log','w')sys.stdout= fsock
stats.print_stats(20)sys.stdout= saveout
fsock.close()
from pyfbsdk import *
import hotshot
import hotshot.stats
import sys
lPlayerControl = FBPlayerControl()
#wrap motionbuilder c module functions you want to profile in python functions
def stepForward():
lPlayerControl.StepForward()
#this is our function that we want to profile
def myFn():
FStart = int(lPlayerControl.ZoomWindowStart.GetFrame(True))
FStop = int(lPlayerControl.ZoomWindowStop.GetFrame(True))
FBPlayerControl().GotoStart()
for frame in range(FStart,FStop):
stepForward()
#here we set up the hotshot profiler to create a profile file (binary)
#by running our function (myFn)
prof = hotshot.Profile("c:\\myFn.prof")
prof.runcall(myFn)
prof.close()
#now we load the profile stats
stats = hotshot.stats.load("c:\\myFn.prof")
stats.strip_dirs()
stats.sort_stats('time', 'calls')
#and finally, we print the profile stats to the disk in a file 'myFn.log'
saveout = sys.stdout
fsock = open('c:\\myFn.log', 'w')
sys.stdout = fsock
stats.print_stats(20)
sys.stdout = saveout
fsock.close()
This is what the file we generated (myFn.log) looks like:
1305 function calls in 15411.020 CPU seconds
Ordered by: internal time, call count
ncalls tottime percall cumtime percall filename:lineno(function)
1304 15398.358 11.809 15398.358 11.809 speedtest.py:9(stepForward)
1 12.662 12.662 15411.020 15411.020 speedtest.py:13(myFn)
0 0.000 0.000 profile:0(profiler)
1305 function calls in 15411.020 CPU seconds
Ordered by: internal time, call count
ncalls tottime percall cumtime percall filename:lineno(function)
1304 15398.358 11.809 15398.358 11.809 speedtest.py:9(stepForward)
1 12.662 12.662 15411.020 15411.020 speedtest.py:13(myFn)
0 0.000 0.000 profile:0(profiler)
As you can see, FBPlayerControl().StepForward() is very resource intensive, and should rarely be used when crunching a lot of keyframe data. I hope this helps anyone in finding resource bottlenecks in large scripts, here’s an example of output from a larger script where I am trying to see how long scene.evaluate() and stepforward() are taking, and get rid of them by querying the keyframe data the way KxL showed before:
KxL on Autodesk’s ‘The Area‘ forum has really shed some light on to why MotionBuilder was so slow when iterating through frames. It all boils down to the usage of FBSystem().Scene.Evaluate(). This evaluates the entire scene and is very, very slow. Motionbuilder does not allow for getting a parameter at time i, or do partial scene evaluation.
So this basically means that any time you need to get the position, rotation, or matrix of a model, you should go to the keyfame data directly. (unless it’s a constraint!) Here is an example function that prints position every frame. It does so by getting the information from the fcurves themselves, and *not* querying the nodes.
#prints position given a model and a framedef PrintPosition(pModel,pFrame):
lFrameTime = FBTime(0,0,0,pFrame)
lAnimationNode = pModel.Translation.GetAnimationNode()
lPositionV = FBVector3d(
lAnimationNode.Nodes[0].FCurve.Evaluate(lFrameTime),
lAnimationNode.Nodes[1].FCurve.Evaluate(lFrameTime),
lAnimationNode.Nodes[2].FCurve.Evaluate(lFrameTime))print lPositionV
del(lFrameTime, lAnimationNode, lPositionV)
#prints position given a model and a frame
def PrintPosition(pModel,pFrame):
lFrameTime = FBTime(0,0,0,pFrame)
lAnimationNode = pModel.Translation.GetAnimationNode()
lPositionV = FBVector3d(
lAnimationNode.Nodes[0].FCurve.Evaluate(lFrameTime),
lAnimationNode.Nodes[1].FCurve.Evaluate(lFrameTime),
lAnimationNode.Nodes[2].FCurve.Evaluate(lFrameTime))
print lPositionV
del(lFrameTime, lAnimationNode, lPositionV)
Here is another example, showing how to build a transformation matrix from animation data (nodes). This is required because the normal way of requesting the matrix of a model in MBuilder (model.GetMatrix(pMatrix)), requires an Evaluate(). The following requires importing the following libraries: [math].
Soon, I hope to build an example tool showing how to iterate through frames and do facial motioncapture stabilization. That was sort of how all this came up, I wrote the tool, but it was ~20 times slower than it should have been.
This is a copy of a tutorial stored in the Tutorial section of my site.
————————————————————————————
One of the biggest complaints about MotionBuilder, from a Tech Artist/Animator standpoint is it’s Python implementation. Everyone seems to agree: It is very hard to make user-friendly tools in MotionBuilder. Which is why, as you will see, this tutorial is about creating user-friendly tools outside of MotionBuilder.
Why Is Impossible to Create an Interactive UI in MotionBuilder? Is There Another Way?
Because of threading issues, any time you create a window or tool UI in MB, the whole app freezes until you close your window. This makes it very hard to create tools that people interact with and use. I heard from someone at Sony Pictures Imageworks that it is possible to create user-friendly UI, they did it there as a seperate Python app that ‘talks’ to MB through a telnet terminal.
So this is what I did. I first scoured the ‘internets’ and found little or no information on using the telnet ‘Remote Server’ Python implementation in MB, so I decided to create this tutorial.
Python/MotionBuilder Resources
You don’t need to be experienced with Python to follow this tutorial, this is actually the first Python script I have written. You do need two things to follow along: [Python] [wxPython]
Plug: Also, if you are serious about Python Scripting in MotionBuilder, You should grab Jason Parks’ Autodesk Master Class: Python Scripting for MotionBuilder Artists, not only because he’s a friend of mine, but also because it’s an invaluable rescource (the only resource) when just starting out.
Getting Started: Remote Server and Telnetlib
Open up MB and select Window>Python Console Tool, under the ‘Configuration’ tab, you should see the following:
The checkboxes ‘Enable‘ and ‘Allow Network Connections‘ are usually off by default. Turn them both on. Now there is a telnet server running on port 4242 of your PC that can accept Python commands and execute them in MB. If you press ‘Telnet Console‘ a terminal will pop open and connect. Entering commands into this terminal is like entering them into the MB Python Console.
Now open IDLE, the Python GUI/Script editor. Create a new script as follows, my comments in green:
#Import the Python telnet libraryimporttelnetlib#Create a telnet console to your PC (127.0.0.1) and MotionBuilder (4242)
host =telnetlib.Telnet('127.0.0.1',4242)#Find the prompt, so you can enter a command (seriously)
host.read_until('>>>',5)#Create a null called 'locator'
host.write('myNull = FBModelNull("locator")\n')#Close the terminal
host.close()
#Import the Python telnet library
import telnetlib
#Create a telnet console to your PC (127.0.0.1) and MotionBuilder (4242)
host = telnetlib.Telnet('127.0.0.1', 4242)
#Find the prompt, so you can enter a command (seriously)
host.read_until('>>>', 5)
#Create a null called 'locator'
host.write('myNull = FBModelNull("locator")\n')
#Close the terminal
host.close()
If you alt+tab back to MB, you should see a null named ‘locator’ in the Schematic View. What we are basically doing is creating an invisible terminal window, like the one we saw when we clicked ‘Telnet Console‘. We then want to send the command myNull = FBModelNull(“locator”) over, but in order to do so, we first need to find the prompt. ‘\n‘ means ‘new line’, so we are essentially entering a command at the prompt and pressing [ENTER].
Communication Issues: Writing a Function to Bridge the Gap
First, you do not want to have to do this stuff every time you need to enter a Python command. Second, you need a way of getting data that is returned as a result of your command/query. This is what a simple function to do that looks like in Python:
def mbPipe(command):
host.read_until('>>>',.01)#write the command
host.write(command + '\n')#read all data returned
raw =str(host.read_until('>>>',.1))#removing garbage i don't want
raw = raw.replace('\n\r>>>','')
raw = raw.replace('\r','')#make an array, 1 element per line returned
rawArr = raw.split('\n')return rawArr
def mbPipe(command):
host.read_until('>>>', .01)
#write the command
host.write(command + '\n')
#read all data returned
raw = str(host.read_until('>>>', .1))
#removing garbage i don't want
raw = raw.replace('\n\r>>>','')
raw = raw.replace('\r','')
#make an array, 1 element per line returned
rawArr = raw.split('\n')
return rawArr
So now we have a function that makes it easier for us to communicate with MB through telnetlib. Here is an example of it’s use:
mbPipe('selectedModels = FBModelList()')
mbPipe('FBGetSelectedModels(selectedModels,None,True)')
mbPipe('for item in selectedModels: print item.Name')
mbPipe('selectedModels = FBModelList()')
mbPipe('FBGetSelectedModels(selectedModels,None,True)')
mbPipe('for item in selectedModels: print item.Name')
The code above returned the names of the currently selected items in MB as an array. ([‘Null’, ‘Null 1’, ‘Null 2’, ‘locator’, ‘Test’]) Because this returns an array, it is easy for us to write something a little more complicated like this:
for item in(mbPipe("for item in selectedModels: print item.Name")):
self.selListBox.Append(item)
for item in (mbPipe("for item in selectedModels: print item.Name")):
self.selListBox.Append(item)
This adds all items selected in MB to a listbox. Now that you have an
understanding of how to communicate with MotionBuilder through the
Remote Server and an external Python process via telnetlib, let’s now
build a tool to take advantage of this.
Practical Example of Interactive, External, MotionBuilder UI
I’m not really going to walk you through this one. It’s basically some modified wxPython example code from the internets bent to my bidding. You will see our mbPipe function and some things from above.
I decided to use wxPython because it’s a very simple and efficient UI library for Python that allows you to quickly create decent custom interfaces. You can of course use anything other tools to build a UI.
To the left here is a little tool. When you press ‘Get Selected Items‘, the listbox will fill with the ‘models’ currently selected in MB. As you click on items in the listbox, the position/rotation text at the bottom will change reflecting the position and rotation of the ‘models’ in MB. Pressing “Delete This Model‘ will delete the object in MB.
import wx
importtelnetlib
host =telnetlib.Telnet("127.0.0.1",4242)def mbPipe(command):
host.read_until('>>>',.01)#write the command
host.write(command + '\n')#read all data returned
raw =str(host.read_until('>>>',.1))#removing garbage i don't want
raw = raw.replace('\n\r>>>','')
raw = raw.replace('\r','')
rawArr = raw.split('\n')#cleanArr = [item.replace('\r', '') for item in rawArr]return rawArr
class MyFrame(wx.Frame):
def__init__(self):
# create a frame, no parent, default to wxID_ANY
wx.Frame.__init__(self,None, wx.ID_ANY,'mbUI test',pos=(200,150),size=(175,280))#create listboxself.selListBox= wx.ListBox(self, -1, choices=[],pos=(8,38),size=(150,145))self.selListBox.Bind(wx.EVT_LISTBOX,self.selListBoxChange)#create model metadataself.translationLabel= wx.StaticText(self,-1,'Pos:',pos=(8,185))self.rotationLabel= wx.StaticText(self,-1,'Rot:',pos=(8,200))#make buttonsself.selItems= wx.Button(self,id=-1,label='Get Selected Items',pos=(8,8),size=(150,28))self.selItems.Bind(wx.EVT_BUTTON,self.selItemsClick)self.selItems.SetToolTip(wx.ToolTip("Gets all 'models' selected in Motion Builder"))self.delItems= wx.Button(self,id=-1,label='Delete This Model',pos=(8,217),size=(150,28))self.delItems.Bind(wx.EVT_BUTTON,self.delItemsClick)self.delItems.SetToolTip(wx.ToolTip("Will delete selected models"))# show the frameself.Show(True)def selItemsClick(self,event):
mbPipe("selectedModels = FBModelList()")
mbPipe("FBGetSelectedModels(selectedModels,None,True)")self.selListBox.Set([])for item in(mbPipe("for item in selectedModels: print item.Name")):
self.selListBox.Append(item)def delItemsClick(self,event):
mbPipe('FBFindModelByName("' + str(self.selListBox.GetStringSelection()) + '").FBDelete()')
mbPipe("selectedModels = FBModelList()")
mbPipe("FBGetSelectedModels(selectedModels,None,True)")self.selListBox.Set([])for item in(mbPipe("for item in selectedModels: print item.Name")):
self.selListBox.Append(item)def selListBoxChange(self,event):
trans = mbPipe('FBFindModelByName("' + str(self.selListBox.GetStringSelection()) + '").Translation')
rot = mbPipe('FBFindModelByName("' + str(self.selListBox.GetStringSelection()) + '").Rotation')self.translationLabel.SetLabel(('Pos: ' + trans[0]))self.rotationLabel.SetLabel(('Rot: ' + rot[0]))
application = wx.PySimpleApp()
window = MyFrame()
application.MainLoop()
import wx
import telnetlib
host = telnetlib.Telnet("127.0.0.1", 4242)
def mbPipe(command):
host.read_until('>>>', .01)
#write the command
host.write(command + '\n')
#read all data returned
raw = str(host.read_until('>>>', .1))
#removing garbage i don't want
raw = raw.replace('\n\r>>>','')
raw = raw.replace('\r','')
rawArr = raw.split('\n')
#cleanArr = [item.replace('\r', '') for item in rawArr]
return rawArr
class MyFrame(wx.Frame):
def __init__(self):
# create a frame, no parent, default to wxID_ANY
wx.Frame.__init__(self, None, wx.ID_ANY, 'mbUI test',pos=(200, 150),size=(175,280))
#create listbox
self.selListBox = wx.ListBox(self, -1, choices=[],pos=(8,38),size=(150, 145))
self.selListBox.Bind(wx.EVT_LISTBOX, self.selListBoxChange)
#create model metadata
self.translationLabel = wx.StaticText(self,-1,'Pos:',pos=(8,185))
self.rotationLabel = wx.StaticText(self,-1,'Rot:',pos=(8,200))
#make buttons
self.selItems = wx.Button(self, id=-1,label='Get Selected Items',pos=(8, 8),size=(150, 28))
self.selItems.Bind(wx.EVT_BUTTON, self.selItemsClick)
self.selItems.SetToolTip(wx.ToolTip("Gets all 'models' selected in Motion Builder"))
self.delItems = wx.Button(self, id=-1,label='Delete This Model',pos=(8, 217),size=(150, 28))
self.delItems.Bind(wx.EVT_BUTTON, self.delItemsClick)
self.delItems.SetToolTip(wx.ToolTip("Will delete selected models"))
# show the frame
self.Show(True)
def selItemsClick(self,event):
mbPipe("selectedModels = FBModelList()")
mbPipe("FBGetSelectedModels(selectedModels,None,True)")
self.selListBox.Set([])
for item in (mbPipe("for item in selectedModels: print item.Name")):
self.selListBox.Append(item)
def delItemsClick(self,event):
mbPipe('FBFindModelByName("' + str(self.selListBox.GetStringSelection()) + '").FBDelete()')
mbPipe("selectedModels = FBModelList()")
mbPipe("FBGetSelectedModels(selectedModels,None,True)")
self.selListBox.Set([])
for item in (mbPipe("for item in selectedModels: print item.Name")):
self.selListBox.Append(item)
def selListBoxChange(self,event):
trans = mbPipe('FBFindModelByName("' + str(self.selListBox.GetStringSelection()) + '").Translation')
rot = mbPipe('FBFindModelByName("' + str(self.selListBox.GetStringSelection()) + '").Rotation')
self.translationLabel.SetLabel(('Pos: ' + trans[0]))
self.rotationLabel.SetLabel(('Rot: ' + rot[0]))
application = wx.PySimpleApp()
window = MyFrame()
application.MainLoop()
Conclusion: This Sucks, but it Makes You A Better Person
Sure, this is a pretty unconventional way to have to create tools, but suffering this will make you a better Technical Artist/Animator. Not to mention you can now create great, interactive tools, without resorting to C++ and the Open Reality SDK.
Sync Issues?: It seems that sometimes MB just closes the connection, or perhaps telnetlib does. Either way, if your tool becomes unresponsive, the trick I found is to close the tool, then uncheck/recheck ‘Allow Network Connections‘ in the ‘Python Console Tool‘ Configuration tab shown above. Then re-run your script.
PyWin32: There is another Python library called Python Win32 Extentions, that allows you to get your hands dirty with COM and things. You can use some of these to make it so that your tool shows up as a child window of the MB app itself, this way users don’t even have to press alt+tab to use your app and it looks like it belongs in MBuilder. Of course there is no mention of this on teh internets, but I found an example for 3DSMax/Python in Adam Pletcher’s GDC talk: Python for Technical Artists, and a Maya/Python example on cgTalk. This is somewhat more difficult; using the above sources I have written a MotionBuilder example of this [here].
This is a follow-up to my post about per-frame operations in MotionBuilder. For some reason they take forever. I will show you an example, and compare the MB Python implementation to other scripting implementations by executing the same code in another Autodesk product (3dsMax).
Time Stamping
First, lets find a way to see how long it takes to execute a block of code. In the example below, the script will
from pyfbsdk import *
importtime#get the time
t1 =time.time()#get selected items
selectedModels = FBModelList()
FBGetSelectedModels(selectedModels,None,True)#print each items positionfor item in selectedModels: print item.Translation#tell us how long that took (time start - time finish)print('Process took ' + str((time.time() - t1)) + ' seconds')
from pyfbsdk import *
import time
#get the time
t1 = time.time()
#get selected items
selectedModels = FBModelList()
FBGetSelectedModels(selectedModels,None,True)
#print each items position
for item in selectedModels: print item.Translation
#tell us how long that took (time start - time finish)
print ('Process took ' + str((time.time() - t1)) + ' seconds')
I can run this on some selected models and it reports: Process took 0.0 seconds. Now if you run this on, say, 60 markers, the output window has no scrollbar, and unless you have a large screen, you will not see the last output telling you how long the process took. So we can replace the print with a messagebox:
Let’s take our example from before, where we go through every frame and print the position of an object in MB. Alter that code by inserting the code from above. Add the ‘import time‘ at the top, and then set t1 before you run posEveryFrame(selectedModels[0]). Now after that function, add your line that generates a messagebox.
When I run this on a single object across 1369 frames I get the messagebox above: it takes almost 10 seconds! Remember, we are just printing a position of an object here. I wrote the same code in Maxscript and it took 0.703 seconds. This is 13 times faster than MotionBuilder, a program that prides itself on dealing with keyframe data!
I think this is because MotionBuilder is actually moving the timeslider itself, even though the UI is not updating! This must be the case, because it is just unbelievably slow. So next we will research whether or not we can grab scene info at a certain time.
In any animation package, there are many times technical artists/animators will need to iterate through all the frames of animation and do something. This is a given.
Accessing The Timeline
To access timeline functionality in MBuilder you can either get the current take and then request it’s start/stop or use the following, which grabs the start and stop in the current take/timeline:
However, this only returns a frame number in the range of your FPS, for instance, if your end frame is 1369, it will return the value 19L. To better understand this, enter 1369%30 into your Python Console, it will return 19. More info on modulo operations [here]
So how do we get time from MotionBuilder in a usable format? Here are two examples:
#this retuns the real frame number
FBPlayerControl().ZoomWindowStop.GetFrame(True)#this returns in seconds</span></code>
FBPlayerControl().ZoomWindowStop.GetSecondDouble()
#this retuns the real frame number
FBPlayerControl().ZoomWindowStop.GetFrame(True)
#this returns in seconds</span></code>
FBPlayerControl().ZoomWindowStop.GetSecondDouble()
Iterating Through the Timeline
Now that we can get the range of the frames in the timeline, let’s do stuff! Here is an example you can execute in MB showing how to iterate through time and do something for every frame (print frame number):
from pyfbsdk import *
lSystem=FBSystem()
lScene = lSystem.Scene
playaCtrl = FBPlayerControl()#this returns the start/stop as integers<code>
fStart =int(playaCtrl.ZoomWindowStart.GetFrame(True))
fStop =int(playaCtrl.ZoomWindowStop.GetFrame(True))for frame inrange(fStart,fStop): print frame
from pyfbsdk import *
lSystem=FBSystem()
lScene = lSystem.Scene
playaCtrl = FBPlayerControl()
#this returns the start/stop as integers<code>
fStart = int(playaCtrl.ZoomWindowStart.GetFrame(True))
fStop = int(playaCtrl.ZoomWindowStop.GetFrame(True))
for frame in range(fStart,fStop): print frame
Now, this is not to be confused with doing something on every frame. Above, we are just iterating through the frame numbers themselves. If there are 1000 frames, you are just going from number 1 to 1000 printing the current number.
So now let’s iterate through frames and do something every frame.
from pyfbsdk import *
def posEveryFrame(model):
lSystem=FBSystem()
lScene = lSystem.Scene#we instance the player control to read from it faster
playaCtrl = FBPlayerControl()#set our start and stop (as integers)
fStart =int(playaCtrl.ZoomWindowStart.GetFrame(True))
fStop =int(playaCtrl.ZoomWindowStop.GetFrame(True))#tell player control to go to the start of the scene
playaCtrl.GotoStart()#now iterate through the framesfor frame inrange(fStart,fStop):
#evaluate the scene to make sure the data is updated
lScene.Evaluate()#output the models positionprint model.Translation#tell the player to go to the next frame
playaCtrl.StepForward()
selectedModels = FBModelList()
FBGetSelectedModels(selectedModels,None,True)#run our function on the first model in the selection
posEveryFrame(selectedModels[0])
from pyfbsdk import *
def posEveryFrame(model):
lSystem=FBSystem()
lScene = lSystem.Scene
#we instance the player control to read from it faster
playaCtrl = FBPlayerControl()
#set our start and stop (as integers)
fStart = int(playaCtrl.ZoomWindowStart.GetFrame(True))
fStop = int(playaCtrl.ZoomWindowStop.GetFrame(True))
#tell player control to go to the start of the scene
playaCtrl.GotoStart()
#now iterate through the frames
for frame in range(fStart,fStop):
#evaluate the scene to make sure the data is updated
lScene.Evaluate()
#output the models position
print model.Translation
#tell the player to go to the next frame
playaCtrl.StepForward()
selectedModels = FBModelList()
FBGetSelectedModels(selectedModels,None,True)
#run our function on the first model in the selection
posEveryFrame(selectedModels[0])
So, executing this with a model selected should print the models translation (position) every frame for all frames in your timeslider (transport control).
Now you can start messing around with iterating through frames, and you will immediately notice two things:
1) Iterating through frames in MotionBuilder is slow. Almost slower than my grandmother entering all the values into a calculator (not even one with large numbered buttons)
2) The Python Console that you print to does not have a scroll bar, and does not have selectable text. (complete and utter fail)