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MediaPipe-UnitySolver

Face, Pose, and Hand Tracking Solver for MediaPipeUnity Plugin

Library converting Moetion (Inspired by KalidoKit) types to work within Unity for use with MediaPipeUnityPlugin landmark outputs.

UnitySolver is composed of 3 classes for Face and Pose solving. Hand solving to be added later.

🦆 Usage

NOTE: Pose solver needs a lot of work, not in a usable state with Mixamo/RPM rigs. 🛠

Pose

// Give NormalizedLandmarkList from calculator as parameter for MediaPipePoseSolver solve function
var pose = _poseSolver.Solve(list);

SetEuler(LeftHand, pose.LeftArm.Hand, 1f, 0.3f);
SetEuler(RightHand, pose.RightArm.Hand, 1f, 0.3f);

SetEuler(LeftLowerArm, pose.LeftArm.Lower, 1f, 0.3f);
SetEuler(LeftUpperArm, pose.LeftArm.Upper, 1f, 0.3f);

SetEuler(RightLowerArm, pose.RightArm.Lower, 1f, 0.3f);
SetEuler(RightUpperArm, pose.RightArm.Upper, 1f, 0.3f);

SetEuler(Hips, pose.Hips.Rotation, 0.4f, 0.1f, true);
SetEuler(Spine, pose.Spine, 0.3f, 0.1f, true);
private void SetEuler(Transform rigPart, Vector3 target, float dampener = 1, float lerpAmount = 0.3f, bool flipped = false)
{
    // Convert radians to degrees
    Vector3 toDegrees = new(target.x * Mathf.Rad2Deg, target.y * Mathf.Rad2Deg, target.z * Mathf.Rad2Deg);
    Vector3 euler = new(toDegrees.x * dampener, toDegrees.y * dampener, toDegrees.z * dampener);

    if (flipped)
    {
        Quaternion quat = Quaternion.Euler(-euler);
        rigPart.localRotation = Quaternion.Slerp(rigPart.localRotation, quat, lerpAmount);
    }
    else
    {
        Quaternion quat = Quaternion.Euler(euler);
        rigPart.localRotation = Quaternion.Slerp(rigPart.localRotation, quat, lerpAmount);
    }
}

Pose Output

public struct Pose
{
    public Arm LeftArm;
    public Arm RightArm;
    public Leg LeftLeg;
    public Leg RightLeg;
    public Vector3 Spine;
    public Hips Hips;
}

public struct Arm
{
    public Vector3 Upper;
    public Vector3 Lower;
    public Vector3 Hand;
}

public struct Leg
{
    public Vector3 Upper;
    public Vector3 Lower;
}

public struct Hips
{
    public Vector3 WorldPosition;
    public Vector3 Position;
    public Vector3 Rotation;
}

Face

// Give NormalizedLandmarkList from calculator as parameter for MediaPipeFaceSolver solve function
var face = _faceSolver.Solve(list);

Face Output

public struct Face
    {
        public Head Head;
        public Eyes Eyes;
        public float Brow;
        public Vector2 Pupils;
        public Mouth Mouth;
    }

    public struct Head
    {
        public float X;
        public float Y;
        public float Z;

        public float Width;
        public float Height;
        
        public Vector3 Position;
        public Vector3 NormalizedAngles;
    }

    public struct Mouth
    {
        public float X;
        public float Y;
        public Phoneme Shape;
    }

    public struct Phoneme
    {
        public float A;
        public float E;
        public float I;
        public float O;
        public float U;
    }

    public struct Eyes
    {
        // Wideness of eyes
        public float Left;
        public float Right;
    }

👻 Contribute

This library is a work in progress and contributions to improve it are very welcome.

git clone https://github.com/BrandonBartram98/MediaPipe-UnitySolver

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