Three changesets bundled together: - faceFollow (Camera/Neck) for the ARKit-blendshape face: it can now rotate with the mapped Body_Neck joint's own local axes instead of always billboarding toward the camera. - Fixed a real correctness bug: the face was rendering as isolated dots. Verified against OpenPose's own published keypoint diagrams and source (FACE_PAIRS_RENDER_GPU, 63 pairs) that it should render connected jaw/eyebrow/nose/eye/mouth contour lines; full_limb_data() was also silently dropping face limbs entirely. Both fixed. - Default eyes/ears: most rigs (HumanIK included) have no REye/LEye/REar/LEar joints, only Head/Nose, leaving those 4 slots permanently invisible. They now get a synthetic head-relative position when unmapped but Body_Nose is mapped, anchored at and rotating with the Nose joint's own orientation (not the camera) -- toggleable via useDefaultEyesEars, always overridden by an explicit joint mapping. Also drops the RShoulder->REar / LShoulder->LEar lines from BODY_25 and COCO connectivity by request (a detection-robustness quirk of OpenPose's original network, not real anatomy) so ears stay leaf points -- a disclosed, deliberate deviation from upstream's otherwise-verbatim connectivity. All verified against real Maya (2022/2023/2024), not just logic: rotation math checked exact, explicit-mapping-overrides-fallback checked, shoulder-ear removal checked against full_limb_data() output, rendered test scenes visually confirmed against OpenPose's own reference diagrams. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
12 KiB
OpenPose Renderer for Maya
Turns an animated Maya skeleton into OpenPose-style stick-figure images (up to 25 BODY_25 body/foot + 21+21 hand + 70 face = 137 keypoints), for use with ControlNet and similar tools. Built entirely on Maya's Python API 2.0. Targets Maya 2022-2024 (Maya 2022 = Python 3.7, 2023 = Python 3.9, 2024 = Python 3.10; PySide2 -- PySide6 also detected automatically if present).
Body output supports two OpenPose skeleton formats, selectable per character (see Body model below): BODY_25 (25 points, includes MidHip + feet) and COCO (18 points, no MidHip/feet, Neck connects directly to each hip -- OpenPose's original/legacy body model). Both use the exact same joint mapping; switching formats does not require remapping.
Install
Option A -- Maya module (recommended): copy (or symlink) this whole
PoseRenderer folder somewhere on disk, then add its parent directory to
MAYA_MODULE_PATH (e.g. in Maya.env):
MAYA_MODULE_PATH = C:\path\to\parent\folder
PoseRenderer.mod (at the repo root) handles the rest: it registers the
module as PoseRenderer, adds plug-ins/ to MAYA_PLUG_IN_PATH and
python/ to PYTHONPATH automatically. In Maya: Windows >
Settings/Preferences > Plug-in Manager, find openposeRenderer.py, and
check Loaded (and Auto load if desired) -- it's now loadable by its
short name (cmds.loadPlugin("openposeRenderer")) from anywhere.
Option B -- plug-in path only: skip the module system and add
plug-ins/ directly to MAYA_PLUG_IN_PATH instead:
MAYA_PLUG_IN_PATH = C:\path\to\PoseRenderer\plug-ins
The plugin adds its own python/ folder to sys.path automatically at
load time either way (via MFnPlugin.loadPath()), so PYTHONPATH never
needs setting by hand for the plugin itself to work -- Option A's
PYTHONPATH entry only matters if you want python/openpose_renderer (or
the bundled debugpy) importable outside of loading the plugin, e.g. from
a shelf script.
Usage
1. Map a character
- Run
cmds.openposeCreateCharacter(name="myCharacter")(or use the mapping editor's Create Character button) to create oneopenposeCharacternode per person you want to output. Scenes with multipleopenposeCharacternodes render as multi-person OpenPose output. - Open the mapping editor:
cmds.openposeShowMappingEditor(). - Select the character node in the dropdown, select a joint in the viewport, click Set from Selected next to the OpenPose_full slot it corresponds to. Repeat for as many of the 137 slots as your rig has joints for -- unmapped slots simply render with zero confidence (no point/limb drawn), matching how OpenPose itself represents undetected keypoints. Face and hand slots are optional; body-only rigs work fine.
- Mappings are plain Maya connections (
joint.message -> openposeCharacter.targetJoint[i]), so they save with the scene and survive joint renames/reparenting.
2. Viewport preview
With an openposeCharacter node in the scene, a colored OpenPose-style
skeleton overlay is drawn live over the mapped joints in every viewport
(toggle per-character via the node's enableDisplay attribute; tune with
jointRadiusScale / limbThicknessScale). This is for QA of the mapping,
independent of rendering.
Body model (BODY_25 / COCO)
Each openposeCharacter node has a bodyModel enum attribute (BODY_25,
the default, or COCO), settable in the mapping editor's Body Model
dropdown or directly via cmds.setAttr("myCharacter.bodyModel", 1) (0 =
BODY_25, 1 = COCO). It controls both the live viewport overlay and the
rendered output for that character:
- BODY_25: all 25 body/foot points -- MidHip, hips/knees/ankles, eyes, ears, and the 6 foot points (heels + big/small toes).
- COCO: the original 18-point OpenPose body model -- no MidHip, no feet, and the neck connects directly to each hip instead of through a pelvis point. Slots you mapped for MidHip/feet are simply not drawn in this mode; nothing needs to be remapped to switch.
Hands and face are unaffected by this setting either way.
Default eyes/ears
Most rigs (including HumanIK) have no REye/LEye/REar/LEar joints --
only a Head/Nose. By default (useDefaultEyesEars, on unless turned off),
whenever any of those 4 slots is unmapped but Body_Nose is mapped, it
gets a synthetic head-relative position instead of being invisible --
anchored at and rotating with the joint mapped to Body_Nose itself (sized
by faceScale), so they turn with the head's actual rotation rather than
billboarding toward the camera. An explicit joint mapped to any of the 4
slots always overrides this fallback. The offsets themselves are a
reasonable approximation of human proportions, not from a published
source.
Note also: BODY_25/COCO's RShoulder->REar / LShoulder->LEar limb lines
(present in OpenPose's own spec -- a detection-robustness feature of the
original network, not a real anatomical link) are intentionally not
drawn here; ears connect only via eye->ear, staying leaf points. This is a
deliberate deviation from upstream, by request -- see the note in
constants.py.
Rendered from the
same mapped HumanIK-named test rig (test/openpose_humanik_test.ma):
| BODY_25 | COCO |
|---|---|
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Face source: facial joints, or ARKit 52 blendshapes
Most facial rigs have no joints at all -- they're driven entirely by
blendShape targets, often named per Apple's ARKit convention (from an
iPhone/TrueDepth mocap pipeline, Live Link Face, or a hand-keyed rig built
to match it). Each openposeCharacter has a faceSource enum (mapping
editor's Face Source dropdown, or cmds.setAttr("myCharacter.faceSource", 1); 0 = Joints, 1 = ARKitBlendshapes) controlling where its 70 face
keypoints come from:
-
Joints (default): unchanged from above -- map
Face_*slots to facial joints if your rig has them. -
ARKitBlendshapes: the 70 face keypoints are instead computed procedurally from 52 connectable
blendshapeWeight[0..51]float slots (in Apple's canonicalARFaceAnchor.BlendShapeLocationorder/naming --eyeBlinkLeft,jawOpen,mouthSmileLeft, etc.). Select your blendShape node (or an ARKit-mocap-driven control) and click Auto-Connect ARKit Blendshapes from Selected in the mapping editor -- it connects every one of the 52 canonical names that exists as an attribute on the selected node. The resulting face is anchored at the character's mappedBody_Nosejoint, sized by thefaceScaleattribute (world units; default 15 -- tune to your scene's unit scale).A
faceFollowenum (mapping editor's Face Follow dropdown, orcmds.setAttr("myCharacter.faceFollow", 1); 0 =Camera, 1 =Neck) controls the face plane's orientation:- Camera (default): always faces whichever camera is drawing (viewport or render camera) -- works regardless of rig conventions, since it never has to guess which way a joint's local axes point.
- Neck: rotates with the character's mapped
Body_Neckjoint instead, using that joint's own local X/Y axes as the face plane's right/up -- so the face turns with the head. This is rig-dependent (it assumes local X = right, local Y = up, which is common but not universal); if the face looks rotated relative to the head, adjust the neck joint's rotate axis, or useCamerainstead. Falls back toCameraif no joint is mapped toBody_Neck.
Accuracy caveat: there is no published, authoritative "which ARKit
weight moves which OpenPose landmark, by how much" table anywhere (unlike
BODY_25/COCO, which OpenPose's own source defines exactly). The neutral
face template and per-blendshape displacement rules in
face_blendshapes.py are a hand-authored, geometrically-reasoned
approximation -- each shape nudges only the anatomically obvious nearby
landmarks in an intuitive direction. It produces a recognizable, responsive
OpenPose-style face suitable for ControlNet conditioning, but is not a
biomechanically precise simulation. jawForward and tongueOut have no
representable effect on a frontal 2D landmark set and are no-ops.
Rendered from test/openpose_arkit_face_test.ma (a control node with all 52
ARKit-named attributes, auto-connected -- see that scene for the pattern):
| Neutral | jawOpen + smile + raised brows |
faceFollow=Neck, neck tilted 25° |
|---|---|---|
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3. Render OpenPose images
- Switch a viewport panel's Renderer menu to OpenPose to make it the active/selectable renderer for that panel (this is the Viewport 2.0 render override integration point).
- To actually generate the OpenPose PNG sequence, run:
Each frame is projected through the given camera at the scene's render resolution (
cmds.openposeRenderSequence( startFrame=1, endFrame=48, camera="renderCam", # optional; defaults to the active view's camera outputDirectory="C:/out/openpose", # optional; defaults to <workspace>/images/openpose showInRenderView=True, )defaultResolutionnode), rasterized as a black-background, OpenPose-colored image (limbs under joints, canonical BODY_25 palette, per-finger rainbow hand colors, white face contour lines), written to disk, and pushed into Maya's Render View so you can watch it render like any other renderer.
Debugging (VS Code)
.vscode/launch.json provides:
Maya: Attach (debugpy)-- attaches to a running, interactive Maya.debugpyis bundled inpython/(no separate pip install needed -- verified importable under all three target Maya Python versions, 3.7/3.9/3.10). Each session, runscripts/start_debug_server.pyinside Maya's Script Editor first (see that file's docstring), then launch this config from VS Code to hit breakpoints anywhere inplug-ins/orpython/openpose_renderer/-- including the draw override and render override callbacks, which only run inside a real Maya viewport.mayapy 2022/2023/2024: Run current file-- runs the file you have open through that Maya version's ownmayapy.exeinterpreter (withpython/onPYTHONPATH), for headless scripts that callmaya.standalone.initialize()themselves. Useful for quick iteration onconstants.py/projector.py/rasterizer.pywithout opening Maya's UI.
Notes / known limitations
- Colors/connectivity: BODY_25 and COCO keypoint layout and limb
connectivity are taken from OpenPose's own
POSE_BODY_25_BODY_PART_PAIRS/ COCO section ofPOSE_BODY_PART_PAIRS(src/openpose/pose/poseParameters.cpp), with BODY_25's colors likewise verbatim fromPOSE_BODY_25_COLORS_RENDER_GPU-- with one deliberate, by-request deviation: theRShoulder->REar/LShoulder->LEarlines upstream includes are dropped, so ears stay leaf points connected only via eye->ear (see "Default eyes/ears" above). The face's 63 contour lines (jaw/eyebrows/nose/eyes/mouth) and solid-white color are equally verbatim, fromFACE_PAIRS_RENDER_GPU/FACE_COLORS_RENDER_GPU(include/openpose/face/faceParameters.hpp) -- independently confirmed against OpenPose's own published keypoint diagrams. COCO limb colors and all hand colors are generated from an HSV hue wheel (rainbow per limb or finger) reproducing OpenPose's own visual scheme rather than a hardcoded transcription of its longer, generated gradient tables. - Projection does not attempt to replicate Maya's film-gate/overscan/fit reconciliation pixel-for-pixel -- for correct results, set the render camera's film aspect ratio to match the scene's render resolution, as you would for any Maya render.
- The "OpenPose" Renderer-menu entry uses a standard scene/HUD/present
Viewport 2.0 operation chain (so switching to it always leaves the panel
usable); the actual OpenPose image generation happens via
openposeRenderSequence, not via GPU render-target pixel substitution inside the viewport override.




