ComfyUI官方-BuildPoseFile节点文档.md

BuildPoseFile - ComfyUI Built-in Node Documentation - ComfyUI Documentation Index Fetch the complete documentation index at: /llms.txt Use this file to discover all available pages before exploring further. Skip to main content ComfyUI home page Get Started Built-in Nodes Developers Custom Nodes Support Search... Navigation 3D BuildPoseFile - ComfyUI Built-in Node Documentation 3D BuildPoseFile - ComfyUI Built-in Node Documentation Copy page Copy page This node builds a ready-to-save 3D animation file from pose data. Copy page Copy page This node builds a ready-to-save 3D animation file from pose data. You can export an animated GLB in several visual styles — a full body mesh, joints-only preview, OpenPose skeleton, or SCAIL capsule rig — or save a BVH motion-capture clip instead. The output plugs into a file-saving node such as Save 3D Model to write the file to disk. ​ Inputs ​ Common Inputs Parameter Description Data Type Required Range pose_data 3D pose data. Accepts MHR pose data (model/shape/expression parameters, MHR70 keypoints, canonical colors, hand vertex mask) or Kimodo pose data (external Y-up rig with per-frame predicted vertices and camera). MHR_POSE_DATA / KIMODO_POSE_DATA Yes — format Output format, both fed to Save 3D Model to write to disk. ‘glb’ = animated GLB (mesh / bones / openpose / scail). ‘bvh’ = BVH mocap clip (one skeleton; needs the model). (default: glb) DYNAMIC_COMBO Yes ”glb" "bvh” sam3d_body_model Optional SAM3D body model. Required for the ‘bvh’, ‘body_mesh’, and ‘bones_only’ formats unless the pose data carries a skeleton override. SAM3D_BODY_MODEL No — fps Animation frame rate. (default: 24.0) FLOAT Yes 1.0-240.0 camera_translation Bake pred_cam_t into the root’s translation: ‘off’ = bind position; ‘centered’ = delta from frame 0; ‘absolute’ = raw (Z is camera depth — usually meters away). (default: off) COMBO Yes ”off" "centered" "absolute” track_index Track selection: -1 = all tracks; ≥0 = single track. (default: -1) INT Yes -1 to 15 ​ GLB Inputs These inputs appear when format is set to “glb”. Parameter Description Data Type Required Range mesh_style Visual style of the GLB: ‘body_mesh’ = real Armature (127 bones, skinning, TRS keyframes, 72 face morphs; needs model). ‘bones_only’ = bone-shape primitives at each joint (preview armature). ‘openpose’ = OpenPose-18 3D skeleton from keypoints. ‘scail’ = SCAIL 3D capsule rig (open cylinders capped flush by joint spheres). (default: body_mesh) DYNAMIC_COMBO Yes ”body_mesh" "bones_only" "openpose" "scail” bone_smooth_window Gaussian smoothing window on per-bone rotation keyframes / keypoint tracks. 0 = off. 7-15 calms spins/jitter where upstream Smooth misses spikes. (default: 0) INT Yes 0-51, step 2 ​ Body Mesh Inputs Appear when mesh_style is “body_mesh”. Parameter Description Data Type Required Range bone_vis Bone vis shape, rigidly skinned to each joint. ‘off’ = no bone visualization; ‘octahedrons’ = Blender-style directional bones. (default: off) DYNAMIC_COMBO Yes ”off" "octahedrons” bone_vis_radius_m Appears when bone_vis = “octahedrons”. Radius in m (sphere radius / octahedron half-width). (default: 0.02) FLOAT Yes 0.005-0.5 bone_vis_color Appears when bone_vis = “octahedrons”. Per-bone vertex colors (unlit material). ‘white’ = none, ‘rainbow_y’ = head-to-toe jet. (default: rainbow_y) COMBO Yes ”white" "rainbow_y” shader Bake per-vertex colors matching the Render node’s shaders (COLOR_0 + KHR_materials_unlit). ‘default’ = no colors. (default: default) DYNAMIC_COMBO Yes ”default" "rainbow" "rainbow_face_normal" "rainbow_face_semantic” rainbow_tilt_z Appears when shader is a rainbow variant. Rotate rainbow jet axis around Z (forward). Differentiates left/right. (default: -35.0) FLOAT Yes -90.0 to 90.0 rainbow_tilt_x Appears when shader is a rainbow variant. Rotate rainbow jet axis around X (right). Differentiates front/back. (default: 0.0) FLOAT Yes -90.0 to 90.0 person_palette_falloff Appears when shader is a rainbow variant. Per-person desaturation: each track gets (1 - falloff^k) pastel mix. (default: 0.6) FLOAT Yes 0.1-1.0 ​ Bones Only Inputs Appear when mesh_style is “bones_only”. Parameter Description Data Type Required Range bone_vis Bone vis shape, rigidly skinned to each joint. ‘octahedrons’ = Blender-style directional bones (joint → primary child). DYNAMIC_COMBO Yes ”octahedrons” bone_vis_radius_m Radius in m (sphere radius / octahedron half-width). (default: 0.02) FLOAT Yes 0.005-0.5 bone_vis_color Per-bone vertex colors (unlit material). ‘white’ = none, ‘rainbow_y’ = head-to-toe jet. (default: rainbow_y) COMBO Yes ”white" "rainbow_y” ​ OpenPose Inputs Appear when mesh_style is “openpose”. Parameter Description Data Type Required Range marker_radius_m Sphere radius in m. (default: 0.010) FLOAT Yes 0.005-0.1 stick_radius_m Limb half-width in m. Auto-clamped to bone_length x 0.1. (default: 0.008) FLOAT Yes 0.002-0.05 include_hands Append 21+21 OpenPose hands (wrist + 5 fingers x 4 joints, base→tip) sourced from pred_keypoints_3d. (default: False) BOOLEAN Yes True / False hand_marker_radius_m Hand sphere radius in m. (default: 0.005) FLOAT Yes 0.001-0.1 hand_stick_radius_m Hand limb half-width in m. (default: 0.003) FLOAT Yes 0.001-0.05 face_style Face-contour landmarks sampled from pred_vertices at fixed head-mesh vertex IDs (needs canonical_colors on pose_data). ‘full’ = all ~30 points; ‘eyes_mouth’ = eyes + outer lips only. (default: disabled) COMBO Yes ”disabled" "full" "eyes_mouth” face_marker_radius_m Face dot radius. 0 = auto = 0.3 x marker_radius_m. (default: 0.0) FLOAT Yes 0.0-0.05 ​ SCAIL Inputs Appear when mesh_style is “scail”. Parameter Description Data Type Required Range stick_radius_m Cylinder radius in m. Bones are open cylinders at constant radius; joint spheres (auto-sized to match) cap the open ends. SCAIL reference = 0.0215 m. (default: 0.022) FLOAT Yes 0.002-0.1 marker_radius_m Joint sphere radius. 0 = auto = stick_radius_m (flush cap). (default: 0.0) FLOAT Yes 0.0-0.1 material_roughness PBR roughness. SCAIL ref = 0.3. 1 = matte; 0 = chrome. (default: 0.3) FLOAT Yes 0.0-1.0 include_hands Append 21+21 hand keypoints + capsule sticks per track. (default: False) BOOLEAN Yes True / False hand_marker_radius_m Hand sphere radius in m. (default: 0.005) FLOAT Yes 0.001-0.05 hand_stick_radius_m Hand cylinder radius in m. (default: 0.003) FLOAT Yes 0.001-0.05 face_style Face-contour landmarks sampled from pred_vertices (needs canonical_colors on pose_data). ‘full’ = all ~30 points; ‘eyes_mouth’ = eyes + outer lips only. (default: disabled) COMBO Yes ”disabled" "full" "eyes_mouth” ​ BVH Inputs Appear when format is set to “bvh”. Parameter Description Data Type Required Range units BVH OFFSET/position units. ‘cm’ is the mocap standard. (default: cm) COMBO Yes ”cm" "m” Notes: The bvh format and the body_mesh and bones_only mesh styles require the sam3d_body_model input, unless the pose_data itself carries a skeleton override (a _skeleton_override dict, for example from a KimodoSample node). The node raises an error if neither is available. The openpose and scail styles are rig-independent and work directly from keypoints without the body model. In bvh format, the output contains a single skeleton. When track_index is -1 (all tracks), the first track is used. The full and eyes_mouth face_style options require canonical_colors on the pose data, which is present when the pose data comes from the MHR pipeline together with the body model. bone_smooth_window advances in steps of 2 between 0 and 51. ​ Outputs Output Name Description Data Type model_3d The generated animation file: an animated GLB or a BVH mocap clip, ready to be saved to disk with a node such as Save 3D Model. 3D_FILE This documentation was AI-generated. 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