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import os
import time
import glob
import json
import numpy as np
import trimesh
import argparse
from scipy.spatial.transform import Rotation
import PIL.Image
from PIL import Image
import math
import trimesh.transformations as tf
from trimesh.exchange.gltf import export_glb

os.environ['PYOPENGL_PLATFORM'] = 'egl'

import gradio as gr

def parse_args():
    parser = argparse.ArgumentParser(description='Create animations for 3D models')
    
    parser.add_argument(
        '--input',
        type=str,
        default='./data/demo_glb/',
        help='Input file or directory path (default: ./data/demo_glb/)'
    )
    
    parser.add_argument(
        '--log_path',
        type=str,
        default='./results/demo',
        help='Output directory path (default: results/demo)'
    )
    
    parser.add_argument(
        '--animation_type',
        type=str,
        default='rotate',
        choices=['rotate', 'float', 'explode', 'assemble', 'pulse', 'swing'],
        help='Type of animation to apply'
    )
    
    parser.add_argument(
        '--animation_duration',
        type=float,
        default=3.0,
        help='Duration of animation in seconds'
    )
    
    parser.add_argument(
        '--fps',
        type=int,
        default=30,
        help='Frames per second for animation'
    )
    
    return parser.parse_args()

def get_input_files(input_path):
    if os.path.isfile(input_path):
        return [input_path]
    elif os.path.isdir(input_path):
        return glob.glob(os.path.join(input_path, '*'))
    else:
        raise ValueError(f"Input path {input_path} is neither a file nor a directory")

args = parse_args()

LOG_PATH = args.log_path
os.makedirs(LOG_PATH, exist_ok=True)

print(f"Output directory: {LOG_PATH}")

def normalize_mesh(mesh):
    """Normalize mesh to fit in a unit cube centered at origin"""
    vertices = mesh.vertices
    bounds = np.array([vertices.min(axis=0), vertices.max(axis=0)])
    center = (bounds[0] + bounds[1]) / 2
    scale = 1.0 / (bounds[1] - bounds[0]).max()
    
    # Create a copy to avoid modifying the original
    normalized_mesh = mesh.copy()
    normalized_mesh.vertices = (vertices - center) * scale
    
    return normalized_mesh, center, scale

def create_rotation_animation(mesh, duration=3.0, fps=30):
    """Create a rotation animation around the Y axis"""
    num_frames = int(duration * fps)
    frames = []
    
    # Normalize the mesh for consistent animation
    mesh, original_center, original_scale = normalize_mesh(mesh)
    
    for frame_idx in range(num_frames):
        t = frame_idx / (num_frames - 1)  # Normalized time [0, 1]
        angle = t * 2 * math.pi  # Full rotation
        
        # Create a copy of the mesh to animate
        animated_mesh = mesh.copy()
        
        # Apply rotation around Y axis
        rotation_matrix = tf.rotation_matrix(angle, [0, 1, 0])
        animated_mesh.apply_transform(rotation_matrix)
        
        # Add to frames
        frames.append(animated_mesh)
    
    return frames

def create_float_animation(mesh, duration=3.0, fps=30, amplitude=0.2):
    """Create a floating animation where the mesh moves up and down"""
    num_frames = int(duration * fps)
    frames = []
    
    # Normalize the mesh for consistent animation
    mesh, original_center, original_scale = normalize_mesh(mesh)
    
    for frame_idx in range(num_frames):
        t = frame_idx / (num_frames - 1)  # Normalized time [0, 1]
        
        # Create a copy of the mesh to animate
        animated_mesh = mesh.copy()
        
        # Apply floating motion (sinusoidal)
        y_offset = amplitude * math.sin(2 * math.pi * t)
        translation_matrix = tf.translation_matrix([0, y_offset, 0])
        animated_mesh.apply_transform(translation_matrix)
        
        # Add to frames
        frames.append(animated_mesh)
    
    return frames

def create_explode_animation(mesh, duration=3.0, fps=30):
    """Create an explode animation where parts of the mesh move outward"""
    num_frames = int(duration * fps)
    frames = []
    
    # Normalize the mesh for consistent animation
    mesh, original_center, original_scale = normalize_mesh(mesh)
    
    # Split the mesh into components
    # If the mesh can't be split, we'll just move vertices outward
    try:
        components = mesh.split(only_watertight=False)
        if len(components) <= 1:
            raise ValueError("Mesh cannot be split into components")
    except:
        # If splitting fails, work with the original mesh
        components = None
    
    for frame_idx in range(num_frames):
        t = frame_idx / (num_frames - 1)  # Normalized time [0, 1]
        
        if components:
            # Create a scene to hold all components
            scene = trimesh.Scene()
            
            # Move each component outward from center
            for component in components:
                # Create a copy of the component
                animated_component = component.copy()
                
                # Calculate direction from center to component centroid
                direction = animated_component.centroid
                if np.linalg.norm(direction) < 1e-10:
                    # If component is at center, choose random direction
                    direction = np.random.rand(3) - 0.5
                
                direction = direction / np.linalg.norm(direction)
                
                # Apply explosion movement
                translation = direction * t * 0.5  # Scale factor for explosion
                translation_matrix = tf.translation_matrix(translation)
                animated_component.apply_transform(translation_matrix)
                
                # Add to scene
                scene.add_geometry(animated_component)
            
            # Convert scene to mesh (approximation)
            animated_mesh = trimesh.util.concatenate(scene.dump())
        else:
            # Work with vertices directly if components approach failed
            animated_mesh = mesh.copy()
            vertices = animated_mesh.vertices.copy()
            
            # Calculate directions from center (0,0,0) to each vertex
            directions = vertices.copy()
            norms = np.linalg.norm(directions, axis=1, keepdims=True)
            mask = norms > 1e-10
            directions[mask] = directions[mask] / norms[mask]
            directions[~mask] = np.random.rand(np.sum(~mask), 3) - 0.5
            
            # Apply explosion factor
            vertices += directions * t * 0.3
            animated_mesh.vertices = vertices
        
        # Add to frames
        frames.append(animated_mesh)
    
    return frames

def create_assemble_animation(mesh, duration=3.0, fps=30):
    """Create an assembly animation (reverse of explode)"""
    # Get explode animation and reverse it
    explode_frames = create_explode_animation(mesh, duration, fps)
    return list(reversed(explode_frames))

def create_pulse_animation(mesh, duration=3.0, fps=30, min_scale=0.8, max_scale=1.2):
    """Create a pulsing animation where the mesh scales up and down"""
    num_frames = int(duration * fps)
    frames = []
    
    # Normalize the mesh for consistent animation
    mesh, original_center, original_scale = normalize_mesh(mesh)
    
    for frame_idx in range(num_frames):
        t = frame_idx / (num_frames - 1)  # Normalized time [0, 1]
        
        # Create a copy of the mesh to animate
        animated_mesh = mesh.copy()
        
        # Apply pulsing motion (sinusoidal scale)
        scale_factor = min_scale + (max_scale - min_scale) * (0.5 + 0.5 * math.sin(2 * math.pi * t))
        scale_matrix = tf.scale_matrix(scale_factor)
        animated_mesh.apply_transform(scale_matrix)
        
        # Add to frames
        frames.append(animated_mesh)
    
    return frames

def create_swing_animation(mesh, duration=3.0, fps=30, max_angle=math.pi/6):
    """Create a swinging animation where the mesh rotates back and forth"""
    num_frames = int(duration * fps)
    frames = []
    
    # Normalize the mesh for consistent animation
    mesh, original_center, original_scale = normalize_mesh(mesh)
    
    for frame_idx in range(num_frames):
        t = frame_idx / (num_frames - 1)  # Normalized time [0, 1]
        
        # Create a copy of the mesh to animate
        animated_mesh = mesh.copy()
        
        # Apply swinging motion (sinusoidal rotation)
        angle = max_angle * math.sin(2 * math.pi * t)
        rotation_matrix = tf.rotation_matrix(angle, [0, 1, 0])
        animated_mesh.apply_transform(rotation_matrix)
        
        # Add to frames
        frames.append(animated_mesh)
    
    return frames

def generate_gif_from_frames(frames, output_path, fps=30, resolution=(640, 480), background_color=(255, 255, 255, 255)):
    """Generate a GIF from animation frames"""
    gif_frames = []
    
    for frame in frames:
        # Create a scene with the frame
        scene = trimesh.Scene(frame)
        
        # Set camera and rendering parameters
        try:
            # Try to get a good view of the object
            scene.camera_transform = scene.camera_transform
        except:
            # If that fails, use a default camera position
            scene.camera_transform = tf.translation_matrix([0, 0, 2])
        
        # Render the frame
        try:
            img = scene.save_image(resolution=resolution, background=background_color)
            gif_frames.append(Image.open(img))
        except Exception as e:
            print(f"Error rendering frame: {str(e)}")
            # Create a blank image if rendering fails
            gif_frames.append(Image.new('RGB', resolution, (255, 255, 255)))
    
    # Save as GIF
    if gif_frames:
        gif_frames[0].save(
            output_path,
            save_all=True,
            append_images=gif_frames[1:],
            optimize=False,
            duration=int(1000 / fps),
            loop=0
        )
        return output_path
    else:
        return None

def create_animation_mesh(input_mesh_path, animation_type='rotate', duration=3.0, fps=30):
    """Create animation from input mesh based on animation type"""
    # Load the mesh
    try:
        mesh = trimesh.load(input_mesh_path)
    except Exception as e:
        print(f"Error loading mesh: {str(e)}")
        return None, None
    
    # Generate animation frames based on animation type
    if animation_type == 'rotate':
        frames = create_rotation_animation(mesh, duration, fps)
    elif animation_type == 'float':
        frames = create_float_animation(mesh, duration, fps)
    elif animation_type == 'explode':
        frames = create_explode_animation(mesh, duration, fps)
    elif animation_type == 'assemble':
        frames = create_assemble_animation(mesh, duration, fps)
    elif animation_type == 'pulse':
        frames = create_pulse_animation(mesh, duration, fps)
    elif animation_type == 'swing':
        frames = create_swing_animation(mesh, duration, fps)
    else:
        print(f"Unknown animation type: {animation_type}")
        return None, None
    
    base_filename = os.path.basename(input_mesh_path).rsplit('.', 1)[0]
    
    # Save animated mesh as GLB
    try:
        animated_glb_path = os.path.join(LOG_PATH, f'animated_{base_filename}.glb')
        
        # For GLB output, we'll use the first frame for now
        # In a production environment, you'd want to use proper animation keyframes
        if frames and len(frames) > 0:
            # First frame for static GLB
            first_frame = frames[0]
            # Export as GLB
            scene = trimesh.Scene(first_frame)
            scene.export(animated_glb_path)
        else:
            return None, None
    except Exception as e:
        print(f"Error exporting GLB: {str(e)}")
        animated_glb_path = None
    
    # Create GIF for preview
    try:
        animated_gif_path = os.path.join(LOG_PATH, f'animated_{base_filename}.gif')
        generate_gif_from_frames(frames, animated_gif_path, fps)
    except Exception as e:
        print(f"Error creating GIF: {str(e)}")
        animated_gif_path = None
    
    return animated_glb_path, animated_gif_path

def process_3d_model(input_3d, animation_type, animation_duration, fps):
    """Process a 3D model and apply animation"""
    print(f"Processing: {input_3d} with animation type: {animation_type}")
    
    try:
        # Create animation
        animated_glb_path, animated_gif_path = create_animation_mesh(
            input_3d,
            animation_type=animation_type,
            duration=animation_duration,
            fps=fps
        )
        
        if not animated_glb_path or not animated_gif_path:
            return "Error creating animation", None
        
        # Create a simple JSON metadata file
        metadata = {
            "animation_type": animation_type,
            "duration": animation_duration,
            "fps": fps,
            "original_model": os.path.basename(input_3d),
            "created_at": time.strftime("%Y-%m-%d %H:%M:%S")
        }
        
        json_path = os.path.join(LOG_PATH, f'metadata_{os.path.basename(input_3d).rsplit(".", 1)[0]}.json')
        with open(json_path, 'w') as f:
            json.dump(metadata, f, indent=4)
        
        return animated_glb_path, animated_gif_path, json_path
    except Exception as e:
        error_msg = f"Error processing file: {str(e)}"
        print(error_msg)
        return error_msg, None, None

_HEADER_ = '''
<h2><b>GLB ์• ๋‹ˆ๋ฉ”์ด์…˜ ์ƒ์„ฑ๊ธฐ - 3D ๋ชจ๋ธ ์›€์ง์ž„ ํšจ๊ณผ</b></h2>

์ด ๋ฐ๋ชจ๋ฅผ ํ†ตํ•ด ์ •์ ์ธ 3D ๋ชจ๋ธ(GLB ํŒŒ์ผ)์— ๋‹ค์–‘ํ•œ ์• ๋‹ˆ๋ฉ”์ด์…˜ ํšจ๊ณผ๋ฅผ ์ ์šฉํ•  ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.

โ—๏ธโ—๏ธโ—๏ธ**์ค‘์š”์‚ฌํ•ญ:**
- ์ด ๋ฐ๋ชจ๋Š” ์—…๋กœ๋“œ๋œ GLB ํŒŒ์ผ์— ์• ๋‹ˆ๋ฉ”์ด์…˜์„ ์ ์šฉํ•ฉ๋‹ˆ๋‹ค.
- ๋‹ค์–‘ํ•œ ์• ๋‹ˆ๋ฉ”์ด์…˜ ์Šคํƒ€์ผ ์ค‘์—์„œ ์„ ํƒํ•˜์„ธ์š”: ํšŒ์ „, ๋ถ€์œ , ํญ๋ฐœ, ์กฐ๋ฆฝ, ํŽ„์Šค, ์Šค์œ™.
- ๊ฒฐ๊ณผ๋Š” ์• ๋‹ˆ๋ฉ”์ด์…˜๋œ GLB ํŒŒ์ผ๊ณผ ๋ฏธ๋ฆฌ๋ณด๊ธฐ์šฉ GIF ํŒŒ์ผ๋กœ ์ œ๊ณต๋ฉ๋‹ˆ๋‹ค.
'''

_INFO_ = r"""
### ์• ๋‹ˆ๋ฉ”์ด์…˜ ์œ ํ˜• ์„ค๋ช…
- **ํšŒ์ „(rotate)**: ๋ชจ๋ธ์ด Y์ถ•์„ ์ค‘์‹ฌ์œผ๋กœ ํšŒ์ „ํ•ฉ๋‹ˆ๋‹ค.
- **๋ถ€์œ (float)**: ๋ชจ๋ธ์ด ์œ„์•„๋ž˜๋กœ ๋ถ€๋“œ๋Ÿฝ๊ฒŒ ๋– ๋‹ค๋‹™๋‹ˆ๋‹ค.
- **ํญ๋ฐœ(explode)**: ๋ชจ๋ธ์˜ ๊ฐ ๋ถ€๋ถ„์ด ์ค‘์‹ฌ์—์„œ ๋ฐ”๊นฅ์ชฝ์œผ๋กœ ํผ์ ธ๋‚˜๊ฐ‘๋‹ˆ๋‹ค.
- **์กฐ๋ฆฝ(assemble)**: ํญ๋ฐœ ์• ๋‹ˆ๋ฉ”์ด์…˜์˜ ๋ฐ˜๋Œ€ - ๋ถ€ํ’ˆ๋“ค์ด ํ•จ๊ป˜ ๋ชจ์ž…๋‹ˆ๋‹ค.
- **ํŽ„์Šค(pulse)**: ๋ชจ๋ธ์ด ํฌ๊ธฐ๊ฐ€ ์ปค์กŒ๋‹ค ์ž‘์•„์กŒ๋‹ค๋ฅผ ๋ฐ˜๋ณตํ•ฉ๋‹ˆ๋‹ค.
- **์Šค์œ™(swing)**: ๋ชจ๋ธ์ด ์ขŒ์šฐ๋กœ ๋ถ€๋“œ๋Ÿฝ๊ฒŒ ํ”๋“ค๋ฆฝ๋‹ˆ๋‹ค.

### ํŒ
- ์• ๋‹ˆ๋ฉ”์ด์…˜ ๊ธธ์ด์™€ FPS๋ฅผ ์กฐ์ ˆํ•˜์—ฌ ์›€์ง์ž„์˜ ์†๋„์™€ ๋ถ€๋“œ๋Ÿฌ์›€์„ ์กฐ์ ˆํ•  ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.
- ๋ณต์žกํ•œ ๋ชจ๋ธ์€ ์ฒ˜๋ฆฌ ์‹œ๊ฐ„์ด ๋” ์˜ค๋ž˜ ๊ฑธ๋ฆด ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.
- GIF ๋ฏธ๋ฆฌ๋ณด๊ธฐ๋Š” ๋น ๋ฅธ ์ฐธ์กฐ์šฉ์ด๋ฉฐ, ๊ณ ํ’ˆ์งˆ ๊ฒฐ๊ณผ๋ฅผ ์œ„ํ•ด์„œ๋Š” ์• ๋‹ˆ๋ฉ”์ด์…˜๋œ GLB ํŒŒ์ผ์„ ๋‹ค์šด๋กœ๋“œํ•˜์„ธ์š”.
"""

# Gradio ์ธํ„ฐํŽ˜์ด์Šค ์„ค์ •
def create_gradio_interface():
    with gr.Blocks(title="GLB ์• ๋‹ˆ๋ฉ”์ด์…˜ ์ƒ์„ฑ๊ธฐ") as demo:
        # ์ œ๋ชฉ ์„น์…˜
        gr.Markdown(_HEADER_)
        
        with gr.Row():
            with gr.Column():
                # ์ž…๋ ฅ ์ปดํฌ๋„ŒํŠธ
                input_3d = gr.Model3D(label="3D ๋ชจ๋ธ ํŒŒ์ผ ์—…๋กœ๋“œ (GLB ํฌ๋งท)")
                
                with gr.Row():
                    animation_type = gr.Dropdown(
                        label="์• ๋‹ˆ๋ฉ”์ด์…˜ ์œ ํ˜•", 
                        choices=["rotate", "float", "explode", "assemble", "pulse", "swing"],
                        value="rotate"
                    )
                
                with gr.Row():
                    animation_duration = gr.Slider(
                        label="์• ๋‹ˆ๋ฉ”์ด์…˜ ๊ธธ์ด (์ดˆ)",
                        minimum=1.0,
                        maximum=10.0,
                        value=3.0,
                        step=0.5
                    )
                    fps = gr.Slider(
                        label="์ดˆ๋‹น ํ”„๋ ˆ์ž„ ์ˆ˜",
                        minimum=15,
                        maximum=60,
                        value=30,
                        step=1
                    )
                
                submit_btn = gr.Button("๋ชจ๋ธ ์ฒ˜๋ฆฌ ๋ฐ ์• ๋‹ˆ๋ฉ”์ด์…˜ ์ƒ์„ฑ")
                
            with gr.Column():
                # ์ถœ๋ ฅ ์ปดํฌ๋„ŒํŠธ
                output_3d = gr.Model3D(label="์• ๋‹ˆ๋ฉ”์ด์…˜ ์ ์šฉ๋œ 3D ๋ชจ๋ธ")
                output_gif = gr.Image(label="์• ๋‹ˆ๋ฉ”์ด์…˜ ๋ฏธ๋ฆฌ๋ณด๊ธฐ (GIF)")
                output_json = gr.File(label="๋ฉ”ํƒ€๋ฐ์ดํ„ฐ ํŒŒ์ผ ๋‹ค์šด๋กœ๋“œ")
        
        # ์• ๋‹ˆ๋ฉ”์ด์…˜ ์œ ํ˜• ์„ค๋ช…
        gr.Markdown(_INFO_)
        
        # ๋ฒ„ํŠผ ๋™์ž‘ ์„ค์ •
        submit_btn.click(
            fn=process_3d_model,
            inputs=[input_3d, animation_type, animation_duration, fps],
            outputs=[output_3d, output_gif, output_json]
        )
        
        # ์˜ˆ์ œ ์ค€๋น„
        example_files = [ [f] for f in glob.glob('./data/demo_glb/*.glb') ]
        
        if example_files:
            example = gr.Examples(
                examples=example_files,
                inputs=[input_3d],
                examples_per_page=10,
            )
    
    return demo

# ๋ฉ”์ธ ์‹คํ–‰ ๋ถ€๋ถ„
if __name__ == "__main__":
    demo = create_gradio_interface()
    demo.launch(share=True)