diff --git a/site/content/en/docs/manual/advanced/annotation-with-skeletons/_index.md b/site/content/en/docs/manual/advanced/annotation-with-skeletons/_index.md new file mode 100644 index 00000000..f59f36cd --- /dev/null +++ b/site/content/en/docs/manual/advanced/annotation-with-skeletons/_index.md @@ -0,0 +1,16 @@ +--- +title: 'Annotation with skeletons' +linkTitle: 'Annotation with skeletons' +weight: 12 +description: 'Guide to creating and editing skeletons.' +--- + + +Skeletons should be used as annotations `templates` when you need to annotate complex objects sharing the same structure +(e.g. human pose estimation, facial landmarks, etc.). +A skeleton consist of any number of points (also called as elements), joined or not joined by edges. +Any point itself is considered like an individual object with its own attributes and properties +(like color, occluded, outside, etc). At the same time a skeleton point can exist only within the parent skeleton. + +Any skeleton elements can be hidden (by marking them `outside`) if necessary (for example if a part is out of a frame). +Currently there are two formats which support exporting skeletons: CVAT & COCO. diff --git a/site/content/en/docs/manual/advanced/annotation-with-skeletons/creating-the-skeleton.md b/site/content/en/docs/manual/advanced/annotation-with-skeletons/creating-the-skeleton.md new file mode 100644 index 00000000..969be13c --- /dev/null +++ b/site/content/en/docs/manual/advanced/annotation-with-skeletons/creating-the-skeleton.md @@ -0,0 +1,59 @@ +--- +title: "Creating the skeleton" +linkTitle: "Creating the skeleton" +weight: 1 +--- + +#### Initial skeleton setup + +Unlike other CVAT objects, to start annotating using skeletons, first of all you need to setup a skeleton. +You can do that in the label configurator during creating a task/project, or later in created instances. + +So, start by clicking `Setup skeleton` option: + + + +Below the regular label form where you need to add a name, and setup attributes if necessary, +you will see a drawing area with some buttons aside: + + + +- PUT AN IMAGE AS A BACKGROUND - is a helpful feature you can use to draw a skeleton template easier, +seeing an example - object you need to annotate in the future. +- PUT NEW SKELETON POINTS - is activated by default. +It is a mode where you can add new skeleton points clicking the drawing area. +- DRAW AN EDGE BETWEEN TWO POINTS - in this mode you can add an edge, +clicking any two points, which are not joined yet. +- REMOVE A DRAWN SKELETON POINTS - in this mode clicking a point will remove the point and all attached edges. +You can also remove an edge only, it will be highligted as red on hover. +- DOWNLOAD DRAWN TEMPLATE AS AN .SVG - you can download setup configuration to use it in future +- UPLOAD A TEMPLATE FROM AN .SVG FILE - you can upload previously downloaded configuration + +Let's draw an exampe skeleton - star. After the skeleton is drawn, you can setup each its point. +Just hover the point, do right mouse click and click `Configure`: + + + +Here you can setup a point name, its color and attributes if necessary like for a regular CVAT label: + + + +Press `Done` button to finish editing the point. Press `Continue` button to save the skeleton. +Continue creating a task/project in a regular way. + +For an existing task/project you are not allowed to change a skeleton configuration for now. +You can copy/insert skeletons configuration using `Raw` tab of the label configurator. + +#### Drawing a skeleton from rectangle + +In opened job go to left sidebar and find `Draw new skeleton` control, hover it: + + + +If the control is absent, be sure you have setup at least one skeleton in the corresponding task/project. +In a pop-up dropdown you can select between a skeleton `Shape` and a skeleton `Track`, depends on your task. +Draw a skeleton as a regular bounding box, clicking two points on a canvas: + + + +Well done, you've just created the first skeleton. diff --git a/site/content/en/docs/manual/advanced/annotation-with-skeletons/editing-the-skeleton.md b/site/content/en/docs/manual/advanced/annotation-with-skeletons/editing-the-skeleton.md new file mode 100644 index 00000000..2bdae7f5 --- /dev/null +++ b/site/content/en/docs/manual/advanced/annotation-with-skeletons/editing-the-skeleton.md @@ -0,0 +1,39 @@ +--- +title: 'Editing the skeleton' +linkTitle: 'Editing the skeleton' +weight: 2 +--- + +#### Editing skeletons on the canvas + +A drawn skeleton is wrapped by a bounding box for a user convenience. +Using this wrapper the user can edit the skeleton as a regular bounding box, by dragging, resizing, or rotating: + + + +Moreover, each the skeleton point can be dragged itself. After dragging, the wrapping bounding box is +adjusted automatically, other points are not affected: + + + +You can use `Shortcuts` on both a skeleton itself and its elements. +- Hover the mouse cursor over the bounding box to apply a shortcut on the whole skeleton +(like lock, occluded, pinned, keyframe and outside for skeleton tracks) +- Hover the mouse cursor over one of skeleton points to apply a shortcut to this point +(the same shortcuts list, but **outside is available also for a skeleton shape elements**) + +#### Editing skeletons on the sidebar + +Using the sidebar is another way to setup skeleton properties, and attributes. +It works a similar way, like for other kinds of objects supported by CVAT, but with some changes: + +- A user is not allowed to switch a skeleton label +- `Outside` property is always available for skeleton elements (it does not matter if they are tracks or not) +- Additional collapse is available for a user, to see a list of skeleton parts + +
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