Kimodo adds local AI humanoid animation generation to an existing Unity project. It supports prompt-driven motion, pose and end-effector constraints, analysis, baking, retargeting, Animator content,...
概要
Kimodo adds local AI humanoid animation generation to an existing Unity project. It supports prompt-driven motion, pose and end-effector constraints, analysis, baking, retargeting, Animator content,...
README
KimodoUnityBridge
Kimodo adds local AI humanoid animation generation to an existing Unity project. It supports prompt-driven motion, pose and end-effector constraints, analysis, baking, retargeting, Animator content, Timeline authoring, and runtime motion playback.
- Runs from a project-owned local runtime.
- Supports Windows, macOS, and Linux; CUDA is the primary acceleration path and CPU fallback is available.
- Keeps animation generation and assets inside the Unity project workflow.
Requirements
- Unity 2022.3 or newer
- An existing Unity project
- A character with a valid Humanoid Animator for humanoid workflows
- At least 8 GB memory and sufficient disk space for the selected models
Install
In Unity Package Manager, choose Add package from disk and select this repository’s package.json.
For a local manifest dependency, use:
"com.unity.kimodo_unity_motion_tools": "file:C:/nvlab/KimodoUnityBridge"
Minimal start
- Import the package’s Light Sample from Unity Package Manager, or open the FullDemo.
- Open its Timeline and select a Kimodo clip bound to a character.
- Enter a motion prompt and choose Generate & Bake.
- Wait for the project-local runtime and model to become ready, then play the Timeline.
Runtime diagnostics are written to NvlabKimodoQuickServer~/log/setup.log and NvlabKimodoQuickServer~/log/bridge_server.log in the Unity project.
AI agents
Install the package into the target project, then read AGENTS.md, SKILL.md, and TOOLS.md. Discover current commands through KimodoUnityBridge.Command.command_dispatcher and kimodo_help; the live schema and returned values outrank this README.
For asset-backed validation, use the maintained AnimationEval bank. Its active suites are semantic recognition (A), quality comparison (B), and generation/workflow compliance ©; the current B data is not yet blind/anonymous, and suite-specific public/private files define what the evaluator may see.
Links
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インストール
npx skillfish add oneyoungmean/kimodounitybridge