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oneyoungmean/kimodounitybridge

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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,...

개요

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

  1. Import the package’s Light Sample from Unity Package Manager, or open the FullDemo.
  2. Open its Timeline and select a Kimodo clip bound to a character.
  3. Enter a motion prompt and choose Generate & Bake.
  4. 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.

View this README on GitHub

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