Autumn 2026 · Sent from Tranquility Base
Visit the moon studio ↗
Game development

Kimodo: NVIDIA's Free, Open-Source AI Animation Generator for 3D Characters

Kimodo: NVIDIA's free, open-source AI animation generator. Type a prompt, get 3D character motion, no mocap. Mixamo vs. Kimodo, specs, and a drumming game demo.

An astronaut types at a computer in a moon base while a blue human mannequin strikes the pose described on the screen, a motion trail behind it
An astronaut types at a computer in a moon base while a blue human mannequin strikes the pose described on the screen, a motion trail behind it

When you're making a game with AI, creating the character model is already fast. In my last post, I used Tripo AI to turn concept art into a 3D model in a few minutes. But once the model is done, getting it to move has always been the hard part. Stock animation packs only cover the generic stuff: walk, run, jump, swing a sword. If you wanted a character to "sit on the couch playing a handheld" or "play drums along to a song," you used to have to key it frame by frame in 3D animation software, or put on a motion capture suit and record it.

Kimodo, which NVIDIA released for free as open source this year, is built to fix exactly that. You type a description, and it generates a 3D character animation. No mocap, no hand-keyed keyframes. In this post, I'll cover what Kimodo is, how it compares to Mixamo, how powerful your PC needs to be, what to do if you don't have a graphics card, and finally how a Japanese indie game developer is using this kind of AI animation generator in a real game.

What is Kimodo?

Kimodo is an open-source model that NVIDIA's Spatial Intelligence Lab announced in March 2026. The full name is Kinematic Motion Diffusion: it uses a diffusion model to generate skeletal motion for humans or humanoid robots. It was trained on about 700 hours of commercially usable optical motion capture data. The model weights are on Hugging Face, the code is on GitHub, and the license is the NVIDIA Open Model License.

Put simply, it does text to motion. It's a lot like AI image generation, except it generates the position and rotation of every skeleton joint in every frame rather than a picture. Write "a person slowly walks over, sits down, then stands up and stretches," and it generates the skeleton data for that motion. You can export it as BVH or GLB and use it in Blender, Unity, or Unreal.

Kimodo's official demo: several blue human mannequins each doing a different motion, including crouching, waving, rolling, and stretching
Official demo: different text descriptions generate different motions. Image: NVIDIA Kimodo (GitHub nv-tlabs/kimodo, Apache 2.0)

Kimodo text to motion: what can you control?

With just one sentence, the motion you get often isn't quite what you pictured. What makes Kimodo practical is that you can write text and add constraints at the same time:

  • Text description: what the motion should be. You can write it in segments and generate them one after another.
  • Full-body keyframes: set the whole pose for a given frame, for example ending in a seated pose.
  • Specific joint positions: constrain only a few joints and let the model handle the rest.
  • Hand and foot positions: for example, a hand has to touch a certain point, or a foot has to stay planted.
  • A path on the ground: give it a few waypoints or a path, and the character follows it.
Kimodo's constraints: a walking human figure with hand and foot positions, a full-body keyframe, and footprints on the ground marked
The gray skeletons are hand and foot constraints, the red skeleton is a full-body keyframe, and the circles on the ground are waypoints. Image: NVIDIA Kimodo (GitHub nv-tlabs/kimodo, Apache 2.0)

It supports three skeletons: NVIDIA's own SOMA human, the Unitree G1 humanoid robot, and SMPL-X, which is common in research. To use the motion with a typical game rig (a Mixamo rig, an engine's humanoid rig, or the model's own rig), you first need to retarget it to your character.

The three skeletons Kimodo supports: the SOMA human, the Unitree G1 robot, and the SMPL-X human
The three supported skeletons: SOMA, G1, and SMPL-X. Image: NVIDIA Kimodo (GitHub nv-tlabs/kimodo, Apache 2.0)

Kimodo vs. Mixamo vs. motion capture

In 3D animation, character motion usually comes from one of three sources. Kimodo is the third:

Mixamo

Motion capture

Kimodo

Where the motion comes from

Picked from a ready-made library

A real person records it in sensors or in front of cameras

AI generates it from text and constraints

Want a specific motion?

If the library doesn't have it, you're out of luck

Yes, but you need a space, gear, and a performer

Yes. If you can write it, you can try it

Cost

Free (needs an Adobe account)

The highest, whether you buy gear or rent a studio

Free and open source, but you need your own graphics card or pay for the cloud

How reliable the result is

High, everything is pre-recorded

High, but the data needs cleanup

It varies. You often have to generate a few times and fix things by hand

Mixamo is great for generic motions like walking, running, jumping, and attacking, and it can auto-rig your character too. Kimodo fills in the motions that "aren't in the library and aren't worth a mocap session." You can use both: rig the character in Mixamo first, then export the Kimodo motion from the cloud as an FBX on the Mixamo skeleton, and it goes straight on.

Kimodo system requirements: about 17 GB of VRAM

Kimodo's official docs are pretty direct:

  • Graphics card: in practice, it has to be NVIDIA. The most tested cards are the RTX 3090, RTX 4090, and A100.
  • VRAM: running everything on the GPU takes about 17 GB, most of it used by the text encoder (Meta's Llama 3 8B). Setting TEXT_ENCODER_DEVICE=cpu moves text encoding to the CPU and brings it down to under 3 GB, just a bit slower.
  • OS: developed and tested mainly on Linux. On Windows, Docker is recommended.
  • Environment: Python 3.10 or later, PyTorch 2.0 or later.
  • Accounts: you need a Hugging Face account and access to Meta's Meta-Llama-3-8B-Instruct.

My laptop only has Intel integrated graphics, no NVIDIA card, so I can't run it locally. If you're in the same boat, check the cloud option in the next section.

If you do have an NVIDIA card, the official repo also includes a browser-based interface (kimodo_demo): a 3D preview on top, a timeline below. You place text descriptions and constraints on the timeline, pick a model and set the length on the right, then hit Generate.

Kimodo's official interface: a human figure walking and picking something up with constraints in the middle, a timeline below, and model and generation settings on the right
The official local interface, kimodo_demo. Image: NVIDIA Kimodo (GitHub nv-tlabs/kimodo, Apache 2.0)

How to use Kimodo: the free UE 5.9 plugin, the cloud, and Blender

1. Built into Unreal Engine 5.9: AnimGenOffline

The Unreal Engine 5.9 preview, which Epic released on November 9, 2026, adds an AnimGenOffline plugin that generates animation with AI right inside Sequencer, and the first model it supports is Kimodo. You set key poses on the timeline, draw a path, write a description, and it fills in the motion in between.

This is the easiest free option right now, but you still need a strong enough NVIDIA card, and since it's a preview, the plugin's name and features may change.

2. In the cloud: Replicate

No graphics card? Replicate has a community deployment of Kimodo (sprited/kimodo, not official NVIDIA). You type a description on the web page and it generates the motion. It exports GLB and BVH, and also FBX on the Mixamo skeleton. If your character already uses the Mixamo skeleton, that's the fastest format to drop in. Replicate bills by GPU time used, so check the page for actual pricing.

3. A Blender animation add-on: Animatica

Animatica packages the Kimodo family of models as add-ons for Blender, MotionBuilder, and 3ds Max, so you don't have to set up your own server. The plans I saw were a free tier with 10 generations a month, credit packs you buy per use, and a yearly Pro plan. Plans change quickly, so check their site.

Kimodo in a real game: AI characters playing drums and bass to a song

After all the specs, the best explanation is a real example in a game. Japanese indie game developer ShadeLurk (creator of the rhythm game BEAT VISTA) recently shared two videos: one character playing bass to a song, and another playing drums to a song.

An AI-generated character sits at a drum kit and plays along to a song, with the drum chart on the left and live hit checks for each strike at the bottom
Drums: on the left is the drum chart AI pulled from the song, and at the bottom it measures live whether each stick lands in the right spot. Video: @ShadeLurk, shared with the author's permission

According to his posts, the pipeline splits the work across four tools:

Step

Tool

What it does

1. Character

Tripo

Generates the 3D character model

2. Chart

Gemini 4 Carbon

Pulls a drum chart from the song's audio and decides which drum each hit goes to

3. Motion

Kimodo (AnimGenOffline in UE 5.9) + Fable 5.2

Generates the performance motion from the chart

4. Playback

Unity

Plays the motion along with the chart and does the final fixes

A few things stand out:

1. The motion is generated in Unreal, the game runs in Unity. Here Unreal is just an "offline animation generator." Once the motion is done, it goes back to Unity. In other words, even if your game isn't built in Unreal, you can still use the Kimodo plugin in UE 5.9 to make motion.

2. He doesn't stop at "looks right." He measures every hit. The bottom of the video shows live how many millimeters the stick tip is from the drum head and how many centimeters from the target, what angle the kick drum beater is at and whether it touches the head, and then tallies how many hits on each drum "landed." The whole song is 644 hits, checked one by one.

3. AI-generated motion isn't the final product. It needs fixing. The bass video puts "Kimodo's raw output" side by side with "after fixes":

Top left is Kimodo's raw motion, the right side is the fixed version, and in the middle is a fretboard close-up marking the string and position for each note
Bass: top left is Kimodo's raw output, the right is after fixes. Video: @ShadeLurk, shared with the author's permission

The big movements Kimodo generates (holding the bass, the body groove, the hand moving along the neck) already look natural, but the fingers don't land on the right string and fret. In Unity, he separately snaps the fingertips to the correct string positions, pins the feet in place, and adds body sway.

That's exactly the limitation NVIDIA lists: Kimodo can't see objects in the scene. It doesn't know where the bass strings are or how high the drums sit, so any motion that has to "touch something" ends up being fixed by code or by hand.

Kimodo's limitations

Putting the official docs together with the example above, here's what to know before you start:

  • It doesn't always follow the text: NVIDIA says so itself. The motion won't always match the description exactly, and you often have to generate a few times and pick one.
  • It can't see the scene: it doesn't know how tall the chair is, where the table is, or what the hand is holding. Sitting down, picking things up, and playing instruments all need fixing at the end.
  • Skeletons need converting: the output is on the SOMA, SMPL-X, or G1 skeleton, so it has to be retargeted before it fits your own character.
  • The barrier is the graphics card: running it locally needs an NVIDIA card. Without one, you'll need the cloud.

How I'd use Kimodo

The homepage of my site is a moon base. The main character, Terry, can walk around, sit in the studio chair, nap on the couch, and pick up the handheld on the desk to play Snake. All of those motions come from stock animation packs. Sitting and lying down are covered, but something like "looking down while playing a handheld" isn't, so for now he just holds the handheld at his chest in a seated pose. The RPG I'm designing has the same problem: the story needs far more motions than any pack has.

That's exactly the kind of motion Kimodo is good for: "not in the generic packs, and I don't want to key it myself." I'd generate in the cloud first, export a Mixamo FBX, then retarget it to the character's own skeleton. Anywhere the character has to touch something (holding the handheld, the right height on the couch), I'd follow ShadeLurk's approach and fix it in the game.

Wrap-up: AI handles the motion, people handle the moment of contact

Models go to Tripo AI, motion goes to Kimodo. The two big hurdles of making a 3D game solo both have AI help now. But as ShadeLurk's example shows, AI-generated motion gets you "roughly right." What actually makes a player believe "he's really drumming" is fixing those last few centimeters. That part still needs a person to decide and to measure.

Have you tried generating character animation with AI? Come find me on Threads or X and leave a comment on one of my posts.