mixamo-llm-mocap

by squall01337Verified

Turn any video into a Mixamo-rig animation - GVHMR estimator, spec-driven retarget, FK apply in Blender via MCP. Works with any Mixamo character; built to be operated end-to-end by an AI agent.

156
Stars
38
Forks
Python
Language
8/23/2026
Added
View on GitHubDownload ZIP

⚠️ Third-Party Software Notice

This skill is third-party open-source software developed and hosted independently on GitHub. SkillTip is an informational directory and does not control or maintain the underlying repository. Any security checks displayed are automated and limited in scope. Review the source code before installing.

Read the Terms of Service

Installation

Add to your Claude Code skills directory:

# Add to your Claude Code skills
git clone https://github.com/squall01337/mixamo-llm-mocap

Getting Started

Guides for using skills like mixamo-llm-mocap.

Security Report

Verified

Last scanned: —

{
  "status": "PASSED",
  "issues": []
}

README.md

Mixamo LLM Mocap

Turn any locked-camera video — filmed or AI-generated — into a clean FK animation on any Mixamo character. One performer, or two fighting each other. No mocap suit, no manual keyframing, and every stage scriptable enough that an AI agent can run the whole loop.

license blender gpu agent

showcase

Left: AI-generated source video. Right: the automatic retarget on a Mixamo character in Blender — 10 seconds, nine punches, a slip under and a high side kick, straight through the pipeline.

showcase — two fighters

Two performers, one plate, one pass. The left fighter throws four punches and a roundhouse; the right one blocks, folds over the body shot and ducks under the kick. Both tracks are split out of the same video by screen side, retargeted onto two Mixamo characters with different proportions — Y Bot and Ninja — and placed at the distance the performers actually stood, measured from the footage.

How it works

video plate (locked camera, T-pose bookends)
   │
   ├─ 1. estimate_pose_gvhmr.py    GVHMR (SMPL-X mesh recovery) → 33 landmarks + pelvis height
   ├─ 2. analyze_landmarks.py     numeric beat detection → you write a beat sheet from NUMBERS
   ├─ 3. action_specs/<name>.json  the motion as data: support schedule, rest blends, fists
   ├─ 4. lift_to_mixamo.py         direction-preserving retarget onto YOUR rig's proportions
   ├─ 5. apply_mixamo_fk.py        FK aim + foot planting, inside live Blender (via Blender MCP)
   ├─ 6. qa_clip.py                automated gate: no explosions, no pops, no foot skate
   ├─ 7. compare_reference.py      frame-by-frame vs the video → which windows still differ
   ├─ 8. compare_pair.py           two-character plates: separation, reach, intrusion
   ├─ 9. run_in_blender.py contact real mesh-vs-mesh collision between two characters
   └─ 10. render_preview.py        preview + side-by-side showcase video

With two performers in the plate, stages 1–7 run once per fighter (--person left|right splits the tracks), setup_duo.py builds one scene holding both characters, and compare_pair.py checks what only exists when there are two of them: whether they stand, reach and miss each other the way the performers did.

The estimator provides mesh-quality joints; the lift keeps its segment directions but rebuilds every position from your character's measured bone lengths; the apply plants feet by solving hip height (never IK — Mixamo rigs are FK-only); the spec contributes only what a video cannot know: which foot is the support in each phase (including "none" for airborne beats), when fists close, where the clip locks back to rest.

Why it's different

  • Any Mixamo character. setup_rig.py builds a clean scene from your own Mixamo download and measures it into rig_profile.json (rest pose, bone lengths, hip and ground heights). Every stage reads that profile.
  • Motions are data, not code. A new motion is a small JSON spec — the action_specs/ here (a kung-fu form, a combo with a jump, a fight combination, a 360° jumping spin kick and a two-fighter duel) are worked examples of the whole schema.
  • Honest Mixamo FK. Hips are the only translating bone, everything else is quaternions at 30 fps — clips drop into any Mixamo-style workflow without cleanup.
  • Real ground contact. Planted feet solve to ground height with zero skate (the support ankle is pinned through each stance); jumps integrate the estimator's real pelvis arc.
  • A QA gate, not vibes. Exploded bones, hip pops, foot skate, drifting roots and broken rest poses are caught numerically before a human ever looks.
  • A closed refinement loop. compare_reference.py measures the retarget against the source video frame by frame on what an eye actually reads — hand height relative to the face, distance between the hands, limbs inside the torso, gaze direction — and reports the exact frame windows that diverge. Notes like "his hands are too high and his arm clips his back" become numbers, and an over-correction gets caught before it ships instead of after.
  • Two characters, one scene. A two-performer plate is split into tracks by which side of frame each occupies — robust where tracker ids swap on contact — retargeted onto two different Mixamo characters with their own measured proportions, and placed at the distance the performers actually stood, recovered from the footage rather than eyeballed. compare_pair.py then verifies separation, strike reach and limb intrusion against the video, frame by frame, and a Blender BVH pass checks the actual skinned meshes for collision — because two Mixamo characters are thicker than two humans, and a choreography built out of 2 cm near-misses collides when you retarget it faithfully. Clearance is bought from the stage with a declared, measured offset, which the comparator keeps reporting so the cost stays visible.
  • A review pass that is part of the loop. Render the showcase, put source and retarget side by side at the same beat, name what looks wrong in one sentence, then measure it. When eye and numbers disagree it is usually the numbers — every false reading in this project came from a mismatched proxy (a nose against a skull-base joint, a capsule against a mesh). docs/PIPELINE.md section 10.
  • Written for agents. Beat decisions come from analyze_landmarks.py numbers (never from eyeballing frames), every stage is a CLI or a socket call, and docs/PITFALLS.md encodes every mistake so the next operator — human or AI — doesn't repeat them.

Quickstart

  1. Installdocs/INSTALL.md walks through every dependency (list below).

  2. Build your rig scene:

    blender --background --python pipeline\setup_rig.py -- --fbx ybot.fbx --out ybot_rest.blend
    
  3. Run a plate (Blender open on the scene; plate rules in docs/PROMPTING.md):

    tools\GVHMR\.venv\Scripts\python.exe pipeline\estimate_pose_gvhmr.py --video plates\<name>\<name>.mp4 --out plates\<name>\landmarks.json
    tools\GVHMR\.venv\Scripts\python.exe pipeline\analyze_landmarks.py --landmarks plates\<name>\landmarks.json
    # beat sheet → action_specs\<name>.json  (schema: docs/PIPELINE.md)
    tools\GVHMR\.venv\Scripts\python.exe pipeline\lift_to_mixamo.py --spec action_specs\<name>.json
    python pipeline\run_in_blender.py all action_specs\<name>.json
    tools\GVHMR\.venv\Scripts\python.exe pipeline\qa_clip.py --spec action_specs\<name>.json
    tools\GVHMR\.venv\Scripts\python.exe pipeline\compare_reference.py --spec action_specs\<name>.json
    tools\GVHMR\.venv\Scripts\python.exe pipeline\render_preview.py action_specs\<name>.json --showcase
    

    compare_reference.py tells you which frame windows still differ from the video; the last command produces preview.mp4 and the side-by-side showcase.mp4 — the same format as the demo GIF above.

    Two-performer plates add --person left|right to the estimate, one spec per fighter, and a compare_pair.py run — see docs/PIPELINE.md section 9.

  4. Iterate with docs/PIPELINE.md and docs/PITFALLS.md.

What you need to bring (and where to get it)

WhatWhereNotes
A Mixamo character — any modelmixamo.com → Characters → download FBX Binary, T-poseAdobe's terms don't allow redistributing them; setup_rig.py builds and validates the scene from your download
Blender 5.1+blender.org
Blender MCP add-on (official, Blender Lab)blender.org/lab/mcp-serverenable Allow Online Access; the apply talks to its socket
GVHMR (the pose estimator — not in this repo)github.com/zju3dv/GVHMRclone into tools/GVHMR; install per docs/INSTALL.md — including a working Windows recipe (docs/requirements_gvhmr_windows.txt + prebuilt pytorch3d wheel)
GVHMR checkpoints (~5 GB)HuggingFace mirrorexact curl commands in docs/INSTALL.md
SMPL-X body modelsmpl-x.is.tue.mpg.defree research registration → download SMPL-X v1.1, place SMPLX_NEUTRAL.npz as shown in docs/INSTALL.md
GPU~8 GB VRAMdeveloped on an RTX 4080

Docs

DocWhat it covers
docs/INSTALL.mdEvery dependency, step by step, Windows-proven
docs/PIPELINE.mdThe operational loop + the action_spec schema, field by field
docs/RIG.mdMixamo rig conventions: spaces, units, the rules that must never break
docs/PITFALLS.mdEvery mistake this pipeline's development paid for, so you don't pay twice
docs/PROMPTING.mdWriting gen-video plate prompts that survive retargeting

License

MIT — see LICENSE, including third-party notes (Mixamo, GVHMR, SMPL-X, Blender MCP).

Frequently Asked Questions

What is mixamo-llm-mocap?

mixamo-llm-mocap is an open-source ai agents skill for AI coding assistants such as Claude Code, Codex CLI, and ChatGPT, built by squall01337. Turn any video into a Mixamo-rig animation - GVHMR estimator, spec-driven retarget, FK apply in Blender via MCP. Works with any Mixamo character; built to be operated end-to-end by an AI agent. It has 156 GitHub stars.

Is mixamo-llm-mocap safe to use?

Yes. mixamo-llm-mocap passed SkillsLLM's automated security scan — a dependency vulnerability audit plus prompt-injection heuristics — with no high-severity issues. You can read the full report in the Security Report section on this page.

How do I install mixamo-llm-mocap?

Clone the repository with "git clone https://github.com/squall01337/mixamo-llm-mocap" and add it to your Claude Code skills directory (see the Installation section above).

What programming language is mixamo-llm-mocap written in?

mixamo-llm-mocap is primarily written in Python. It is open-source under squall01337 on GitHub, so you can review or fork the full source.

Are there alternatives to mixamo-llm-mocap?

Yes. SkillsLLM lists many other AI Agents skills you can browse and compare side by side. Open the AI Agents category from the badge at the top of this page, or use the Related Skills and comparison links further down to weigh mixamo-llm-mocap against similar tools.

Comments (0)

No comments yet. Be the first to share your thoughts!

ECC

by affaan-m

10

The agent harness performance optimization system. Skills, instincts, memory, security, and research-first development for Claude Code, Codex, Opencode, Cursor and beyond.

242,21936,702JavaScript
AI Agentsai-agentsanthropicclaude-code
View details
15

An agentic skills framework & software development methodology that works.

234,96620,863Shell
AI Agentsai-agentsbrainstorming
View details

The agent harness performance optimization system. Skills, instincts, memory, security, and research-first development for Claude Code, Codex, Opencode, Cursor and beyond.

185,94028,768JavaScript
AI Agentsai-agentsanthropicclaude-code
View details

cc-switch

by farion1231

3

A cross-platform desktop All-in-One assistant for Claude Code, Codex, OpenCode, OpenClaw, Grok Build & Hermes Agent. Only official website: ccswitch.io

128,8688,826Rust
AI Agentsclaude-codeai-tools
View details

claude-code

by anthropics

Claude Code is an agentic coding tool that lives in your terminal, understands your codebase, and helps you code faster by executing routine tasks, explaining complex code, and handling git workflows - all through natural language commands.

120,03119,897Shell
AI Agents
View details

Developers Also Liked

Based on votes and bookmarks from developers who liked this skill

ECC

by affaan-m

10

The agent harness performance optimization system. Skills, instincts, memory, security, and research-first development for Claude Code, Codex, Opencode, Cursor and beyond.

242,21936,702JavaScript
AI Agentsai-agentsanthropicclaude-code
View details
15

An agentic skills framework & software development methodology that works.

234,96620,863Shell
AI Agentsai-agentsbrainstorming
View details

n8n

by n8n-io

12

Fair-code workflow automation platform with native AI capabilities. Combine visual building with custom code, self-host or cloud, 400+ integrations.

201,88160,308TypeScript
MCP Serversapisai-tools
View details

The agent harness performance optimization system. Skills, instincts, memory, security, and research-first development for Claude Code, Codex, Opencode, Cursor and beyond.

185,94028,768JavaScript
AI Agentsai-agentsanthropicclaude-code
View details

cc-switch

by farion1231

3

A cross-platform desktop All-in-One assistant for Claude Code, Codex, OpenCode, OpenClaw, Grok Build & Hermes Agent. Only official website: ccswitch.io

128,8688,826Rust
AI Agentsclaude-codeai-tools
View details