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Using Kimodo well β guidelines
Practical guidance for getting dynamic, accurate, aesthetic motion out of NVIDIA's Kimodo text-to-motion model (the SMPL-X variant this Space uses), and for chaining moves into cohesive katas.
These docs combine the official Kimodo tech report and the text-to-motion / choreography literature with our own controlled experiments on this Space (quantitative analysis of the generated joint arrays β June 2026).
Contents
- Kimodo overview β what the model is, how it was built, what it's good and bad at, the output format.
- Prompting guide β the prompt format the model expects, with rules and example prompts. Start here.
- Choreographing katas β turning single moves into a cohesive, dynamic sequence (kata structure, dynamics, the chaining rule).
- Generation settings β denoising steps, clip duration vs. playback speed, guidance β with the measured trade-offs.
- Pose control & constraints β what can control the output beyond text (poses, paths, the pose-snap / "preview-frame" mechanism), the verified limits, the skeleton-verification workflow, and the gotchas. Read before building pose/stance features.
- Taikyoku Shodan reference β the first full kata broken down: ideal front/side stance figures, the 20-move sequence + embusen, and the stance/move build plan using the verified constraint patterns.
- Stance-based kata workflow β the plan: stances = recorded poses, kata = sequence of stances, moves = in-between transitions (0-drift). Data model + how both creators change.
TL;DR cheat sheet
- Write prompts as
"A person <verb>s <side> <direction>, <quality>."β third person, present tense, ~10β12 words, one period. This matches Kimodo's training captions (which were all rewritten to start with "A personβ¦"). - Never use bare noun phrases or imperatives. "roundhouse kick" or "throw a kick" are off-distribution; we measured "roundhouse kick" producing a foot that never leaves the ground. "A person throws a roundhouse kick with the right leg." produces a real kick.
- One atomic move per clip. Chain moves for sequences; don't pack a whole combo into one prompt.
- Use ~60β100 denoising steps for crisp strikes. At 20 steps punches are mushy; at 60 they're ~3Γ snappier (this Space now defaults to 60).
- Generate at ~1.5β2.5s, not ~1s. Sub-1.5s clips truncate kicks (the foot never lands). To make a kata feel fast, play it back at 1.5Γ rather than generating ultra-short clips (this Space defaults playback to 1.5Γ).
- Vary the dynamics and build to a climax β don't make every move the same intensity. End on a balanced, held pose.
- Phrase moves as locomotion to beat stiffness. "A person steps forward and
throws a punch" engages the whole body (+96% measured articulation) vs. a
planted "throws a punch"; it also unlocks
root2dfloor paths. Avoid "into a deep stance" β a stance cue re-plants the feet and kills the motion. - To put an exact pose in a clip, pin a LATE frame, not frame 0. A fullbody
constraint at the last frame (+
post_processing) ends a motion exactly in a chosen stance (0 cm); pinning both ends (in-betweening) makes a clean transition AβB with 0 m root drift.generate_continue(frame-0 pin only) snaps the start but the root drifts ~3.5 m β avoid it for stance starts. Verify poses with the skeleton overlay, never a scalar average. See pose control.
Sources
- Kimodo tech report β https://research.nvidia.com/labs/sil/projects/kimodo/assets/kimodo_tech_report.pdf
- Kimodo project page / docs β https://research.nvidia.com/labs/sil/projects/kimodo/
- Model card β https://huggingface.co/nvidia/Kimodo-SMPLX-RP-v1
- HumanML3D / text-to-motion prompting and choreography sources are cited inline in each doc.