# Using Kimodo well — 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 — June 2026). ## Contents 1. **[Kimodo overview](kimodo-overview.md)** — what the model is, how it was built, what it's good and bad at, the output format. 2. **[Prompting guide](prompting-guide.md)** — the prompt format the model expects, with rules and example prompts. *Start here.* 3. **[Choreographing katas](choreographing-katas.md)** — turning single moves into a cohesive, dynamic sequence (kata structure, dynamics, the chaining rule). 4. **[Generation settings](generation-settings.md)** — denoising steps, clip duration vs. playback speed, guidance — with the measured trade-offs. 5. **[Pose control & constraints](pose-control-and-constraints.md)** — 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.* 6. **[Taikyoku Shodan reference](kata-taikyoku-reference.md)** — 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. 7. **[Stance-based kata workflow](stance-based-kata-workflow.md)** — 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 s , ."`** — third person, present tense, ~10–12 words, one period. This matches Kimodo's training captions (which were *all* rewritten to start with "A person…"). - **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 ~60–100 denoising steps for crisp strikes.** At 20 steps punches are mushy; at 60 they're ~3× snappier (this Space now defaults to 60). - **Generate at ~1.5–2.5s, not ~1s.** Sub-1.5s clips truncate kicks (the foot never lands). To make a kata *feel* fast, play it back at 1.5× rather than generating ultra-short clips (this Space defaults playback to 1.5×). - **Vary the dynamics and build to a climax** — 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 `root2d` floor paths. Avoid "*into a deep stance*" — 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 A→B with **0 m root drift**. `generate_continue` (frame-0 pin only) snaps the start but the **root drifts ~3.5 m** — avoid it for stance starts. Verify poses with the skeleton overlay, never a scalar average. See [pose control](pose-control-and-constraints.md). ## Sources - Kimodo tech report — https://research.nvidia.com/labs/sil/projects/kimodo/assets/kimodo_tech_report.pdf - Kimodo project page / docs — https://research.nvidia.com/labs/sil/projects/kimodo/ - Model card — https://huggingface.co/nvidia/Kimodo-SMPLX-RP-v1 - HumanML3D / text-to-motion prompting and choreography sources are cited inline in each doc.