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.
# Add to your Claude Code skills
git clone https://github.com/squall01337/mixamo-llm-mocapGuides for using ai agents skills like 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 53 GitHub stars.
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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).
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.
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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.

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.

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.
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.
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.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.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.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.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.Install — docs/INSTALL.md walks through every dependency (list below).
Build your rig scene:
blender --background --python pipeline\setup_rig.py -- --fbx ybot.fbx --out ybot_rest.blend
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.
Iterate with docs/PIPELINE.md and docs/PITFALLS.md.
| What | Where | Notes |
|---|---|---|
| A Mixamo character — any model | mixamo.com → Characters → download FBX Binary, T-pose | Adobe'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-server | enable Allow Online Access; the apply talks to its socket |
| GVHMR (the pose estimator — not in this repo) | github.com/zju3dv/GVHMR | clone 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 mirror | exact curl commands in docs/INSTALL.md |
| SMPL-X body model | smpl-x.is.tue.mpg.de | free research registration → download SMPL-X v1.1, place SMPLX_NEUTRAL.npz as shown in docs/INSTALL.md |
| GPU | ~8 GB VRAM | developed on an RTX 4080 |
| Doc | What it covers |
|---|---|
| docs/INSTALL.md | Every dependency, step by step, Windows-proven |
| docs/PIPELINE.md | The operational loop + the action_spec schema, field by field |
| docs/RIG.md | Mixamo rig conventions: spaces, units, the rules that must never break |
| docs/PITFALLS.md | Every mistake this pipeline's development paid for, so you don't pay twice |
| docs/PROMPTING.md | Writing gen-video plate prompts that survive retargeting |
MIT — see LICENSE, including third-party notes (Mixamo, GVHMR, SMPL-X, Blender MCP).