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Implement Nvidia Kimodo into Maya.

Implement Nvidia Kimodo into Maya.

https://research.nvidia.com/labs/sil/projects/kimodo/
Kimodo is a kinematic motion diffusion model trained on large-scale optical mocap data. It is controlled through text and constraints to generate high-quality 3D human and robot motions.
It seems to run on 17GB VRAM, but I hope this can be done on less, like 7 GB for example ?
Alternative make it work in a cloud as a new edition to the character creator ?
Add metahuman format to character creator ?
Etc.

3 Comments
Cory_XD
Autodesk

Interesting one - have you tried it? How would you see it working with MotionMaker?

stigla
Enthusiast

Hi,
I did try it.
While it's not all mighty and does some transitions quite badly, some major stuff does with ease.
So, certainly very useful, but not as powerful as one might expect.

Well, the implementation is another one, which is something Bifrost could be good at.
As mentioned above, the HK editor could have some additional skeleton setups like Mixamo, Metahuman, Cascadeur etc.
Some Bifrost node which could pipe fbx import, which autodetects source (if possible) and connect automatically to different skeletons would be great addition.

 

stigla
Enthusiast

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