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Motion Pipeline

Community
notque
motion-pipeline

CPU-only motion data processing pipeline for game animation: BVH import, contact detection, root decomposition, motion blending, FABRIK IK. No GPU required.

Overview

Publishernotque
Repositoryvexjoy-agent
Skill namemotion-pipeline
Stars
443
Forks
50
Bundled files
Instructions only
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by notque on GitHub. Read the source before you install it.

Installation

Install the Motion Pipeline AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/notque/vexjoy-agent/tree/main/skills/game/motion-pipeline
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/notque/vexjoy-agent.git /tmp/vexjoy-agent
mkdir -p .claude/skills
cp -r /tmp/vexjoy-agent/skills/game/motion-pipeline .claude/skills/motion-pipeline
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Motion Pipeline in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Motion Pipeline on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Motion Pipeline is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Motion Pipeline Skill

CPU-only motion data processing pipeline for game animation, inspired by Meta's ai4animationpy framework (CC BY-NC 4.0). All operations run on numpy and scipy with no GPU or PyTorch required.

Why standalone implementations?

ai4animationpy's Math/Tensor.py imports torch unconditionally at the top level, which propagates through every module (Animation, Import, IK, Math). This means zero ai4animationpy modules are importable without PyTorch installed. The standalone implementations in scripts/motion-pipeline.py replicate the key algorithms from their source code using only numpy + scipy.

Environment setup

bash
# Create venv (one-time)
python3 -m venv /home/feedgen/vexjoy-agent/motion-pipeline-env/

# Install CPU-only deps
motion-pipeline-env/bin/pip install numpy scipy pygltflib Pillow

# Verify
motion-pipeline-env/bin/python -c "import numpy; import scipy; import pygltflib; print('OK')"

The venv is gitignored. The skill documents setup; it does not commit the venv.

Commands

All commands output JSON to stdout. Errors go to stderr with exit code 1.

import-bvh

Parse a BVH mocap file and print a motion summary.

bash
motion-pipeline-env/bin/python scripts/motion-pipeline.py import-bvh FILE \
  [--scale 0.01]   # scale cm->m for CMU/Mixamo files

Output fields: name, num_frames, num_joints, framerate, total_time_seconds, bones[], root_trajectory (x/y/z range).

extract-contacts

Detect ground contact frames per bone (foot, hand) using height + velocity thresholds. Replicates ContactModule.GetContacts() from ai4animationpy.

bash
motion-pipeline-env/bin/python scripts/motion-pipeline.py extract-contacts FILE \
  --bones LeftFoot RightFoot \
  --height 0.1 \
  --vel 0.5

Output: { "bones": { "<name>": { "contact_frames": [...] } }, "total_frames": N }.

decompose

Split motion into root trajectory (WHERE + HOW) and per-joint local Euler angles (POSE). Implements the RootModule / MotionModule decomposition pattern.

bash
motion-pipeline-env/bin/python scripts/motion-pipeline.py decompose FILE \
  --hip Hips

Output: root_trajectory.positions[], root_trajectory.velocities[], root_trajectory.facing_directions[], per_joint_euler_zyx_degrees{}.

First 5 frames shown in stdout; full data requires piping to a file.

blend

Blend two BVH clips at a fixed alpha using SLERP rotations and LERP positions. Clips must share the same bone hierarchy.

bash
motion-pipeline-env/bin/python scripts/motion-pipeline.py blend FILE_A FILE_B \
  --alpha 0.5

Output: summary of the blended motion.

solve-ik

Run FABRIK inverse kinematics on a bone chain at a single frame.

bash
motion-pipeline-env/bin/python scripts/motion-pipeline.py solve-ik FILE \
  --chain Hips:LeftFoot \
  --target 0.2,0.05,0.3 \
  --frame 10

Output: chain[], target[], initial_positions[], solved_positions[], end_effector_error (metres).

generate-move-ts

Convert a BVH mocap file into a TypeScript MoveFrame function compatible with road-to-aew's wrestlingMoves.ts interface. Outputs keyframe-interpolated TypeScript to stdout (and optionally a file).

bash
motion-pipeline-env/bin/python scripts/generate-move-ts.py BVH MOVE_NAME \
  [--scale 0.01] \
  [--contact-bones LeftToeBase RightToeBase LeftHand RightHand] \
  [--num-keyframes 12] \
  [--hip-bone Hips] \
  [--output path/to/output.ts]
ArgumentDefaultPurpose
BVH—Path to .bvh mocap file
MOVE_NAME—Kebab-case name (e.g. roundhouse-kick) used in TS identifiers
--scale0.01Position scale; 0.01 converts cm→m for CMU/Mixamo files
--contact-bonesLeftToeBase RightToeBase LeftHand RightHandBones used to detect the impact window
--num-keyframes12Keyframe count in the output array (min 2)
--hip-boneHipsRoot bone name for trajectory extraction
--outputstdout onlyWrite TS to this file path in addition to stdout

Implementation note: The script imports motion-pipeline.py as a module via importlib rather than calling it as a subprocess. This bypasses the 5-frame truncation applied by the decompose CLI command, giving access to all frames.

Output structure:

typescript
// Generated from roundhouse-kick.bvh on 2026-04-13
// Keyframes: 12, Impact window: 0.45-0.55
const ROUNDHOUSE_KICK_KEYFRAMES = [...] as const;

export function getRoundhouseKick(progress: number): MoveFrame {
  // keyframe lookup + linear interpolation
  // isImpact based on detected contact window
  return { attacker, defender, isImpact };
}

The attacker's offsetX/Y/Z are root trajectory positions normalized to start at origin. Rotations are in radians (converted from the BVH's Euler ZYX degrees). The defender reaction is computed procedurally: pushed backward at impact, eases to mat post-impact.

Impact detection: The script finds the first run of 3+ consecutive contact frames across the specified bones. For strike moves, this captures the moment of hit. For walking/idle clips (feet always down), the window will be frame-0 and isImpact will be nearly never true — this is correct behavior.

Validation: The script prints a summary to stderr including trajectory range, impact window, and a structural syntax check. Exit code 1 if validation fails.

Data architecture pattern

The decomposition from ai4animationpy becomes a design contract for all game animation work:

Animation State
  root_trajectory   -- WHERE (position, velocity, facing direction)
  per_joint_euler   -- HOW (local pose in ZYX Euler degrees)
  contact_frames    -- WHAT (contact states for feet, hands)
  [guidance]        -- WHY (intent; handled at game engine layer)

This separation enables:

  • Different movement speeds without distorting body pose
  • Contact-driven game events (damage triggers, sound, VFX)
  • AI/input guidance independent of motion playback

Source reference: ai4animationpy modules adopted

ai4animationpy moduleThis script equivalentNotes
Import/BVHImporter.BVHload_bvh()Same parsing logic; scipy replaces torch
Animation/MotionMotion dataclassnumpy-only; no torch backend
Animation/ContactModuleextract_contacts()Height + velocity criterion identical
Animation/RootModuledecompose() root sectionFK decomposition via matrix inverse
Animation/MotionModuledecompose() joint sectionLocal Euler extraction via scipy
IK/FABRIKsolve_ik_fabrik()Algorithm identical; no Actor dependency

Integration points

Downstream agentData consumed
rive-skeletal-animatorper_joint_euler_zyx_degrees from decompose
pixijs-combat-renderercontact_frames from extract-contacts
combat-effects-upgradecontact_frames (impact timing)
game-asset-generatorProduces source BVH files for this pipeline

Sample BVH for testing

A walking cycle from ai4animationpy demos is available at:

/tmp/ai4animationpy/Demos/BVHLoading/WalkingStickLeft_BR.bvh

This is a full-body biped walking clip from the Geno character rig.

Reference: ai4animationpy

  • Source: /tmp/ai4animationpy (cloned locally)
  • License: CC BY-NC 4.0 (non-commercial; aligned with hobby game projects)
  • GitHub: https://github.com/facebookresearch/ai4animationpy
  • Key finding: ALL modules require torch at import time via Math/Tensor.py line 5. No conditional import path exists. Standalone implementations are the correct approach.

Frequently asked questions

What does the Motion Pipeline AI skill do?

CPU-only motion data processing pipeline for game animation: BVH import, contact detection, root decomposition, motion blending, FABRIK IK. No GPU required.

Why use Motion Pipeline on TypingMind?

Because you install it once and use it with any model. Motion Pipeline is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Motion Pipeline in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/notque/vexjoy-agent/tree/main/skills/game/motion-pipeline. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Motion Pipeline?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Motion Pipeline?

As many as you like. As long as a model supports skills, you can use Motion Pipeline with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Motion Pipeline AI skill free?

Yes. It is published on GitHub by notque under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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