Kimodo Importer Documentation

Important
Kimodo Importer DOES NOT include NVIDIA Kimodo.
Kimodo is an external NVIDIA research/demo tool. Users must access Kimodo separately, generate or select an animation in Kimodo, and export that animation as a BVH file before using this plugin.
Kimodo Importer only imports BVH files that have already been exported from Kimodo. It does not install Kimodo, run Kimodo, generate Kimodo animations, or include NVIDIA model files.
Accessing Kimodo
Users can find NVIDIA Kimodo here:
https://github.com/nv-tlabs/kimodo
For full Kimodo installation, access, model, and generation instructions, refer to NVIDIA’s official Kimodo documentation. Kimodo Importer only requires the exported BVH file.
Full Kimodo Documentation:
https://research.nvidia.com/labs/sil/projects/kimodo/docs
Required Kimodo BVH Export Settings
When exporting animation from Kimodo for use with Kimodo Importer:
- Export the animation as a BVH file.
- Use the SOMA human body skeleton.
- Enable first-frame T-Pose.
- Do not rename BVH bones.
- Do not manually edit the BVH hierarchy before importing.
- Save the file with the .bvh extension.
Supported BVH Files
Kimodo Importer is designed for BVH files exported from NVIDIA Kimodo using the SOMA human body skeleton.
BVH files from other tools may not import or retarget correctly unless they use a compatible hierarchy.
For best results, use Kimodo-exported SOMA BVH files with first-frame T-Pose enabled.
Example BVH Animation file
Here is an example animation exported from Kimodo:
https://help.zenblink.com/wp-content/uploads/2026/05/Demo_Walk_BVH_Soma.zip
Kimodo Importer included Skeletons
The Kimodo Importer plugin includes and utilises its own SOMA and UE5 compatible skeleton asset.
Generated animation/s will be retargeted from the SOMA to UE5 compatible skeleton.
The assets included are:
- SK_SOMA – SOMA somaskel77 compatible skeleton.
- SK_UE5_KIMODO – UE5 compatible skeleton
Additionally the following skeletal Mesh assets are also included:
- SKM_Manny_Kimodo (SK_UE5_KIMODO skeleton)
- SKM_Quinn_Kimodo (SK_UE5_KIMODO skeleton)
- SKM_Soma (SK_SOMA skeleton)
To use the retargeted animations on your own UE5-compatible character, open your character’s Skeleton asset and add SK_UE5_KIMODO to its Compatible Skeletons list. This allows Unreal Engine to recognise animations created for the Kimodo UE5 skeleton as compatible with your character’s skeleton.
For more information about Skeleton assets and compatible skeletons in Unreal Engine, see Epic’s documentation:
https://dev.epicgames.com/documentation/unreal-engine/skeletons-in-unreal-engine
Kimodo Importer included retargeting assets
The plugin includes the following retargeting assets:
- IK_Soma – SOMA skeleton IK Rig
- IK_UE5_Kimodo – UE5-compatible skeleton IK Rig
- RTG_UE5_Soma – SOMA to UE5 IK Retargeter
NOTE:
The included IK Retargeting assets are provided as a starting point for importing and retargeting Kimodo motion.
They are intended for base animation generation, blocking, and refinement. Final production animation may require cleanup or adjustment. You can clean up animation using Unreal Engine’s extensive animation tools.
Setup and usage of the UE Plugin
- Export your animation from Kimodo as a BVH file with the Soma skeleton, ensuring the first frame is a T-Pose.
- In Unreal Engine enable the Kimodo Importer plugin and restart the editor.
- Drag your BVH animation file into the Unreal Engine editor content browser.
- Right click on the created animation sequence and choose “Retarget Animations”.
- In the Retarget Animations UI , Uncheck “Auto Generate Retargeter”.
- Set “Retarget Asset” to “RTG_UE5_Soma”.
- Ensure “Source Skeletal Mesh” asset is set to “SKM_Soma”
- Ensure “Target Skeletal Mesh” asset is set to “SKM_Quinn_Kimodo” or “SKM_Manny_Kimodo”
- Select your animation/s and click “Export Animations”
- In the “Export Animations” dialog, choose where to save your new animation/s and adjust any required settings then click “Export”
Kimodo / BVH Troubleshooting
Problem: The BVH does not import.
Check that the file is a .bvh file exported from Kimodo using the SOMA skeleton.
Problem: The imported animation has the wrong pose or the animation is broken.
Check that first-frame T-Pose was enabled during Kimodo export.
Problem: The animation imports but retargeting looks incorrect.
First check that the animation plays correctly on the imported SOMA animation. If the source animation is wrong, re-export the BVH from Kimodo using the required settings.
Problem: Fingers have little or no motion.
Kimodo BVH files may contain limited finger animation depending on the generated motion and export data. Kimodo Importer imports the motion data present in the BVH file.
Problem: The retargeted animation has low shoulders, twisted limbs, or incorrect posture.
Check that “Retarget Asset” is set to “RTG_UE5_Soma”, “Source Skeletal Mesh” is set to “SKM_Soma”, and “Target Skeletal Mesh” is set to either “SKM_Quinn_Kimodo” or “SKM_Manny_Kimodo”.
If using a custom character, manual IK Retargeter pose, chain, or skeleton adjustments may be required.