Kimodo Avatar Rigs
Two Unreal Engine 5 Mannequin skeletons and one rigid-parts robot, in glTF binary form, hosted so the Kimodo Avatar Motion Studio can offer them as built-in rigs. The tool fetches them on click; nothing else reads this repo.
They live here rather than beside the app because a Space repo rejects any commit containing a binary file, and a dataset is the repo type built for them.
| File | Size | Model |
|---|---|---|
ue5-manny.glb |
5.2 MB | UE5 male Mannequin, "Manny" |
ue5-quinn.glb |
4.9 MB | UE5 female Mannequin, "Quinn" |
soma-robot.glb |
1.2 MB | Rigid-parts robot fitted to the SOMA-30 skeleton |
The two Mannequins are skinned meshes with an 80-bone skeleton, two JPEG textures, and no animation.
soma-robot.glb is a different kind of file
No skeleton, no skin weights, no textures. It is 22 rigid nodes, each named
exactly as a driven SOMA-30 joint names it — Hips, Spine1, Spine2,
Chest, Neck1, Head, Left/RightShoulder, Arm, ForeArm, Hand,
Leg, Shin, Foot, ToeBase — holding the merged geometry that rides on
that joint. Driving it is two writes per joint and no skinning at all:
node.position.copy(jointWorldPosition);
node.quaternion.copy(jointGlobalRotation);
which is exactly the shape of Kimodo's output: 30 global rotations plus a root position. The geometry inside each node is already the bind offset from its joint, and each node sits at that joint's SOMA rest position, so there is nothing to compute.
The eight joints Kimodo does not drive (Neck2, Jaw, the eyes and the
fingertip markers) have no node, which is why the fingers ride rigid with the
hand: two fingertip markers cannot pose a five-finger chain, so posing them
would be invention.
Credit and licence
Redistributed under CC BY 4.0,
which is the licence the author published them under. Each file also carries its
own author, licence and source URL in its glTF asset.extras, so the credit
travels with the file.
| File | Author | Source |
|---|---|---|
ue5-manny.glb |
SketchPunk | UE5 Male Mannequin — Manny — Web Ready |
ue5-quinn.glb |
SketchPunk | UE5 Female Mannequin — Quinn — Web Ready |
soma-robot.glb |
the repo owner | original model, fitted to SOMA by blender-fit-robot.py |
soma-robot.glb carries no licence of its own yet. Its asset.extras
leaves the field blank rather than assert one, and the CC BY 4.0 in this repo's
front matter was written for the two Mannequins. If you want to reuse the robot,
ask first.
The Mannequin design itself is Epic Games'. These are SketchPunk's published derivatives, and it is their CC BY 4.0 licence this redistribution relies on.
Bone names, and the trap in them
The skeleton is the standard Unreal hierarchy — pelvis, spine_01…spine_05,
neck_01, neck_02, head, clavicle_l, upperarm_l, lowerarm_l, hand_l,
thigh_l, calf_l, foot_l, ball_l, plus the *_twist_* bones and a full set
of finger chains.
Every name carries a numeric suffix. The Sketchfab glTF exporter appends the
node index to make names unique, so the file actually contains pelvis_78,
spine_01_61, upperarm_l_28, thigh_l_77, ball_l_70. Anything matching bones
by name needs to strip a trailing _<digits> — but only as a fallback after an
exact match fails, because plenty of real Unreal names legitimately end in a
number (spine_01, neck_01, thumb_01_l) and stripping eagerly turns
spine_01 into spine.
Direct use
https://huggingface.co/datasets/MazenVR/kimodo-rigs/resolve/main/ue5-manny.glb
https://huggingface.co/datasets/MazenVR/kimodo-rigs/resolve/main/ue5-quinn.glb
https://huggingface.co/datasets/MazenVR/kimodo-rigs/resolve/main/soma-robot.glb
Both answer 200 with Access-Control-Allow-Origin: *, so a browser can fetch
them cross-origin:
const response = await fetch(
'https://huggingface.co/datasets/MazenVR/kimodo-rigs/resolve/main/ue5-quinn.glb',
);
const gltf = await new GLTFLoader().parseAsync(await response.arrayBuffer(), '');
The dataset viewer is off: these are 3D assets, not tabular data, and there is no split for it to show.
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