Kimodo Export Unity Humanoid Bundle
ComfyUI to a Unity Humanoid animation clip in one zip
- motion
- unity_zip
- fbx_path
This node is the answer to "great, I have an animated FBX - now how do I get it into Unity without manually fighting the Humanoid rig import dialog?" It bundles the Mixamo-retargeted FBX with a Unity editor script and a manifest into one ZIP, built so you unzip it under your Unity project root and the clip just… shows up configured as Humanoid.
Inputs
motion- from Kimodo Sampler.character_fbx_path- a Mixamo-rigged FBX character, absolute or relative to ComfyUI'sinput/. Same requirement as the FBX export node; no bundled character, you supply it.filename_prefix(defaultkimodo_unity) andsample_index- naming and which sample to export.yaw_offsetandscale(optional) - same controls as Kimodo Export FBX: Y-rotation in degrees, and scale multiplier where 0 = auto height-based scaling.
Outputs are two strings: unity_zip (the bundle path) and fbx_path (the animated FBX it contains, also saved standalone in ComfyUI's output folder).
How it works
Under the hood it's a wrapper around the same retargeting as Kimodo Export FBX - the bone animation is byte-for-byte equivalent in meaning to the regular Mixamo FBX output, so you're not getting a lesser clip. The value-add is in the ZIP, which adds:
- the animated FBX itself,
- a C#
AssetPostprocessor(KimodoHumanoidImporter) that auto-configures the imported FBX as a Humanoid clip and preserves the root-motion curves, and - a manifest describing what's inside.
Unzip the bundle into the Unity project root and the importer does the rig-configuration step that normally takes you several clicks and a moment of googling. No manual Animation Type → Humanoid dance.
Install
One pack install covers everything: ComfyUI Manager → Kimodo Motion Bridge, or clone + pip install -r requirements.txt + python install.py, restart. This node sits under Kimodo/Export. Like the FBX node, it needs fbxsdkpy (from the non-PyPI index - see that node's install) and your own Mixamo character file.
The honest caveats
- The importer marks it Humanoid; it doesn't solve lighting. The README says it plainly: materials and scene lighting can still make the rendered character look different from your reference. That's a Unity problem, not a node problem.
- You still need a Mixamo-rigged character FBX. Unity won't retarget onto an arbitrary mesh rig; the Humanoid configuration needs a rig with the standard bone names.
- Scale and facing matter. Get them wrong in Unity and the animation will look wrong even though the data is fine - that's the
scale/yaw_offsetjob, done before export.
If your destination is a game engine, this is the most "just works" node in the pack's export family: generate, post-process for clean feet, export, unzip into the project, done.
Inputs (6)
| Name | Type | Default | Description |
|---|---|---|---|
| motion | KIMODO_MOTION | — | |
| character_fbx_path | STRING | Mixamo-rigged FBX character. Absolute or relative to ComfyUI/input. | |
| filename_prefix | STRING | kimodo_unity | — |
| sample_index | INT | 00–15 | — |
| yaw_offsetopt | FLOAT | 0-180–180 | — |
| scaleopt | FLOAT | 0.000–10 | — |
Outputs (2)
| Name | Type | Description |
|---|---|---|
| unity_zip | STRING | — |
| fbx_path | STRING | — |