Nodes/Kimodo Motion Bridge/Kimodo Export Unity Humanoid Bundle
ComfyUI Node

Kimodo Export Unity Humanoid Bundle

ComfyUI to a Unity Humanoid animation clip in one zip

By GuardSkill·Created 22 days ago·Updated 21 days ago· 0
Kimodo Export Unity Humanoid Bundle
  • motion
  • unity_zip
  • fbx_path
◄character_fbx_path►
◄filename_prefixkimodo_unity►
◄sample_index0►
◄yaw_offset0►
◄scale0.00►

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's input/. Same requirement as the FBX export node; no bundled character, you supply it.
  • filename_prefix (default kimodo_unity) and sample_index - naming and which sample to export.
  • yaw_offset and scale (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_offset job, 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.

CategoryKimodo/Export

Inputs (6)

NameTypeDefaultDescription
motionKIMODO_MOTION—
character_fbx_pathSTRINGMixamo-rigged FBX character. Absolute or relative to ComfyUI/input.
filename_prefixSTRINGkimodo_unity—
sample_indexINT00–15—
yaw_offsetoptFLOAT0-180–180—
scaleoptFLOAT0.000–10—

Outputs (2)

NameTypeDescription
unity_zipSTRING—
fbx_pathSTRING—