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Glama

golem-mcp

An MCP server for the image → 3D → rigged character → animation pipeline (formerly trellis2-mcp, with the Kimodo text-to-motion server merged in).

Generate a reference image with FLUX, turn it into a textured mesh with TRELLIS.2, generate a skeleton and skin weights with SkinTokens/TokenRig, then animate the rig from a text prompt with Kimodo — all as MCP tools, driven from a single conversation.

  generate_image      generate_3d         rig_model                animate_mesh
  FLUX.2 / mflux  →   TRELLIS.2       →   SkinTokens / TokenRig →  Kimodo + retarget
  (bmb, Apple MLX)    (big, RTX 3090)     (bmb, Apple MPS)         (big, RTX 3090)
       .png               .glb               rigged .glb              animated .glb

Every GPU job takes a gpu-tenant lease — see GPU leases.


Tools

Tool

What it does

generate_image

FLUX.2 text-to-image (or img2img) via mflux on bmb, copied back to big

generate_views

A consistent front/back/left/right set from one prompt, for multi-view conditioning

generate_3d

Single image → textured .glb via TRELLIS.2

generate_3d_multi_image

Multi-view conditioning (2–6 images of one object)

generate_orbit_views

6 geometrically consistent orbit views from one reference image, via MV-Adapter

rig_model

Mesh → rigged .glb carrying the canonical Mixamo skeleton, via TokenRig

segment_mesh

Mesh → per-face part labels via SegviGen, leaving the mesh untouched

generate_garment

Garment description → its own open-surface .glb, fitted and draped onto a target body

list_animations

The animation clips on disk, and which of them can drive our rigs

apply_animation

Retarget a clip onto a canonically rigged character; no GPU, no per-character setup

animate_mesh

Text prompt → motion (Kimodo, SOMA skeleton) retargeted onto a canonically rigged .glb, checked for self-intersection

health_check

Readiness, gpu-tenant status, the rigger and the text-to-motion pipeline

list_outputs

Recent outputs across 3D, rigged, and image dirs

generate_3d returns an output_name; pass it straight to rig_model:

generate_3d(image="ref.png", output_name="gargoyle")
rig_model(mesh="gargoyle.glb", num_beams=10)

Relative names in rig_model resolve against the TRELLIS output dir, so no path plumbing is needed between the two stages.

Related MCP server: BFL MCP Server

Live Blender on the Mac (blender/)

blender/ is golem's Mac half (Python package golem_blender; formerly the separate repo Ladvien/blended, imported with its history in 40b027d). History from before the import is under the old root paths: git log -- src/blended/<file> for what is now blender/src/golem_blender/<file>. It runs beside an open Blender 5.2: a Blender add-on that execs code in the open session, the golem_blender harness (ops, mesh analyzer, plan gate) that runs inside Blender's Python, and blender-mcp, the stdio server in front of both.

blender-mcp is registered as golem and also proxies every tool of the server on big (GOLEM_REMOTE_URL, default http://192.168.1.110:9786/mcp), so a client sees the Blender tools and the tools above through one MCP. The golem calls run on big and never touch the Blender scene, so they skip the plan gate and need no open Blender. With big unreachable the server starts with the Blender tools only, and a golem call answers golem on big is unreachable at <url>.

  • Install: make sync at the root (the Mac half's venv is blender/.venv, Python 3.13), then make -C blender install-mcp-addon links the add-on into Blender's user extensions and enables it. Restart Blender once so it loads the linked add-on.

  • Tests: make test at the root runs the golem unit tests and the blender pure and MCP layers (test-mcp points the remote at a closed port, so it does not depend on big); make test-blender-full adds the Blender layers.

  • Big ignores blender/: the golem service and its wheel are built from src/golem_mcp only.

The work loop (/build-loop)

.agent/commands/build-loop.md is omp's project command for one iteration of this repo's loop: it takes the top open issue (or, with none workable, the worst bug, then one improvement), proves it with a failing-before test and renders, documents it, deploys it to the machines the change touches, and appends the result to docs/loop/log.md. It names the baseline gates (make test-golem, make -C blender test-pure, test-mcp, test-blender-app), the documented deploy step per machine (big: systemctl --user restart golem-mcp after the checkout moves, never under a GPU lease; this Mac: live source reload, server restart for anything read at start; bmb: needs-decision/ when no procedure exists), and the PBR re-score command. /build-loop #7 or /build-loop pbr overrides the issue choice. omp's agents provider discovers .agent/commands/ from the repo root and from subdirectories such as blender/.


Installation

Three independent installs. The MCP server itself runs in a Python 3.11 venv made with uv; every GPU job and the rigger run as subprocesses in their own.

The GPU environments cannot be merged. SegviGen (which also hosts TRELLIS.2) and SkinTokens each need their own Python 3.11 venv and torch build (open3d ships no cp313 wheel, and bpy >= 5.1 is cp313-only). This is why the tools shell out instead of importing.

Prerequisites

  • NVIDIA GPU, ≥ 14 GB VRAM for rigging (a 24 GB 3090 has comfortable headroom)

  • NVIDIA driver ≥ 525, CUDA toolkit ≥ 12.1

  • uv

  • gpu-tenant on the GPU host (~/.local/bin/gpu-tenant)

  • An SSH alias to a Mac running mflux, if you want generate_image

1. golem (Python 3.11) — hosts the MCP server

git clone git@github.com:Ladvien/golem_mcp.git /home/ladvien/golem_mcp
cd /home/ladvien/golem_mcp
make sync-golem

animate_mesh also needs motion_correction, a compiled module that is not on PyPI. Copy it into the venv's site-packages; health_check reports motion_correction_installed and the worker refuses to run without it.

2. SkinTokens / TokenRig (Python 3.11) — the rigger

One script does the whole thing:

./scripts/install_skintokens.sh

It is idempotent — re-running will not re-download torch. It performs:

  1. Clone VAST-AI-Research/SkinTokens to /home/ladvien/skintokens/repo

  2. Create a Python 3.11 venv at /home/ladvien/skintokens/.venv

  3. Install torch 2.7.0 / torchvision 0.22.0 / torchaudio 2.7.0 (cu128)

  4. Install requirements.txt (the bpy wheel alone is several hundred MB)

  5. Install a prebuilt flash-attn 2.8.3 wheel, auto-selecting the C++ ABI variant matching your torch build

  6. Patch bpy_server to bind loopback only (see Security)

  7. Download checkpoints via download.py --model

  8. Verify imports and checkpoint sizes, failing loudly on any gap

Rigging model checkpoints (~1.6 GB, fetched by step 7 into /home/ladvien/skintokens/repo/experiments/):

Checkpoint

Size

Role

skin_vae_2_10_32768/last.ckpt

465 MB

FSQ-CVAE skin-weight tokenizer

articulation_xl_quantization_256_token_4/grpo_1400.ckpt

1.1 GB

GRPO-refined TokenRig model

It also pulls the Qwen3-0.6B config only into models/Qwen3-0.6B/ (ignore_patterns=["*.bin", "*.safetensors"]). The transformer weights live inside the TokenRig checkpoint, so that download being tiny is correct.

Do not build flash-attn from source (--no-build-isolation) — it takes 1–3 hours and can OOM system RAM. Do not try flash-attn 4 either; Qwen3, the TokenRig backbone, does not support it.

Verify:

cd /home/ladvien/skintokens/repo
/home/ladvien/skintokens/.venv/bin/python demo.py \
    --input examples/giraffe.glb --output /tmp/giraffe.glb \
    --use_transfer --num_beams 3

A quadruped is the right first test — it is exactly what template-based riggers cannot do. A correct install yields a sane spine, four leg chains, and a neck.

3. mflux on the Mac (optional, for generate_image)

On bmb, install mflux into ~/mflux-venv and make sure ~/mflux-output exists. The server reaches it over SSH and copies results back with scp, so key-based SSH must work non-interactively.


Configuration

All paths are environment variables with the defaults below.

Variable

Default

GOLEM_MCP_PORT

9786

GPU_TENANT

/home/ladvien/.local/bin/gpu-tenant

TRELLIS_OUTPUT_DIR

/home/ladvien/trellis/output

SEGVIGEN_PYTHON

/home/ladvien/segvigen/.venv/bin/python

SKINTOKENS_REPO

/home/ladvien/skintokens/repo

SKINTOKENS_PYTHON

/home/ladvien/skintokens/.venv/bin/python

ANIMATION_ROOTS

/mnt/codex_fs/game_assets/animation:/mnt/codex_fs/game_assets/SCP-610

BMB_HOST

bmb

BMB_MFLUX_PYTHON

~/mflux-venv/bin/python3

BMB_MFLUX_OUTPUT

~/mflux-output

KIMODO_OUTPUT_DIR

/home/ladvien/kimodo/output

KIMODO_CACHE_DIR

/home/ladvien/kimodo/cache

TEXT_ENCODERS_DIR

/home/ladvien/kimodo/text_encoders

KIMODO_RAW_PUBLISH_DIR

/mnt/codex_fs/models/kimodo

Outputs land in $TRELLIS_OUTPUT_DIR, with images/ and rigged/ beneath it.

Running

golem is a user unit, because gpu-tenant run uses systemd-run --user:

cp golem-mcp.service ~/.config/systemd/user/
systemctl --user daemon-reload
systemctl --user enable --now golem-mcp

Serves streamable HTTP on 0.0.0.0:9786 at /mcp (GOLEM_MCP_PORT changes the port). After changing server code, restart the unit — a running instance keeps serving the old code.


Where output goes

Local $TRELLIS_OUTPUT_DIR is the working area. The durable location is the codex_fs library (NFS export from three, autofs-mounted), written on every run:

What

Where

Reference images

game_assets/generated/<prompt_slug>_<YYYYMMDD_HHMMSS>/reference.png

Generated assets

game_assets/models/gen_ai/<asset_type>/<output_name>/

An asset directory holds asset.glb, asset.ply, reference.png, and metadata.json. rig_model adds asset_rigged.glb to the same directory and flips rigged to true in the metadata, so a rigged asset stays one bundle.

asset_type selects the gen_ai subfolder — characters, props or environments. Publishing refuses to overwrite an existing directory: these are library assets, and silently clobbering one would destroy its provenance. Pick a different output_name or remove the directory deliberately.

Note on the raw/curated split. /mnt/codex_fs/models/ is the documented target for raw pipeline output, with gen_ai/ reserved for hand-promoted assets. This server writes generated assets straight into gen_ai/ by explicit choice, so that tree now contains everything generated, not a curated subset.

Record provenance at generation time. Pass source_prompt and source_image_model to generate_3d; they are the only record of how an asset was made and cannot be reconstructed afterwards. Omitting source_prompt writes a _provenance_warning into the metadata rather than leaving the gap silent. generate_image returns the prompt-derived reference_dir to carry forward.


Getting the best mesh and texture

Scale: every asset comes out ~1 m tall

TRELLIS normalizes into a unit cube, so a generated human, a teacup and a cathedral all export about 1 metre. Anything reading a measurement in metres — garment conforming, physics, engine import — is silently wrong until it is scaled.

generate_3d and generate_3d_multi_image report geometry.dimensions_m, the bounding box of the .glb they shipped. There is no scaling parameter: scale downstream, in Blender or on engine import. rig_model reports dimensions_m too, since use_transfer inherits whatever scale the source mesh had.

Texture: render_resolution is the real ceiling

The texture is baked from renders of the Gaussian splat. Upstream to_glb hardcodes those renders at 1024px, which means a texture_size above 1024 only upsamples — four times the file size, no additional detail. This server calls the bake internals directly so the source resolution is a parameter, and rejects texture_size > render_resolution rather than letting you pay for empty pixels.

Parameter

Default

Effect

render_resolution

1024

Detail ceiling. 2048 needs evict_trellis_for_bake=true

nviews

100

Coverage of hidden areas (armpits, crotch, under chin); fewer seams

lambda_tv

0.01

Texture smoothing. Lower is sharper

Bake VRAM is the binding constraint. bake_texture in opt mode holds every view's observation, mask, UV and UV-derivative buffer on the GPU simultaneously for all 2500 optimizer steps, so cost is nviews x resolution^2 x 37 bytes:

100 views

150

200

1024

3.9 GB

5.8 GB

7.8 GB

2048

15.5 GB

23.3 GB

31.0 GB

On a 24 GB card, 2048 x 100 fits only with TRELLIS evicted (evict_trellis_for_bake=true, costing a ~30s reload next generation). 2048 x 150 does not fit at all. Both are checked up front — a request that cannot work fails in seconds with the numbers, rather than OOMing after minutes of decimation and UV unwrap.

Geometry: simplify is a removal ratio

simplify is passed to pyvista's decimate(target_reduction), which removes that fraction of faces. simplify=0.95 keeps 5%; 0.8 keeps 20%; 0 disables simplification entirely.

(Upstream's postprocess_mesh docstring says "ratio of faces to keep" — it is wrong; to_glb's "ratio of faces to remove" is correct.)

Geometric detail is capped by the mesh decoder's resolution: 64 lattice, so below roughly 0.5 you are adding redundant triangles rather than detail.

The biggest lever is multi-view conditioning

From a single image the entire unseen side of the object is hallucinated — which, for a character, is exactly the surface garments and armor conform to. No sampler setting comes close to fixing this; only more conditioning views do.

generate_views produces the set, then feed it straight through:

views = generate_views(prompt="<subject only, no view language>", seed=7)
generate_3d_multi_image(images=views["images_json"], source_prompt=..., asset_type="characters")

What makes it work, confirmed against a single-image control with identical bake settings:

  • One seed across every view. This does most of the consistency work.

  • One clause changed, nothing else. The tool appends the view phrase and leaves the rest of the prompt byte-identical, so the subject does not drift.

  • The same image model for all views.

Give it the subject only — clothing, pose, lighting, background. View language in your prompt (seen from, facing directly, in profile, …) fights the injected clause and desynchronises the set, so it is rejected rather than silently blended.

Avoid strongly asymmetric details. A patch on one arm tends to mirror between front and back, handing TRELLIS contradictory evidence about which arm carries it. It survived that in testing, but the cleaner run omits it.

The default set is front,back, and that is deliberate. FLUX.2 klein will not produce a 90° profile no matter how forcefully the prompt demands one — tested with plain and emphatic phrasing on both klein-4b and klein-9b. left and right come back as front-facing three-quarters, nearly identical to each other and close to the front view, so they cost ~110s each and add almost nothing. They remain available if you want to try them on a different subject.

If you need genuine side coverage, that is the point where a purpose-built multi-view diffuser (Zero123++ / SV3D / MV-Adapter) earns its setup cost.

Watch for pose drift. Limb positions can shift between views — arms hanging in front/back but spread in the sides. That is contradictory geometry evidence, which matters more than texture drift. Pin the pose explicitly in the prompt ("arms held straight out at shoulder height") rather than loosely ("arms away from the body").

Budget the time: each view is a full generation (~110s on flux2-klein-9b), so a four-view set is 7–8 minutes before TRELLIS even starts.

ss_steps / slat_steps are past the knee around 24; 12→24 is visible, 24→50 mostly is not. Input image quality matters more: clean cutout, subject filling the frame, flat even lighting.


Getting the best rig

rig_model reports mesh_diagnostics before rigging and a skeleton report after, plus a merged warnings list. Both are recorded into the published metadata.json. What they mean:

Tighten the bounding box — the biggest non-obvious lever

Asset.normalize_vertices() divides by (v_max - v_min).max() — uniformly, by the largest bounding-box dimension — and joint coordinates are then quantized into 256 bins. So joint placement resolution is largest_dimension / 256, and anything that widens the box without adding riggable geometry costs precision on all three axes: a held weapon, a pedestal, wide wings, stray fragments.

Measured on a real asset: appending one stray triangle 1.2 m from the body took bbox_inflation from 1.03 to 1.99 and joint resolution from 3.91 mm to 7.56 mm. Half the precision, from one triangle. Rig the body alone and reattach props afterwards.

joint_resolution_mm and bbox_inflation are in every rig response.

Rigs are not reproducible, and cannot be made so

demo.py generates with do_sample=True and ships no seed. Adding one was tried and measured — seeding torch/numpy/random at startup, again per-batch immediately before generate, then additionally with torch.use_deterministic_algorithms(True, warn_only=True), CUBLAS_WORKSPACE_CONFIG=:4096:8 and cuDNN determinism. The same mesh at the same seed still produced 47 vs 44 joints.

Hashing the input batch across two runs gave identical digests, so the data pipeline is deterministic — the divergence is inside the CUDA forward, where warn_only leaves flash-attn's nondeterministic kernels in place (there is no deterministic flash-attn), and autoregressive beam-sample amplifies float jitter into a different token, which changes the whole skeleton.

Practical consequence: rerolling is just re-running. Generate 3–5 candidates at num_beams=3, compare their skeleton reports, then re-run the winner's settings at num_beams=10. You cannot recreate a specific good rig, so keep the GLB — metadata.json marks this with reproducible: false rather than implying its recorded parameters would reproduce the asset.

Judge the skeleton first

The model generates the entire skeleton, then the skin tokens conditioned on it. A bad skeleton poisons the skinning and no postprocessing recovers it. The skeleton block gives joints, roots, chain_tips, branch_points, max_depth and symmetry — check those before looking at deformation.

Signal

Meaning

symmetry below 0.8

Limbs that should mirror don't. repetition_penalty (2.0) may be suppressing the coordinate repeats mirrored limbs legitimately share — try 1.1–1.5

zero_weight_vertices above 0

Vertices that will never deform. Invisible in rest pose, a frozen spike under animation

unweighted_bones above 0

Sequence truncation — max_length=2048 caps at roughly 250 bones

A known-good reference: the rigged succubus scores 43 joints, 1 root, 12 tips, depth 7, symmetry 0.86, zero dead vertices.

use_postprocess can only take away

It applies geodesic voxel binding as a multiplicative mask (asset.skin *= voxel_skin(...)), so it can remove influence but never add it. Use it when weights bleed across gaps — arm driving the ribcage, a cape picking up leg weights — because weight transfer is Euclidean nearest-neighbour and jumps across anatomical gaps. But on thin geometry it can strip a vertex entirely, which is what zero_weight_vertices catches. Always compare a run with and without.

Other levers

  • temperature: lower (0.7–0.8) for conventional bipeds and quadrupeds. Raise it for novel creatures — the supervised model regresses to average solutions on out-of-distribution assets and drops auxiliary limbs, so a wingless dragon wants higher temperature, not lower.

  • use_skeleton is the highest-quality path: rig once, fix the skeleton by hand in Blender, then re-skin against it. Skeleton errors propagate into skinning but not the reverse, and skinning is the part the model is genuinely good at.

  • Vertex count: the training mixture spans ~1.3k–17k vertices. Note the shape encoder samples a fixed number of surface points, so raw count matters less for the skeleton than for skin decode and transfer. If you decimate to a proxy, remember transfer to a different vertex count drops off exact Umeyama alignment onto a PCA fallback that can come back mirrored or rotated.

  • group_per_vertex stays at 4 and is not exposed: it's hardcoded in demo.py and the GRPO sparsity reward explicitly penalises more than 4 influences above 0.1, so raising it works against the training objective.

  • Bone names are bone_0..bone_N, not Mixamo or UE5. demo.py hardcodes the class as "articulation", so the configs/skeleton/ templates aren't wired into this path.

This feeds back into your image prompt

A-pose with limbs clearly separated from the torso and fingers splayed is required by the rigging step, not just by TRELLIS. Weight transfer is Euclidean nearest-neighbour, so arms pinned to the ribcage bleed torso weights into the arms and clenched fists cross-contaminate finger weights.


Part segmentation (segment_mesh)

Labels every face of a mesh with a part id and writes a sidecar, never a new mesh:

segment_mesh(mesh="succubus_1011.glb", seed=0)

You get <stem>_face_labels.npy (int32, one entry per face) and <stem>_parts.json next to it, plus a part-coloured preview GLB for eyeballing. Measured 45–85 s per asset on a 3090.

It does not use SegviGen's own export, on purpose

SegviGen's slat_to_glb calls o_voxel.postprocess.to_glb(..., remesh=True, decimation_target=100000). That is a remeshed reconstruction, not your asset: an 11,200-vertex / 15,692-face character comes back as 71,053 / 97,052, wearing a baked copy of the part colours with the original UVs, texture and rig gone.

scripts/segvigen_segment.py stops before that step and reads the part signal out of the voxel field instead. The voxels are a direct discretization of your mesh on a 512³ grid (~2 mm on a 1 m asset), so each face centroid can be mapped back into it and assigned the colour of its nearest occupied voxel. Measured lookup distance is under 1.2 voxels worst-case. The source file is SHA-256'd before and after and the run fails if it changed.

Labels index process=False

mesh = trimesh.load(src, force="mesh", process=False)   # process=False matters
labels = np.load("succubus_1011_face_labels.npy")       # len(labels) == len(mesh.faces)

The default process=True welds duplicate vertices and reorders faces, after which the labels no longer line up.

Splitting into separate objects, with the texture intact

scripts/split_by_parts.py --mesh asset.glb --labels asset_face_labels.npy --out-dir .

Writes asset_parts.glb — one named mesh per part, each keeping its UVs and referencing the same texture. Blender imports it as N objects that are already textured; there is nothing to re-apply.

Split asset.glb, never asset_parts_preview.glb. The preview is built with trimesh ColorVisuals, which replaces TextureVisuals and so throws the UVs away. Parts split off the preview can never be textured, because the coordinates that map them onto the TRELLIS.2 texture are already gone — it is there to look at, not to work on.

The texture is shared rather than copied per part: 11 parts of a 1.5 MB asset came out at 1.59 MB. Pass --min-face-share to drop sliver parts (an 11-part split had three under 0.2%); what it drops is printed rather than silently removed.

The partition is sampled, so re-roll rather than repair

tex_slat_sample_single draws its noise from the global RNG and upstream never seeds it. The tool seeds it (seed=0 by default) so a given mesh always returns the same partition — but a different seed returns a genuinely different one. The same character has come back as 2 parts on one seed and 7 on another, and one test asset came back undivided at seed 0 (the response warns when part_count < 2).

Judge the preview and re-roll. Do not try to merge or split parts afterwards.

Granularity is structural, not semantic

Parts come out as whole structural pieces. On a winged character: body / left wing / right wing / tail, with the two wings landing at mirrored centroids and within 3% of each other in face count. On an isolation suit: body versus both arms. That suits prop stripping and per-part rigging.

Garment-versus-body separation does not work. Tested on succubus_warden, a character in a full leather armour set (corset, pauldrons, thigh guards, plated boots), across seeds 0–3: the splits are always structural — body / legs / wings / horns / tail — and never follow the armour edge. Seed 0 found 2 parts, seed 1 found 11, seeds 2 and 3 found 4, and in none of them did a part correspond to a garment. If you need clothing separated from skin, this is the wrong tool.

color_rgb in the report is the sampler's arbitrary label colour for a part. It changes with the seed and means nothing across meshes; only the partition matters.


Garments (generate_garment)

generate_garment(garment="blackened leather armour corset with brass buckles",
                 body="female_base_v5", anchor="torso")

Produces a garment as its own asset — open-surface, textured, with an interior — then places it on the target body, pushes it out of the skin and skins it to the body's armature. Measured end to end at 300 s; generation reported a 14.47 GB torch peak and needs 17 GB free; published to gen_ai/garments/<name>/ as asset.glb (fitted), asset_unfitted.glb (as generated), reference.png and a metadata.json carrying the full provenance. skinned_glb (in the work directory) is the fitted garment with the body's armature and weights, so a clip that drives the body drives it too.

Why this is not segment_mesh

Splitting a garment off a dressed character gives you the outer shell only — no interior, no thickness, nothing where cloth meets skin — so it can never be conformed onto a different body. (And segment_mesh would not find the garment edge anyway: it partitions by structure, not material.)

Why a product shot, not the character's own image

This is the finding the whole tool rests on. Same model, same export settings:

Source image

Result

Sealed air

Corset masked out of the worn character

featureless blob

36.5%

Corset described as a standalone product shot

clean garment

0.07%

Both are topologically open, so a watertightness check passes either. A garment worn on a body has its interior occluded and its silhouette broken by skin and limbs; inverting that gives a stuffed torso. A product shot is in-distribution. _garment_prompt therefore wraps your description in "standing alone with nothing inside it, no body, no mannequin, hollow interior visible through the openings".

It fails rather than handing back a bad garment

Two rejections, both of which look fine in a render:

  • watertight — the open surface was lost (something passed remesh=True)

  • over 5% sealed air — open but stuffed; a body could never go in it

The threshold is empirical: 0.0007 for real garments against 0.3652 for the blob, reproducible across runs. It replaced a volume/convex-hull ratio that returned 0.52 and 0.0007 for the same mesh, because trimesh computes volume by the divergence theorem and that is undefined without a closed surface.

Fitting

anchor (torso, chest, waist, hips, legs, full) sets the vertical band, and the garment is scaled to span it — TRELLIS preserves true aspect ratio, so girth follows for free. Scaling to enclose the body horizontally does not work: a T-pose body's widest slice at chest height is the 1.70 m arm span, not the 0.31 m chest, and matching it produced a 0.94 m corset on a 1.7 m body. Limb slices are rejected by width relative to the median.

Draping is shrinkwrap wrap_mode='OUTSIDE' — which moves a vertex only if it is inside the body, evicting intersections without flattening the garment. TARGET_PROJECT is wrong here: it projects every vertex onto the skin and still left 30.9% of them inside. A cloth pass used to follow and never reached the output: the export evaluated the unsimulated mesh (the shipped garment matched shrinkwrap alone to 0.15 mm), the simulation diverged on female_base_v5, and on a dressed 1 m villager it ran 35-90 s a frame until the fit outlived the tool's timeout.

Skinning gives every garment vertex the body's weights interpolated over the nearest body face (DATA_TRANSFER, POLYINTERP_NEAREST), limited to 4 and normalised, and binds it to the body's armature. The body must be a rigged GLB for this; a static body gets skinned_glb: null and a skin_warning.


Text-to-motion (animate_mesh)

Text-to-motion with NVIDIA Kimodo (Kimodo-SOMA-RP-v1.1), retargeted onto a canonically rigged (mixamorig:*, T-pose) GLB such as rig_model's output. It was the separate kimodo-mcp server until it was merged here from Ladvien/bevy_kimodo at 00b1361.

  • Generation runs in a per-job worker (golem_mcp.motion_worker) under a gpu-tenant lease; the 8B LLM2Vec text encoder runs on the CPU and prompt embeddings are cached in $KIMODO_CACHE_DIR/embeddings.

  • Retries and progress: an OOM kill, a VRAM refusal or a GPU-queue timeout is retried up to 3 times (golem_mcp.job_retry, backoff 60 s doubling). After an OOM the retry waits until big has MOTION_RAM_REQUIRED_GIB free (polled from gpu-tenant status, at most 30 min) and generates one sample. Every 10 s the tool sends an MCP progress notification saying what the job waits behind (golem's own previous job, another tenant, or free RAM) or that it is running, and the Mac bridge forwards it. A failed job keeps its worker.log, and the failure lists retries and job_dirs. The worker report carries peak_rss_gib.

  • Retargeting is scripts/retarget_animation.py (--source-map soma, .bvh clips), run in SegviGen's bpy venv.

  • Optional generation controls: text_cfg_weight / constraint_cfg_weight (0-10, default 2.0), transition_frames (1-15, default 5), start_heading_deg (0 = facing +Z, positive toward +X) and root_path (up to 32 {time_s, x_m, z_m, heading_deg?} waypoints in Kimodo's world frame; needs root_motion=true). Kimodo's other constraints (full-body, hands, feet) are not exposed. Retargeting scales root motion by the hips-height ratio of the character to Kimodo's skeleton (each rig's hips height above its toes) and turns it by the yaw of the body-frame alignment only (the pitch and roll of that alignment used to leak forward travel into height: a walker sank 1 m in 8 s), so a path is walked at path * height_ratio on a character shorter than Kimodo's 1.7 m.

  • Rest pose and hands (here and in apply_animation): the retarget turns each arm and leg segment onto the clip's rest direction before applying the clip (rest_correction_deg per bone), because a T-pose clip on an A-pose rig crossed the hands over the body. Every sample reports crossed_hand_frames (frames whose hands are on the wrong side of the midline) and min_hand_separation_pct_hip_width.

  • hip_bob (default true) keeps the pelvis's travel along the world vertical in an in-place cycle, scaled by the height ratio; root_motion overrides it. Whenever the pelvis is keyed (hip_bob or root_motion) it is lifted on any frame where the character's own sole skin would go below its rest height: the clip's pelvis height fits the clip's legs, and on generated A-stance characters the soles went 3-5 cm under the floor. The retarget report carries floor_lift_max and floor_lifted_frames.

  • Self-intersection gate (golem_mcp.motion_gate, on skinclip): every sample's own skinned mesh is posed with its own animation and the length of the contour where its triangles cross is measured. self_intersection is off, score or repair (default): repair turns the arms and legs of a failing sample off the body (rotation keys only, UE5 or mixamo humanoid rigs), keeps the original beside it as <name>_unrepaired.glb and checks again. max_rerolls (0-5, default 0) re-rolls the seed (seed + 100 * n) while no sample is clean, since each costs a generation; contour_limit_cm (default

    1. is the longest contour a frame may have; cloth_materials names loose-cloth materials whose self-contact is not counted. Each sample carries its self_intersection verdict, and the answer gains attempts, passed and best_sample (null when off). health_check reports skinclip_installed.

  • The text encoder loads from $TEXT_ENCODERS_DIR (default /home/ladvien/kimodo/text_encoders), populated from the ungated NousResearch/Meta-Llama-3-8B-Instruct mirror plus the McGill-NLP/LLM2Vec-Meta-Llama-3-8B-Instruct-mntp{,-supervised} adapters, with each adapter's adapter_config.json base_model_name_or_path pointed at the mirror directory (the Llama 3 Community License still applies).

  • Output goes to $KIMODO_OUTPUT_DIR (default ~/kimodo/output) and is published to /mnt/codex_fs/models/kimodo/.


Connecting clients

golem serves streamable HTTP at http://192.168.1.110:9786/mcp. ufw on big drops everything not allowed, so the port is open to the LAN only:

sudo ufw allow from 192.168.1.0/24 to any port 9786 proto tcp

Clients on the Mac register the Mac front door (blender/, see Live Blender on the Mac) instead of the HTTP URL: it serves every tool above plus the Blender tools, and forwards the golem ones to big.

Client

Setup

Claude Code

claude mcp add --scope user golem -- /Users/ladvien/golem_mcp/blender/.venv/bin/blender-mcp

omp

~/.omp/agent/mcp.json: "golem": {"type": "stdio", "command": "/Users/ladvien/golem_mcp/blender/.venv/bin/blender-mcp", "args": ["--exit-on-source-change"], "timeout": 3600000}

opencode

~/.config/opencode/opencode.json, under mcp: "golem": {"type": "remote", "url": "http://192.168.1.110:9786/mcp", "enabled": true} (the GPU tools only, straight to big)

Claude Desktop

claude_desktop_config.json, under mcpServers: "golem": {"command": "/Users/ladvien/golem_mcp/blender/.venv/bin/blender-mcp", "args": ["--no-exit-on-source-change"]}

A call waits for the GPU queue (up to 20 minutes) and then runs, so give the client an hour-long tool timeout (omp's timeout is in milliseconds).


GPU leases

Every GPU job (generate_3d, generate_3d_multi_image, generate_orbit_views, segment_mesh, generate_garment and animate_mesh) runs under a gpu-tenant lease on big's RTX 3090. The server process holds no VRAM: each job is a subprocess (TRELLIS.2, SegviGen and garments in SegviGen's venv, MV-Adapter in its own, Kimodo in this venv), so there is nothing to keep resident or evict.

gpu-tenant run 3d --who golem-mcp@big --mem 22G --wait --timeout 20m unloads every llama-swap model, queues behind other holders for up to 20 minutes, caps the job's RAM at 22 GB and releases the card when the job exits. A tool's timeout is how long the job may run once the GPU is granted; the queue wait comes on top.

Before the job starts, golem_mcp.vram_gate reads free VRAM through torch (NVML is not used) and refuses with "needs ~N GB VRAM but M GB is free under the lease" when a resident outside gpu-tenant (voice-serve, ollama, hs-serve-distill, laya-sidecar) holds the card. The VRAM each job needs is a measured peak plus headroom:

Job

Needs

generate_3d

19 GB (OOM-killed in CuMesh simplify at 17.7 GB free; torch's 14.3 GB peak misses CuMesh)

generate_3d_multi_image

17 GB (passed at 17.7 GB free, 13.2 GB allocated)

generate_garment

17 GB (14.47 GB torch peak; OOM-ed loading at 11.3 GB free)

segment_mesh

18 GB

generate_orbit_views

19 GB

animate_mesh

2 GB (peak 1.33 GiB; the text encoder runs on the CPU)

golem serialises its own jobs with a lock, because gpu-tenant refuses a second waiter from the same who. rig_model runs on bmb and takes no lease.

health_check reports gpu-tenant status.


Security

Upstream SkinTokens issue #7: src/server/bpy_server.py binds 0.0.0.0:59876 and deserializes untrusted request bodies with torch.load(weights_only=False) — i.e. pickle, which executes arbitrary code during unpickling, before any validation. That is unauthenticated RCE reachable from the LAN whenever a rig job is running.

Its only client is demo.py on loopback, so install_skintokens.sh rebinds it to 127.0.0.1 and aborts the install if the patch does not apply. If you install SkinTokens by hand, do this yourself.


Known issues and gotchas

generate_orbit_views with remove_bg=True crashes. BiRefNet comes back in fp16 — newer transformers honours the checkpoint's declared torch_dtype — but inference_i2mv_sdxl.py:239 does birefnet.to(device) with no dtype cast, while remove_bg() at line 76 still feeds it fp32 from transforms.ToTensor(). It dies with Input type (float) and bias type (c10::Half) should be the same. Pass remove_bg=False when the reference image already has a clean background; the real fix is .to(device, dtype=next(net.parameters()).dtype) in the MV-Adapter clone, which is not yet applied because that repo has no patch mechanism.

generate_orbit_views wants more VRAM than its docs suggest. Measured at 18.1 GB on a 768x1024 reference, not the ~14 GB the SDXL backbone uses at 768x768. The preflight was 15 GB, which let a run start with 19.6 GB free and then die with CUDA OOM inside the multi-view attention block a minute in. MVADAPTER_VRAM_REQUIRED is now 19 GB so it refuses up front instead. If another service is holding the card (a 4.4 GB embedding server was, here), free it first.

Rigging hangs forever at the progress bar. Upstream issue #3: http_proxy / https_proxy intercept the loopback call from the dataloader to bpy_server. rig_model strips all proxy variables from the subprocess environment and sets NO_PROXY=localhost,127.0.0.1, so this should not bite here — but it will if you run demo.py by hand.

demo.py exits 0 even when export fails. It prints [Error] ... and returns normally, so the exit code is not a success signal. rig_model verifies the output file exists and is non-empty instead.

Blender import errors on a rigged GLB. Delete the glTF_not_exported node after importing. No deeper fix upstream.

Bone names are generic. TokenRig emits bone_0 … bone_N, not Mixamo or UE5 conventions, and output is always GLB. If you need FBX or UE5 Mannequin naming, the third-party Rizzlord/ComfyUI-SkinToken wrapper adds both.

flash_attn undefined symbol on import. Wrong C++ ABI wheel — install the other variant. The install script picks this automatically.

Distilled klein models reject guidance. flux2-klein-4b / -9b / -9b-kv accept only guidance=1.0; use a flux2-klein-base-* model to vary it. generate_image validates this and tells you rather than failing deep in mflux.

num_beams is the rigging speed/VRAM lever. Default 10 for quality; drop to 1–3 for fast iteration.

Skin weights need review. Shoulders and hips are where auto-generated weights fail. Pose to extremes before trusting them — true of any auto-rigger.

License

GPL-3.0 (LICENSE) covers the whole repository, including blender/ (formerly MIT as Ladvien/blended; relicensed by its sole author) and the vendored Blender Lab server in blender/blender_mcp/ (GPL-3.0-or-later).

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