trellis2-mcp
Provides tools for interacting with an open Blender session via a Blender add-on and the golem_blender harness, enabling code execution inside Blender, scene operations, mesh analysis, and plan-gated Blender tool use through MCP.
Click on "Deploy Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@trellis2-mcpTurn this image into a rigged 3D character"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
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 .glbEvery GPU job takes a gpu-tenant lease — see GPU leases.
Tools
Tool | What it does |
| FLUX.2 text-to-image (or img2img) via mflux on |
| A consistent front/back/left/right set from one prompt, for multi-view conditioning |
| Single image → textured |
| Multi-view conditioning (2–6 images of one object) |
| 6 geometrically consistent orbit views from one reference image, via MV-Adapter |
| Mesh → rigged |
| Mesh → per-face part labels via SegviGen, leaving the mesh untouched |
| Garment description → its own open-surface |
| The animation clips on disk, and which of them can drive our rigs |
| Retarget a clip onto a canonically rigged character; no GPU, no per-character setup |
| Text prompt → motion (Kimodo, SOMA skeleton) retargeted onto a canonically rigged |
| Readiness, |
| 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 syncat the root (the Mac half's venv isblender/.venv, Python 3.13), thenmake -C blender install-mcp-addonlinks the add-on into Blender's user extensions and enables it. Restart Blender once so it loads the linked add-on.Tests:
make testat the root runs the golem unit tests and the blender pure and MCP layers (test-mcppoints the remote at a closed port, so it does not depend on big);make test-blender-fulladds the Blender layers.Big ignores
blender/: the golem service and its wheel are built fromsrc/golem_mcponly.
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 (
open3dships no cp313 wheel, andbpy >= 5.1is 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
gpu-tenanton 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-golemanimate_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.shIt is idempotent — re-running will not re-download torch. It performs:
Clone
VAST-AI-Research/SkinTokensto/home/ladvien/skintokens/repoCreate a Python 3.11 venv at
/home/ladvien/skintokens/.venvInstall torch 2.7.0 / torchvision 0.22.0 / torchaudio 2.7.0 (cu128)
Install
requirements.txt(thebpywheel alone is several hundred MB)Install a prebuilt flash-attn 2.8.3 wheel, auto-selecting the C++ ABI variant matching your torch build
Patch
bpy_serverto bind loopback only (see Security)Download checkpoints via
download.py --modelVerify 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 |
| 465 MB | FSQ-CVAE skin-weight tokenizer |
| 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 3A 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.
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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-mcpServes 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 |
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Generated assets |
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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, withgen_ai/reserved for hand-promoted assets. This server writes generated assets straight intogen_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 |
| 1024 | Detail ceiling. 2048 needs |
| 100 | Coverage of hidden areas (armpits, crotch, under chin); fewer seams |
| 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 |
| Limbs that should mirror don't. |
| Vertices that will never deform. Invisible in rest pose, a frozen spike under animation |
| Sequence truncation — |
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_skeletonis 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_vertexstays at 4 and is not exposed: it's hardcoded indemo.pyand 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.pyhardcodes the class as"articulation", so theconfigs/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 agpu-tenantlease; 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 hasMOTION_RAM_REQUIRED_GIBfree (polled fromgpu-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 itsworker.log, and the failure listsretriesandjob_dirs. The worker report carriespeak_rss_gib.Retargeting is
scripts/retarget_animation.py(--source-map soma,.bvhclips), 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) androot_path(up to 32{time_s, x_m, z_m, heading_deg?}waypoints in Kimodo's world frame; needsroot_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 atpath * height_ratioon 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_degper bone), because a T-pose clip on an A-pose rig crossed the hands over the body. Every sample reportscrossed_hand_frames(frames whose hands are on the wrong side of the midline) andmin_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_motionoverrides it. Whenever the pelvis is keyed (hip_boborroot_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 carriesfloor_lift_maxandfloor_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_intersectionisoff,scoreorrepair(default):repairturns 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.glband 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(defaultis the longest contour a frame may have;
cloth_materialsnames loose-cloth materials whose self-contact is not counted. Each sample carries itsself_intersectionverdict, and the answer gainsattempts,passedandbest_sample(null whenoff).health_checkreportsskinclip_installed.
The text encoder loads from
$TEXT_ENCODERS_DIR(default/home/ladvien/kimodo/text_encoders), populated from the ungatedNousResearch/Meta-Llama-3-8B-Instructmirror plus theMcGill-NLP/LLM2Vec-Meta-Llama-3-8B-Instruct-mntp{,-supervised}adapters, with each adapter'sadapter_config.jsonbase_model_name_or_pathpointed 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 tcpClients 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 |
|
omp |
|
opencode |
|
Claude Desktop |
|
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 |
| 19 GB (OOM-killed in CuMesh simplify at 17.7 GB free; torch's 14.3 GB peak misses CuMesh) |
| 17 GB (passed at 17.7 GB free, 13.2 GB allocated) |
| 17 GB (14.47 GB torch peak; OOM-ed loading at 11.3 GB free) |
| 18 GB |
| 19 GB |
| 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).
This server cannot be deployed
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