motion-pipeline

Transform BVH motion-capture clips into CPU-only game-ready animation data with JSON and TypeScript outputs.

415|44|Updated Mar 18, 2026
One-click install
npx skills add https://github.com/notque/vexjoy-agent --skill motion-pipeline
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: motion-pipeline
Source: https://github.com/notque/vexjoy-agent/tree/main/skills/game/motion-pipeline
Command: npx skills add https://github.com/notque/vexjoy-agent --skill motion-pipeline

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill requires numpy, scipy, pygltflib, Pillow, and includes scripts (resource) components.

What problem does it solve?

This Skill prevents broken, hand-wavy animation pipelines by turning raw BVH motion-capture files into consistent, game-usable motion data (trajectory, pose, contacts, and IK results).

Core Features & Use Cases

  • CPU-only motion processing: Run BVH import, contact detection, decomposition, blending, and FABRIK IK using numpy/scipy with no GPU or PyTorch requirement.
  • Game-ready outputs: Produce root trajectories, per-joint local Euler angles, contact frame windows for events, and TypeScript MoveFrame functions for gameplay animation.
  • Use Case: Generate a roundhouse-kick MoveFrame with an impact window derived from toe/hand contacts, then drive combat timing (damage, VFX, sounds) from the detected contact frames.

Quick Start

Convert a BVH into a TypeScript MoveFrame by running the motion-pipeline generate-move-ts command on your .bvh file and redirect the output to a .ts file.

Frequently Asked Questions about motion-pipeline

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I convert BVH motion capture files into TypeScript for game animation?

BVH motion-capture processing requires numpy, scipy, pygltflib, and Pillow. It operates entirely on the CPU using these Python libraries, so no GPU or PyTorch environment is needed for deterministic motion processing.

Can I detect foot contact frames in BVH mocap for combat event timing?

Yes, contact detection in BVH mocap is handled by analyzing height and velocity thresholds to identify contact frames. These detected windows can then drive combat event timing for damage, VFX, or sounds.

Does this BVH to TypeScript pipeline support inverse kinematics solving?

Yes, inverse kinematics is supported through FABRIK IK solving. The pipeline calculates IK results alongside root trajectories, per-joint local Euler angles, and contact timing for comprehensive game-ready motion data.

How does BVH motion blending work for gameplay animation pipelines?

Motion blending for gameplay animation uses SLERP and LERP interpolation techniques. The pipeline applies Euler ZYX decomposition to per-joint poses to ensure smooth, deterministic transitions between animation frames.

Do I need PyTorch or a GPU to process BVH mocap data into game-ready motion?

No, PyTorch and GPUs are not required to process BVH mocap data. The pipeline relies entirely on CPU-only computation using numpy and scipy for deterministic, reproducible motion processing across machines.