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willy92winswilly92wins/DayZ-Modding-Knowledge-Pack/skills/ardy-motion-generation/SKILL.md

ardy-motion-generation

Skill20 starsChanged 41 days agoMITView on GitHub

Instalar y operar NVIDIA ARDY — modelo open-source de motion generation en tiempo real (autoregressive diffusion, control por texto/waypoints/teclado) — local en WSL2 sobre la RTX 3090, con el objetivo de generar locomoción de cuerpo completo (correr, saltar, vaultear, scene traversal) para el survivor de DayZ. Usar cuando el usuario pida "instala ARDY", "prueba ARDY", "genera animación con ARDY", "motion generation en tiempo real", "locomoción del survivor con AI", "animación por texto/waypoints", o retome el proyecto de locomoción DayZ vía IA generativa. NO usar esta skill para animación de armas/grip — está fuera de alcance por diseño, ver "Qué NO resuelve ARDY" más abajo.

  • Installs packages

The file

We split this skill into the rules it gives an agent

3 rules. About 0 are common, 0 are distinctive, and 3 are very specific to this project.

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    Common · estimate

    Many files like this have a rule of this kind.

  • ≈0

    Distinctive · estimate

    This author's own choices. Worth a look.

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  1. Very specific:

    If it does not fit smoothly: accept non-real-time generation (batched/offline) if the repo allows it — not confirmed in README, check …

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    Default outputs go to the repo's outputs/ folder.

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  3. Very specific:

    No part of that chain is tested.

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≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

ARDY — real-time motion generation (NVIDIA)

What ARDY does NOT solve (read before investing time)

The goal of this skill is survivor full-body locomotion (running, jumping, vaulting, scene traversal), NOT weapon animation. The actual weapon grip bottleneck in DayZ is geometric parity between the weapon model and the reference .anm on Weapon_Root/RightHand_Dummy (verified in-game, A6_SR2M project, 2026-06-17/23) — ARDY operates on a full-body skeleton (~27 "core" bones) with hand control as end-effector position, without any concept of held object geometry, individual fingers, or the DayZ ASI/IK system. Bringing ARDY to a weapon-grip problem would be solving the wrong layer. Full detail and comparison with 6 more tools: <knowledge-notes>/ai-3d-pipeline/stage-05-animation.md.

What it is (verified against research.nvidia.com/labs/sil/projects/ardy/ and

github.com/nv-tlabs/ardy — do not trust video/marketing, only primary source)

ARDY = "Autoregressive Diffusion with Hybrid Representation for Interactive Human Motion Generation" (NVIDIA, research lab SIL). Two-stage autoregressive transformer denoiser: stage 1 predicts global root motion, stage 2 predicts body motion conditioned on root. Supports sparse kinematic constraints in time/joints. Real-time control: online text prompts, root trajectories/waypoints, full-body keyframes, end-effector joint positions/rotations, mouse waypoint editing, keyboard velocity commands, long-horizon goals.

VRAM budget — read before launching anything

The text encoder alone (Llama-3-8B-Instruct, bf16) already asks for ~14GB. The documented total is 16-18GB minimum and ~24GB for smooth real time. The RTX 3090 has exactly 24GB — margin much tighter than any model already validated on this GPU (TRELLIS2-4B, the heaviest tested so far, had a peak of only 6.5GB — see trellis2-local-setup memory). WSL2 adds its own VRAM overhead on top. Expect real risk of OOM in real-time mode.

Mitigations to try in order if there is OOM:

  1. Launch run_text_encoder_server.py in separate process (allows seeing its isolated footprint before adding the rest of the model).
  2. Close any other process reserving VRAM (browser with GPU acceleration, another loaded model, etc.) before launching demo.
  3. If it does not fit smoothly: accept non-real-time generation (batched/offline) if the repo allows it — not confirmed in README, check python scripts/run_demo.py --help upon installing.

Setup — WSL2, env conda dedicado

Use a NEW and SEPARATE conda env, never the existing trellis2 env — TRELLIS2 pins exact PyTorch 2.6.0 with extensions compiled against that build version; mixing dependencies of two heavy models in the same env is the fastest path to a broken environment.

# Inside WSL2 Ubuntu-22.04 (same Ubuntu already used for TRELLIS2)
conda create -n ardy python=3.11 -y
conda activate ardy

# Install PyTorch BEFORE the rest — pin CUDA index to what the actual driver of this
# machine supports. The repo uses cu126 (CUDA 12.6) as example; BEFORE copying the command as
# is, check `nvidia-smi` (installed driver) against the CUDA compatibility matrix — do not
# assume that cu126 is correct without checking.
pip install torch torchvision --index-url https://download.pytorch.org/whl/cu126

# Full installation (includes demo). Alternatives: `pip install -e .` (core only, without interactive
# demo — does not work for this use case) or `pip install -e ".[trt]"` (with TensorRT).
pip install -e ".[all]"

Build requirements: CMake ≥3.15 and C++17 compiler. Confirm that WSL2 has them (cmake --version, g++ --version) before launching install — if missing, sudo apt install cmake build-essential.

Clone the repo on the mounted SSD (/mnt/e/..., same pattern as TRELLIS2), not on the WSL2 C: partition — more space and large model loading goes faster. If /mnt/e is not available on this machine, confirm with the user where to clone before deciding by default.

Model weights — automatic download, but requires HuggingFace gate

No need to download weights manually — the repo downloads them automatically when using the demo. Available models: ARDY-Core-RP-20FPS-Horizon40/8, ARDY-G1-RP-25FPS-Horizon52/8.

The text encoder uses meta-llama/Meta-Llama-3-8B-Instruct, which is a gated model on HuggingFace — requires requesting access on its model page (approval usually fast but not instantaneous, allow margin) and then authenticating:

hf auth login
# o, alternativamente, guardar el token directamente:
# echo "hf_..." > ~/.cache/huggingface/token

Launch the interactive demo

python scripts/run_demo.py

Optional — separate the text encoder into its own process (recommended here to be able to monitor its VRAM footprint before adding the rest, given the tight margin of the 3090):

python scripts/run_text_encoder_server.py

Browser UI: http://localhost:2333 (visualization viewer at http://localhost:2334).

[UNVERIFIED] The README does not confirm an explicit flag to choose skeleton core vs g1 in the demo command itself — probably selected via config or which checkpoint is loaded. Check upon installing (python scripts/run_demo.py --help) before assuming a flag.

For survivor locomotion: use the core skeleton (generic humanoid), NOT g1 — g1 is literally the rig of the real Unitree G1 bipedal robot, not a character skeleton.

What it produces (output)

.npz files with:

  • posed_joints — world-space joint positions, shape [T, J, 3]
  • joint rotations, local and global
  • root positions
  • foot contacts

The g1 skeleton additionally exports a MuJoCo qpos CSV (robotics simulation format — not relevant for character locomotion use case, ignore if it appears).

Default outputs go to the repo's outputs/ folder.

Próximos pasos — integración a DayZ (PLAN, no verificado, no implementar sin gate)

Everything in this section is design, not tested code. Before writing any retargeting script, re-read references/dayz-integration-plan.md (complete checklist) and the two vault notes cited there — do not assume that the pipeline described here works as-is.

Summary of the pending chain: .npz (world-space joints, "core" skeleton ~27 bones) → import into Blender → retarget to DayZ player OFP2_ManSkeleton (same type of problem already faced by mixamo-retarget skill, marked EXPERIMENTAL — generic external skeleton toward specific DayZ skeleton, without official ARDY mapping to any video game format) → export .txa → existing dayz-animation-pipeline pipeline → .anm → in-game gate.

No part of that chain is tested. See references/dayz-integration-plan.md for detail and open questions before attempting it.

Referencias

  • Research and full applicability verdict (ARDY + 6 more tools compared): <knowledge-notes>/ai-3d-pipeline/stage-05-animation.md
  • Actual DayZ animation system (bones, ASI, skeleton map, grip mechanism verified in-game): <knowledge-notes>/dayz-animations-creatures-weapons.md
  • WSL2 + heavy GPU setup already validated, same gotchas of HF-gated models: memory trellis2-local-setup
  • DayZ integration plan (unverified): references/dayz-integration-plan.md

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