> For the complete documentation index, see [llms.txt](https://animotive.gitbook.io/animotive-kimodo/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://animotive.gitbook.io/animotive-kimodo/advanced/how-it-works.md).

# How It Works

Everything beyond clicking **Generate with Kimodo** is automatic. This page explains what the plugin does on your behalf, for anyone who wants to understand the pipeline or diagnose an unexpected result.

When you click **Generate with Kimodo**, six things happen in sequence:

1. **Capture.** The plugin samples the character's Control Rig keyframes and assembles the constraints JSON.
2. **Export.** The request is dispatched to the active backend — Animotive Kimodo (hosted), Self-Hosted (HTTP), or Local (Docker).
3. **Solve.** Kimodo runs its diffusion model and returns a BVH on the SOMA77 skeleton.
4. **Import.** The plugin imports the BVH as a `UAnimSequence` asset under `/Game/Kimodo/Generated/<MeshName>/Sequences/`.
5. **Retarget.** The IK Retargeter on the Animotive Kimodo track maps the SOMA motion onto your character's skeleton.
6. **Inject.** The retargeted animation is placed on the body binding in Sequencer; the overlapping Control Rig section is automatically muted so the two do not fight.

The **Animotive Kimodo Monitor** panel reports each step's lifecycle state in real time. Open it from **Tools → Animotive Kimodo → Monitor**.

## See also

* [Animotive Kimodo Monitor Panel](/animotive-kimodo/working-in-sequencer/monitor-panel.md) — the lifecycle states each generation passes through.
* [Import & Results](/animotive-kimodo/working-in-sequencer/import-and-results.md) — what the import and retarget steps produce, and how the result lands on your timeline.
* [SOMA77 Skeleton](/animotive-kimodo/advanced/skeleton-and-rotation.md) — the skeleton Kimodo solves on before retargeting.
