Novolis.Simulation.Humanoid 2026.1.1.57

dotnet add package Novolis.Simulation.Humanoid --version 2026.1.1.57
                    
NuGet\Install-Package Novolis.Simulation.Humanoid -Version 2026.1.1.57
                    
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="Novolis.Simulation.Humanoid" Version="2026.1.1.57" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="Novolis.Simulation.Humanoid" Version="2026.1.1.57" />
                    
Directory.Packages.props
<PackageReference Include="Novolis.Simulation.Humanoid" />
                    
Project file
For projects that support Central Package Management (CPM), copy this XML node into the solution Directory.Packages.props file to version the package.
paket add Novolis.Simulation.Humanoid --version 2026.1.1.57
                    
#r "nuget: Novolis.Simulation.Humanoid, 2026.1.1.57"
                    
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
#:package Novolis.Simulation.Humanoid@2026.1.1.57
                    
#:package directive can be used in C# file-based apps starting in .NET 10 preview 4. Copy this into a .cs file before any lines of code to reference the package.
#addin nuget:?package=Novolis.Simulation.Humanoid&version=2026.1.1.57
                    
Install as a Cake Addin
#tool nuget:?package=Novolis.Simulation.Humanoid&version=2026.1.1.57
                    
Install as a Cake Tool

Novolis

Novolis · Docs · Source

Novolis.Simulation.Humanoid

Cinema 4D / Unity / Mixamo–style standard biped for Novolis: named bones, T-pose bind, FK pose solve, two-bone IK, FABRIK chains, full-body multi-effector helpers, and animation clips. BCL-only (System.Numerics).

Not planar locomotion. Floor agent move is Novolis.Simulation.Kinematics (PlanarAgent). Ragdoll dynamics are Novolis.Physics.Joints (bridge: Humanoid.Physics).

Install

dotnet add package Novolis.Simulation.Humanoid

Quick start

using Novolis.Simulation.Humanoid;
using System.Numerics;

var bind = HumanoidBindPose.CreateDefaultTPose(1.8f);
var pose = HumanoidPose.FromBind(bind);
pose[HumanoidBone.LeftArm] = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, 0.4f);

var world = HumanoidPoseSolver.SolveWorld(bind, pose);
var sticks = HumanoidDebugDraw.BuildSegments(world);

// Limb IK
TwoBoneIk.ApplyLimb(
    world, bind,
    HumanoidBone.LeftArm, HumanoidBone.LeftForeArm, HumanoidBone.LeftHand,
    target: world.Position(HumanoidBone.LeftHand) + new Vector3(0.2f, 0.1f, 0f),
    upperLength: bind.BoneLength(HumanoidBone.LeftForeArm),
    lowerLength: bind.BoneLength(HumanoidBone.LeftHand),
    poleVector: Vector3.UnitZ);

// Multi-effector (hands / feet + optional head via spine FABRIK)
HumanoidFullBodyIk.Apply(world, bind, new HumanoidFullBodyIkTargets
{
    LeftHand = new Vector3(-0.4f, 1.2f, 0.3f),
    RightHand = new Vector3(0.4f, 1.2f, 0.3f),
});

// Persist IK aiming into local pose (clips / further FK)
HumanoidPoseSolver.BakeLocal(bind, world, pose);

IK notes

  • Pole vectors bend elbows/knees toward that side of the root→target line (TwoBoneIk.EnforceBendSide rejects inverted mids).
  • BakeLocal writes parent-space quats from a world pose so animation systems can consume IK. Re-FK restores bind-length hierarchy (free mid offsets become aiming rotations).

API

Type Role
HumanoidPoseSolver FK SolveWorld; IK persist BakeLocal
TwoBoneIk Arm / leg reach (SolveMid, ApplyLimb, EnforceBendSide)
FabrikChain Generic N-link FABRIK on Vector3 positions
HumanoidChainIk FABRIK over a HumanoidBone[] chain into world pose
HumanoidFullBodyIk Feet/hands via two-bone; optional head via spine chain
HumanoidAnimationClip Clip schema (banks in Novolis.Game.Humanoid)

Bone standard

Mixamo / Unity Humanoid names (HumanoidBone, HumanoidBoneNames.TryResolve). Hierarchy under HumanoidHierarchy. Map to physics ragdoll spheres via HumanoidRagdollMap (indexes match RagdollHumanoidPreset).

Not in this package

  • Mesh skinning / GPU draw → Humanoid.Skinning / apps
  • BVH / glTF import → Humanoid.Import
  • Finger / face bones (later)
  • Game-specific clip banks → Novolis.Game.Humanoid
  • Planar agent walk → Novolis.Simulation.Kinematics
Package Role
Novolis.Simulation.Humanoid.Physics Ragdoll sphere bridge
Novolis.Simulation.Humanoid.Import BVH / glTF joint import
Novolis.Simulation.Humanoid.Skinning CPU LBS deform
Novolis.Game.Humanoid Clip banks / body masks
Novolis.Simulation.Kinematics Planar XZ agent motion (not IK)
Novolis.Physics.Joints Ragdoll constraint dynamics
Product Compatible and additional computed target framework versions.
.NET net10.0 is compatible.  net10.0-android was computed.  net10.0-browser was computed.  net10.0-ios was computed.  net10.0-maccatalyst was computed.  net10.0-macos was computed.  net10.0-tvos was computed.  net10.0-windows was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.
  • net10.0

    • No dependencies.

NuGet packages (4)

Showing the top 4 NuGet packages that depend on Novolis.Simulation.Humanoid:

Package Downloads
Novolis.Simulation.Humanoid.Skinning

CPU linear-blend skinning and AdaptiveMesh person hulls for Simulation.Humanoid / ragdoll graphs.

Novolis.Simulation.Humanoid.Import

BVH mocap and lightweight glTF joint import retargeted into Simulation.Humanoid clips.

Novolis.Simulation.Humanoid.Physics

Bridge between Simulation.Humanoid poses and Physics.Joints ragdoll spheres.

Novolis.Game.Humanoid

Game-facing humanoid clip banks and body masks over Novolis.Simulation.Humanoid.

GitHub repositories

This package is not used by any popular GitHub repositories.

Version Downloads Last Updated
2026.1.1.57 105 10/4/2026
2026.1.1.56 111 10/1/2026
2026.1.1.55 120 9/30/2026