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Kinetiq Engine Overview

Kinetiq Engine is a browser-native hybrid synthesis system that transforms raw AI-generated motion into editable animation assets.

Active development

Kinetiq Engine ships incremental updates frequently. The features documented on this page are live in production. Items marked ๐Ÿšง are in active training and will surface post-launch. See the Roadmap for the full picture.

Kinetiq Engine v1.1 โ€” browser-based animation editor with menu bar (File, Edit, Capture, Rig, Polish, Physics, Export, Help), Retarget button, 3D viewport with grid floor and T-pose mannequin at 60 FPS, right-side camera and tools toolbar, Outliner panel, transport controls, and timeline

The Kinetiq Engine v1.1 editor running in-browser โ€” a full animation studio with no installation required. The top menu groups every workflow (Capture, Rig, Polish, Physics, Export); the right edge hosts the camera/tools toolbar and the Outliner; the bottom is your timeline and transport. The stats chip confirms a steady 60 FPS.

The Gelatin Problemโ€‹

While generative motion models can synthesize human movement from text, they consistently underperform in production environments. Outputs frequently suffer from critical physics failures:

ArtifactCauseFrequency
Foot slidingLack of IK constraint during synthesis70-90% of locomotion
Joint hyperextensionTraining data includes noisy mocap30-50% of sequences
InterpenetrationNo collision detection during generation40-60% of interactions
Unnatural timingGaussian smoothing over keyframesNearly universal
Root driftAccumulating positional error80%+ for >3 seconds

We call this the "Gelatin Problem"โ€”motion that looks plausible but lacks weight and deterministic contact.

Our Solutionโ€‹

Kinetiq Engine addresses the Gelatin Problem with a tiered approach:

  1. Editor + retarget (โœ… live) โ€” load any clip, retarget across rigs, edit in browser
  2. Physics tools (โœ… live) โ€” Foot Locking (with Bake to Timeline), Joint Limits, Center of Mass, Quality Score, Jiggle Bones (with Bake to Timeline)
  3. Polish tools (โœ… live) โ€” Mirror Animation (free), Smooth, Simplify Keyframes, Range, Loop Fixer, Trajectory View
  4. AI capture (โœ… live) โ€” Vision Capture for webcam + video pose extraction
  5. Generative motion (๐Ÿšง in training) โ€” Amanda Co-Pilot (MDM/LoRA) for prompt-to-motion synthesis

System Architectureโ€‹

The pipeline available in production today processes motion through three stages:

Import / Capture โ†’ Refine โ†’ Export

Stage 1: Import, Rig or Captureโ€‹

Entry points that get a character moving in the editor:

  • File import โ€” GLB, FBX (avatar import), BVH, plus Mixamo/SL/Unity/UE5/Roblox preset rigs
  • Auto-Rig โ€” drop any humanoid mesh and it rigs itself (skeleton + skin weights), ready to animate โ€” you never place a bone. See Auto-Rig
  • Retarget Studio โ€” apply animation from one rig onto another with bone mapping
  • Vision Capture โ€” webcam or video file โ†’ mediapipe pose estimation โ†’ 3D skeleton

Stage 2: Refineโ€‹

Automated and manual correction passes including:

  • Polish menu โ€” Mirror Animation, Smooth, Simplify Keyframes, Range, Loop Fixer
  • Physics menu โ€” Foot Locking (bake-able), Joint Limits, Center of Mass, Quality Score, Jiggle Bones (bake-able)
  • Manual editing โ€” keyframe, IK, transform tools, onion skinning, Trajectory View, true orthographic Front/Side/Top views

Stage 3: Exportโ€‹

Refined motion exports to standard formats:

FormatTarget PlatformFeaturesStatus
GLB / glTF 2.0Unity, Unreal, Roblox, Web, AR/VREmbedded skinning + animation tracksโœ… Live
BVHSecond Life Bento, MotionBuilder, MayaFull skeletal hierarchy, loop metadataโœ… Live
.anim (Second Life)Second Life Linden Lab nativeDirect in-world upload formatโœ… Live
FBXMaya, Blender, MotionBuilder, Unity, UnrealBinary FBX 7.4, client-side, per-DCC axis/unit presetsโœ… Live

Performance (target)โ€‹

Browser-native means performance varies with hardware. Targets on a commodity laptop (Intel Core i7-12700H, 16GB RAM, Chrome):

OperationTarget Latency
GLB import< 200 ms (most clips)
Mirror Animation full clip< 30 ms (50 bones, 100 frames)
Loop Fixer blend< 20 ms
Quality Score sample-on-demand< 50 ms per pass
GLB export< 200 ms (most clips)
Full benchmarks

Comprehensive benchmarks across rig sizes and clip lengths will publish with our 2026 whitepaper update. Current numbers above are working targets from internal profiling.

Artifact Reduction (professional physics suite)โ€‹

The Physics menu surfaces tools that target the most common AI-generated motion artifacts:

ArtifactTool that addresses itStatus
Foot sliding during locomotionFoot Locking (live constraint)โœ… Live, Builder Pro
Joint hyperextensionJoint Limits Report + clampโœ… Live, Builder Pro
Loss of balance / unnatural CoMCenter of Mass + Support Polygonโœ… Live, Builder Pro
Loop discontinuity ("pop")Loop Fixer (snap or smoothstep blend)โœ… Live, Builder Pro
Bilateral asymmetryMirror Animation (3 modes + strength)โœ… Live, free for all
Mocap jitter / harsh arcsSmooth (stackable, Region-aware)โœ… Live
Skirt / hair / accessory rigidityJiggle Bones (Kinetiq Physics โ€” Verlet, bakes to timeline)โœ… Live, Builder Pro

Quality Score in the Physics menu summarizes the overall animation health into an Apple-Watch-style ring dashboard, highlighting which artifact category needs attention for any given clip.

Next Stepsโ€‹


Read the full technical whitepaper: Zenodo