Platform Support
Kinetiq Engine is engineered for cross-platform versatility, supporting a wide range of skeletal structures.
Supported Skeletonsโ
Kinetiq auto-detects the rig type when you load an avatar via File โ Add Avatar or File โ Import. Each of these rigs is a one-click load with the bone mappings, IK chains, and presets pre-configured.
| Platform | Bone Count | Target System | Notes |
|---|---|---|---|
| Second Life Bento | 159 bones | SL advanced rigged avatars | Full facial, wings, tail, hand articulation |
| Second Life Classic | 26 bones | SL legacy avatars | Basic humanoid only |
| Unity Humanoid | 54 bones | Unity Mecanim system | Standard Unity humanoid rig |
| UE5 Mannequin | 67 bones | Unreal Engine 5 | Epic's standard mannequin (Manny / Quinn) |
| VRM | varies | VRoid Studio, VTuber pipelines | VRM 0.0 and VRM 1.0 spec, includes spring bones / blendshapes |
| Ready Player Me | ~52 bones | Ready Player Me ecosystem | Cross-app avatars used in metaverses |
| Reallusion CC4 | varies (~150+ bones) | Character Creator 4, iClone | High-fidelity production avatars |
| Roblox R15 | 15 bones | Standard Roblox | Most common Roblox avatars |
| Roblox R6 | 6 bones | Legacy Roblox | Simplified block avatars |
| Mixamo | ~59 bones | Mixamo / Adobe pipeline | Auto-detected via mixamorig prefix |
| Move AI | varies | Move AI markerless mocap | Direct ingest of Move AI's exported skeletal data |
| Rokoko | varies | Rokoko Smartsuit / Smartgloves | Direct ingest of Rokoko exports |
| SMPL | 24 joints | Research / ML pipelines | Academic standard for body model research |
| Custom | any | Anything not on the list | Use Rig Studio wizard |
For platforms not on the list, Rig Studio walks through manual joint identification in ~60 seconds and lets you save a preset for reuse.
Second Life (Bento)โ
Second Life's Bento skeleton is our most comprehensive target, supporting:
- 159 bones total
- Full facial rigging (32 bones)
- Hand articulation (30 bones per hand)
- Wing bones (6 per wing)
- Tail bones (6 bones)
- Hind legs (optional, 12 bones)
Export Settingsโ
- Format: BVH
- Frame Rate: 30 FPS (SL standard)
- Priority: Configurable (0-6)
Use priority 4 for most animations. Higher priorities override lower ones, but can cause issues with AO (Animation Overrider) systems.
Unityโ
Unity's Mecanim system uses a standardized humanoid rig for easy retargeting.
Supported Configurationsโ
- Humanoid - 54 bones, automatic retargeting
- Generic - Custom rig, manual mapping
Export Settingsโ
- Format: GLB or BVH (FBX coming Q2 2026)
- Frame Rate: 30 or 60 FPS
Integration Tipsโ
Use Unity's GLB importer plugin (e.g. glTFast) to ingest GLB animation clips directly. For BVH, third-party tools like BVH Importer on the Asset Store handle the conversion to AnimationClip.
// Load animation in Unity (assumes GLB import plugin)
AnimationClip clip = Resources.Load<AnimationClip>("MyAnimation");
Animator animator = GetComponent<Animator>();
animator.Play(clip.name);
Unreal Engine 5โ
UE5's Mannequin is the standard skeleton for most Unreal projects.
Supported Configurationsโ
- UE5 Mannequin - 67 bones
- MetaHuman - Full facial (coming soon)
Export Settingsโ
- Format: GLB or BVH (FBX coming Q2 2026)
- Frame Rate: 30 FPS
- Scale: 1.0 (UE units)
UE5 supports glTF/GLB import natively via the Interchange Framework. Drag the GLB into the Content Browser and the animation imports automatically.
Integration Tipsโ
// Load animation in UE5
UAnimSequence* Anim = LoadObject<UAnimSequence>(nullptr, TEXT("/Game/Animations/MyAnim"));
Robloxโ
Roblox uses simplified skeletons optimized for their platform.
R15 (Standard)โ
- 15 bones
- Most avatars use this rig
- Good balance of flexibility and performance
R6 (Legacy)โ
- 6 bones only
- Block-style avatars
- Very limited articulation
Export Settingsโ
- Format: GLB (FBX coming Q2 2026)
- Frame Rate: 30 FPS
- Scale: Roblox units
Roblox has strict file size limits. Keep animations under 10 seconds for optimal import.
Browser Compatibilityโ
The editor runs in any modern browser with WebAssembly + WebGL 2.0 support:
| Browser | Minimum Version | Notes |
|---|---|---|
| Chrome | 90+ | Recommended; best performance |
| Firefox | 89+ | Full support |
| Safari | 15+ | Full support; some BETA features may need restart on first load |
| Edge | Chromium-based | Same as Chrome |
For Vision Capture specifically, a webcam (or video file) is required. Mediapipe runs entirely client-side via WebAssembly.
Retargetingโ
Kinetiq automatically handles bone mapping between different skeleton standards. The retargeting system:
- Identifies source skeleton from imported file
- Maps to target skeleton using bone name matching
- Adjusts proportions to match target rig
- Preserves motion quality through constraint-aware mapping
Supported Retarget Pathsโ
| Source | Target | Quality |
|---|---|---|
| Unity โ Bento | Excellent | |
| UE5 โ Unity | Excellent | |
| Bento โ Unity | Good | |
| Any โ Roblox R15 | Good (simplified) |
Need a specific skeleton? Contact us at [email protected]