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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.

PlatformBone CountTarget SystemNotes
Second Life Bento159 bonesSL advanced rigged avatarsFull facial, wings, tail, hand articulation
Second Life Classic26 bonesSL legacy avatarsBasic humanoid only
Unity Humanoid54 bonesUnity Mecanim systemStandard Unity humanoid rig
UE5 Mannequin67 bonesUnreal Engine 5Epic's standard mannequin (Manny / Quinn)
VRMvariesVRoid Studio, VTuber pipelinesVRM 0.0 and VRM 1.0 spec, includes spring bones / blendshapes
Ready Player Me~52 bonesReady Player Me ecosystemCross-app avatars used in metaverses
Reallusion CC4varies (~150+ bones)Character Creator 4, iCloneHigh-fidelity production avatars
Roblox R1515 bonesStandard RobloxMost common Roblox avatars
Roblox R66 bonesLegacy RobloxSimplified block avatars
Mixamo~59 bonesMixamo / Adobe pipelineAuto-detected via mixamorig prefix
Move AIvariesMove AI markerless mocapDirect ingest of Move AI's exported skeletal data
RokokovariesRokoko Smartsuit / SmartglovesDirect ingest of Rokoko exports
SMPL24 jointsResearch / ML pipelinesAcademic standard for body model research
CustomanyAnything not on the listUse 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)
Second Life Priority

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)
GLB โ†’ UE5

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 Import

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:

BrowserMinimum VersionNotes
Chrome90+Recommended; best performance
Firefox89+Full support
Safari15+Full support; some BETA features may need restart on first load
EdgeChromium-basedSame 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:

  1. Identifies source skeleton from imported file
  2. Maps to target skeleton using bone name matching
  3. Adjusts proportions to match target rig
  4. Preserves motion quality through constraint-aware mapping

Supported Retarget Pathsโ€‹

SourceTargetQuality
Unity โ†’ BentoExcellent
UE5 โ†’ UnityExcellent
Bento โ†’ UnityGood
Any โ†’ Roblox R15Good (simplified)

Need a specific skeleton? Contact us at [email protected]