Kinematic 0.5.0 is out. Modeling and sculpting in the viewport, a timeline on every graph, photo and sound editing. What's new
Kinematic / Who it's for / Game devs

Characters, props and worlds for your game.

Sculpt a character, cut it down to a mesh your engine can afford, unwrap it, bake it and paint it. Rig it, give it a run, erode the land it lives on, and send it all to Unreal, Unity or any engine that reads FBX or glTF.

  • Character artists
  • Environment artists
  • Technical artists
  • Indie teams
  • Game jams
  • Students
Free, even for commercial gamesNo account, no license keymacOS, Windows, Linux
  1. Sculpt
  2. Retopo
  3. Paint
  4. Animate
  5. Terrain
The work

Make the assets for your game.

Every step you take in the viewport lands on the canvas as a node. Change the third step after the tenth and the asset rebuilds from there.

01

Characters

Sculpt it, cut it down, rig it and make it move.

the arcs a running fox leaves

Make it move

Blend two walks so the feet never skate, then check the arcs of the head, tail and paws as lines on the floor.

How to make it →
A sculpted creature in wireframe, dense where the brush worked

Sculpt from a ball

Pull horns and ridges out of a sphere. The mesh adds fine detail only under the brush.

How to make it →
The UV editor with straightened, stacked islands packed into the square

Cut it down and unwrap it

Draw a clean low mesh over the sculpt, mark seams, relax the stretch and pack the islands.

How to make it →
A tail bound to its joints, every joint in its own color

Rig and skin it

Place the joints, bind the mesh, and paint the weights where the bend looks wrong.

How to make it →
02

Props

Hard surface, painted wear and textures that tile.

A wooden crate painted with a wood layer and a dirt layer
a crate painted in layers

Paint a prop in layers

Wood, roughness and dirt that only lands in the dents, each on its own layer with a mask.

How to make it →
A spaceship hull panel covered in kitbashed pieces

Kitbash a hull

Click detail pieces onto a hull plate, each copy a little different in size and turn.

How to make it →
A dark wooden crate with a leaf label on its side

Put a decal on it

Stick a label on, slide it into place, and it goes out with the crate when you export to glTF.

How to make it →
A procedural brick wall lit from the side

Make a wall that tiles

Bricks you can resize, wear and recolor, used for color and height in one material.

How to make it →
03

Worlds

Block out the level, grow the land, set the mood.

a temple modeled step by step

Block out a level

Model buildings by hand in the viewport. Every step stays on the canvas, so a wall you placed early still moves later.

Model in the viewport →
An eroded canyon of orange buttes

Carve a canyon

Water cuts the channels into a plateau and steps form in the rock bands.

How to make it →
Eroded peaks with trees scattered over the gentler slopes

Plant trees on the slopes

Mask the land by slope and height, then put a tree on every point, so the steep faces stay bare rock.

How to make it →

Light a foggy set

Pillars sunk in colored fog with a light sweeping through, to find the mood of a level before it is built.

How to make it →
04

2D and the store page

Sprites for a 2D game, and the pictures that sell it.

A sprite sheet of a fox running: sixteen frames of one stride, four by four, on a clear background
sixteen frames, one sheet, clear background

Render a run cycle to sprites

Render the rigged fox side on with a clear background, then pack sixteen frames of one stride into a single sheet.

Render frames from the terminal →

Spin a turntable

A camera that circles your model once, saved as a video for the store page or your portfolio.

How to make it →

Cut the trailer

Put your captures in order, trim them, add fades and a title, and export an MP4.

Cut a short video →

Stream the devlog

Go live on YouTube or Twitch from the same app, with your scene or your camera on screen.

How to go live →
The work you know

Send it to Unreal and Unity.

Exports know the engine on the other end. A landscape goes out in the layout the landscape importer expects, and a character comes in standing up, at the right size, with the bone names the engine already uses.

export/ · written by one landscape graph
  • height, 16-bitpeaks_height.pngheight, 16-bit
  • normal, DirectX greenpeaks_normal.pngnormal, DirectX green
  • ambient occlusionpeaks_ao.pngambient occlusion
  • snow layerpeaks_weight_snow_mask.pngsnow layer
  • rock layerpeaks_weight_rock_mask.pngrock layer
  • grass layerpeaks_weight_grass_mask.pnggrass layer

Heightfield Unreal export writes the 16-bit height and one weight mask per layer, plus a small file that keeps the height range, so the landscape comes in at its real size. Heightfield texture export bakes the normal, occlusion, slope and curvature maps beside them. Unity gets RAW16 and splat maps from its own export.

3DGeoHeightfieldErodeHydro→3DGeoHeightfieldUnrealExport→3DGeoHeightfieldTextureExport
Rig character export · the Unreal Engine 5 preset
format       fbx       
axis_preset  unreal    # Z up, centimeters
bone_names   unreal_5  # hips become pelvis, the left thigh thigh_l
root_joint   add       # one root bone above everything
fbx_version  7500      # binary
  • TakesRig clip export writes each take on its own as an FBX take or BVH, with the same names and root, ready to import onto that skeleton.
  • Unity, Blender, MayaPick their axis preset on an FBX or character export and the scene comes in standing up, at the right size.
  • Any engineglTF and GLB keep PBR materials, textures, a second UV set for lightmaps, and four bone influences per point.
The work you know

Simulate fire, destruction and cloth.

A torch, a wall that breaks, a soft body that lands, a burst of sparks. Each one starts as a single node with presets, and opens into the full chain when you want to take it apart.

a torus set alight
glued pieces let go
a soft body lands
sparks and trails
  • Fire and smokeA sparse grid with combustion, buoyancy and turbulence. Bake it to OpenVDB frames, or render it to an image sequence for a flipbook.
    3DGeoFluidSimpleSolver
  • DestructionVoronoi fracture with glue that holds until something hits it hard enough.
    PhysicsWorld
  • Cloth and soft bodiesOne XPBD solver for cloth, hair, grain and soft bodies. Pull too hard and cloth tears.
    PBDSimSolver
  • ParticlesEmitters, forces and a solver, with sparks, trails and swarms on the GPU.
    3DGeoParticleSimpleEmitter

Fire and smoke knobs change while the sim runs. Any moving mesh goes out as an Alembic cache or as a mesh sequence, one file per frame.

What Kinematic adds

Make the sound effects and the music too.

Record a door creak, reverse it, stretch it and give it a long reverb, and it is a whoosh. Clean up a field recording, cut and layer takes, run your own plugins, and patch a synth or a drum machine for the soundtrack.

Record and editReverse, stretch, reverbCLAP and VST3 pluginsSynths and drum machinesWAV, FLAC, OGG, MP3
InputAudioFile→AudioReverse→AudioTimeStretch→AudioPlateReverb→AudioFade
a door creak becomes a whoosh
A drum machine panel: a step grid, three faders, a scope and a spectrum
a drum machine on its own panel
a body read from a plain webcam
A performer skeleton beside the character it drives
the performer moved onto a character
A fox going limp as a ragdoll mid run
a ragdoll fox
What Kinematic adds

Act out a move and put it on your character.

No suit. A plain webcam reads a body, the points become a skeleton, get smoothed and are retargeted onto your character while you move. Face capture apps on a phone drive the face, motion files come in as BVH or C3D, and when a hit lands the same rig can go limp as a ragdoll.

LocalAIImageToBodyPose→3DGeoRigFromPoints→3DGeoRigSmoothMotion→3DGeoRigRetarget
Put your dance on a character →
How it fits

Files, gear and scripts.

What crosses into Kinematic, what goes back out to the engine, and what you can plug in. Every format is on Works with.

Opens

FBX, with bones, weights and takesglTF and GLBUSDAlembicOBJPLY and STLBVH and C3D motionVRM avatarsHeightmaps .png .tif .raw16 .exrSplat scansEXR and image sequencesVideoWAV, FLAC, MP3, OGG

Saves

FBX with Unreal, Unity, Blender or Maya axesRigged characters as FBX, glTF, USD or VRMTakes as FBX or BVHglTF and GLB with PBR materialsUSDAlembic cachesMesh sequencesUnreal landscapeUnity terrainTerrain tiles and mapsOpenVDB fire and smokePNG and EXR sequencesSprite sheetsVideoWAV, FLAC, OGG, MP3

Plugs in

Pen tablets
Sculpt and paint with pressure and tilt.
Gamepads
Sticks, triggers and buttons as live values you can wire to anything.
Webcams
Body, face and hand tracking, with no suit and no markers.
Phones
Live Link Face, iFacialMocap and other face capture apps drive a face.
VMC
Trade a performer with VSeeFace, Warudo or SlimeVR, both ways.
MIDI controllers
Move a knob to map it to any setting.

Script the pipeline

Python builds and poses rigs, opens and changes graphs, and drives the exports, with or without a window. The command line runs a whole folder of graphs in one process, renders frames with no window, and fails a build on a lint warning.

terminal
$ kinematic batch props/ out/ --python export.py
$ kinematic render fox.kin --out sprites/run_%04d.png
$ kinematic lint --strict level.kin
Python and the command line →

Coming from another app

Geometry crosses both ways through FBX, USD, glTF and Alembic. These pages walk through the ideas you already know and what they are called here.

Where to start

Tutorials and demos.

Each tutorial takes one sitting and ends with something finished. The demos come with the app: find them in the Demos browser, press Play, then open the canvas and take them apart.

Tutorials

In the Demos browser

Unreal exportRidged peaks with hydro and thermal erosion, written out for an Unreal landscape.In the Demos browser
Rig playbackA rigged fox from a glTF file, with its weights and its take, playing on a loop.In the Demos browser
Motion arcsA running fox with the arcs of its head, tail and paws drawn on the floor.In the Demos browser
Triplanar crystalA crystal shaded with a world-space triplanar blend, so its veins flow across the folds with no seams.In the Demos browser
Full body reachHands that stay on two drifting balls while the spine twists to help.In the Demos browser
Million-poly dragonA dragon of about 250,000 triangles, lit and circled live.In the Demos browser
Procedural wall textureA brick wall built from patterns and noise, with rain streaking down it.In the Demos browser
BowlingA ball rolls down a lane and scatters ten pins against the back wall.In the Demos browser

Every tutorial →Every demo →

Fair is fair

What it does not yet do.

Better to know now. Missing something your team needs? Reach out.

  • No engine pluginThere is no Unreal or Unity plugin and no live link into their editors. Work crosses as files you export and import.
  • It does not package a gameKinematic makes the art, the effects and the sound. Your engine builds and ships the game.
  • FBX carries simple materialsPBR materials come out as simple phong ones in FBX. glTF and USD keep them.
  • No LOD groups or vertex animation texturesMake each level of detail with Poly reduce and export it as its own file.
  • No path tracerRenders are live, with PBR materials, image-based light and shadows, and no path-traced finals.
  • Other apps' project files.blend files, Maya scenes and Unreal or Unity projects do not open. Bring models across as FBX, glTF, USD, Alembic or OBJ.

Download Kinematic.

Free. No account, no license key, nothing owed when your game ships. macOS, Windows, Linux and Raspberry Pi.