Kersok
73 posts

Kersok
@KersokX
Indie Dev⚡️ Building cool tech and sharing the journey. 🧪 Current project: Universal AI Animation Engine. https://t.co/gl6jhzzFOE #buildinpublic
Katılım Ocak 2026
50 Takip Edilen54 Takipçiler

I Already out motion3d to humanoids.
Take a look to the examples
kinemo.studio/examples
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@KersokX @ratimics_ai just testing, simple humanoid model, I like that you get variants and you can choose which fits best. Also: the feature to be able to name, add and delete parents and children in the rig might be very valuable in the future.
wishlist 2: face-rig to enable expressions

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Y uploaded skeletons + animations into Kinemo.studio you can check it out! it's free for the first try!
Kersok@KersokX
Well... Good skeleton makes better animations Oneshot without references #gamedev #ai #threejs
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@JimmyNewclaw btw it's not already in kinemo.studio, im still fixing some issues
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@JimmyNewclaw It's not always perfect, but i will make it almost perfect.
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Kersok retweetledi

damn i just found out i was mentioned on reddit
i don't get it, what do some people expect? i am building in hyper public, almost on every commit i'm recording a progress video and a devlog
i set an insane goal of achieving AAA quality, which usually takes millions of $$ and huge teams
3 months in, i've achieved quite a lot and whenever i encounter a new problem space, i take a break from the game's development and develop a tool oss to make it happen, for everyone!
Recap:
First Demo: Figuring out as many problems as possible during "raw vibe coding" (cli/chat only)
-> World modeling: Tested different AI harnesses for constrained modeling, from generative floorplans + extrusion to more sophisticated level editors with AI integrations
-> Building character state machines is not a very good fit for code-only, as small changes require a lot of context for AIs, but may be solved with rewiring a node visually as a human. So i built the character + animation studio apps
-> Iterating quickly across scenes and reusing assets: Built a vite-framework which connects the level editor and character studio to iterate faster
-> Cheap but high quality vfx: Nothing exists, everywhere i searched (google, yt, forums) everyone seems to just happily pay embergen or houdini money to do it
-> Higher fidelity of 3D human models: Tripo and other ai model generators are really great for props, but they won't get you to really high quality (and decent topology) and the biggest bottleneck currently for higher quality human characters is, YOU HAVE NO FREE HIGH QUALITY OPTIONS. Metahuman is pseudo-free.
In between these breaks i always come back to the game and use these tools
There's still SO much missing, from clothing for the models, to having a good default animation library (also here, mixamo is free but it is missing SO many animations!!)
And more, so so much more. It's funny how i am actually very transparent and share the process daily and have to speedrun horizontally through all fields necessary, yet being compared to the influencers that show oneshot slop!
My progress hasn't really slowed down, i'm hitting bigger problems which require more time and energy, even if vibecoded
anyways new updates on the human creator soon, god forbid a robot takes a day off 😂

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@ChineseTechBro @PhantyForge tbh i dont even know what skin tokens are, so definitely not that lol. my approach is closer to how a 3D artist would reason about the creature and build a usable rig.
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@PhantyForge @KersokX that will be limiting as hell, defeats the purpose of world model.
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@Kyle_D_Robinson Not really Mixamo-style.
The system uses the extracted structure as context, and the AI infers a suitable movement style from the creature’s shape.
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@KersokX Like mixamo but not, more specific the adopting the movement of a spider crawling.
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@KersokX How do you apply the movement mechanics to them?
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