Thirdrez Documentation

website·Indexed 31 days ago

https://doc.thirdrez.com

An ecosystem for browser-native 3D motion synthesis, animation editing, and cryptographic tools, supporting workflows from research to production.

Tokens
785
Snippets
1
Records
6
Agent score
0%

What's inside Thirdrez

  1. Overview of Thirdrez Ecosystem Products

    Thirdrez provides a suite of browser-native tools for 3D motion synthesis and animation:

    • Kinetiq Engine 2.0: A browser-based editor for creating motion via Motion Riff, retargeting between actors, and finishing animations.
    • Motion Riff: Technology for generating motion by selecting dance styles and refining performances.
    • MotionPrint Protocol: A client-side cryptographic provenance system for 3D animation assets using Ed25519 signatures.
    • Amanda 2.0: A multi-engine AI chatbot.
    • Amanda Co-Pilot: A generative motion synthesis (MDM/LoRA) panel integrated into the Kinetiq Editor.
  2. Verify 3D assets with MotionPrint Protocol

    The MotionPrint Protocol provides Ed25519-signed cryptographic provenance for 3D animation assets. Verification is performed fully client-side using the @noble/ed25519 library, typically completing in less than 10ms. No account or file upload is required for verification.
    // MotionPrint uses @noble/ed25519 for Ed25519 signatures
  3. Export 3D animations from Kinetiq Engine

    Kinetiq Engine supports several live export formats, all generated 100% client-side:

    • FBX: Binary FBX 7.4. Includes animation clips and optional embedded textures. Supports per-DCC axis/unit presets for Blender (Z-up·Y-fwd), Maya (Y-up·Z-fwd), Unity (Y-up·Z-fwd), Unreal (Z-up·X-fwd), and Three.js (Y-up·Z-fwd).
    • GLB / glTF 2.0: Compatible with Unity, Unreal, Roblox, Web, and AR/VR.
    • BVH: Used for Second Life Bento, MotionBuilder, Maya, and mocap pipelines.
    • .anim: Specifically for Linden Lab in-world uploads (Second Life).
  4. Technical implementation of Kinetiq Engine tools

    The Kinetiq Engine utilizes specific mathematical and technical implementations for its animation tools:

    • Mirror Animation: Uses the quaternion mirror formula q' = (qx, -qy, -qz, qw) to reflect across the YZ plane while preserving rotation magnitude |θ|.
    • Loop Fixer: Employs smoothstep easing α²(3 - 2α) over the tail window.
    • Foot Locking: A 2-bone correction that runs after the mixer each frame to anchor planted feet; corrections can be baked into editable keyframes.
    • Vision Capture: Implements Google's Mediapipe Pose model via WebAssembly (WASM) for local browser processing.
    • Data Model: All tools mutate TrzClipData tracks (TRZ engine) rather than THREE.js bone state directly, ensuring mutations survive playback and export.
  5. Thirdrez Technical Stack

    The Thirdrez ecosystem is built on the following stack:

    • Frontend: Next.js 14, React, Three.js, React Three Fiber, Zustand, TypeScript
    • Animation Engine: TRZ (custom engine built on THREE.AnimationMixer with Linear, Step, Bezier, and Squad interpolants)
    • Physics: Kinetiq Physics (Verlet soft-body simulator)
    • AI/ML: Google Mediapipe Pose (WASM)
    • Cryptography: @noble/ed25519
    • Infrastructure: Vercel, pnpm monorepo, Supabase, Stripe
  6. Supported 3D platforms and rigs in Kinetiq Engine

    Kinetiq Engine automatically detects the following avatar types upon load:

    • Second Life: Bento (159 bones), Classic (26 bones)
    • Game Engines: Unity Humanoid (54 bones), UE5 Mannequin (67 bones)
    • Web/VR: VRM (0.0 + 1.0), Ready Player Me
    • Other: Reallusion CC4, Roblox R15 (15 bones), Roblox R6 (6 bones), Mixamo, Move AI, Rokoko, SMPL. Custom rigs can be configured via the Rig Studio.