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kinescript

Video you can diff.
Motion graphics and video edits written as JSON, checked by agents, rendered on the GPU.

Documentation · Source · Changelog · Launch video

The Kinescript launch video, rendered by Kinescript

Kinescript turns a JSON scene into video. Every layer, keyframe and cut is a line of data, so a scene can be generated, reviewed in a pull request, and changed by a script or an agent. The renderer is a pure function of the frame number: any frame renders on its own, which makes previews instant and lets a render split across processes.

pip install kinescript
kine doctor

It needs Python 3.10 or newer and ffmpeg on your PATH (details).

The launch video is a Kinescript scene, marketing/promo.json. It is 35 seconds of 1080p and renders, with audio, in about 3.5 seconds on the development machine. The project site shows more demos, each next to the scene file it was rendered from.

What it does

  • Cue timing. Start and end times can name other layers: "at": "title.out+0.2". Lengthen one layer and everything cued after it moves. Cycles and missing references are reported with the ids involved.
  • Animate anything. Numbers and colours take constants, keyframes ([[0, 0], [0.6, 1, "outBack"]], with negative times counted from the layer's end), a tween object, or an expression such as "=540 + sin(t*3)*40". Colours interpolate in OKLab.
  • Text that moves per letter. "split": "chars" (or words, or lines) with a staggered enter motion, a typewriter reveal with a caret, **emphasis** markup, and per-unit expressions ("unitY": "=sin(T*4 + i)*12" for a wave).
  • Footage. Video layers with trim, speed, loop, cover/contain fit, punch-in zoom around a focus point, and rounded picture-in-picture. A sequence turns a cut list into clips with fade, wipe, slide, zoom or blur transitions. Clip audio and music beds are mixed automatically.
  • Captions from .srt/.vtt or inline cues, with karaoke and pop modes.
  • Shaders. SkSL layers with mesh, aurora, grid and score presets, or your own source.
  • Finishing. Per-layer blur, shadow, blend modes and colour adjustments; a scene grade with vignette and film grain; optional motion blur.
  • Components. lowerThird, titleCard, callout, focus (dim everything but a region), progress, kinetic, plus your own with {{param}} placeholders.
  • Outputs. H.264 .mp4, ProRes 4444 .mov and VP9 .webm with alpha for compositing, .gif, PNG sequences.

3D

Depth and models are drawn by the same Skia renderer as everything else, with no extra dependency. Scenes that use no depth draw exactly as before.

  • Camera and depth on any layer. Every layer takes z, rotateX, rotateY and backface. A top-level camera pans, dollies, orbits and rolls with perspective; fixed layers ignore its moves, and a group with "sort": "depth" draws its children far to near. The flip, flip-up, tumble and push motions work on whole layers and per letter with split. A two-sided card is a group with "backface": "hidden" on each side.
  • Model layers. "type": "model" draws a lit cube, sphere, cylinder, cone, torus or plane, or several shapes merged as parts so their triangles are depth-sorted together. Materials take fill, shine, metal, rim and bands (toon steps). light, for the scene or one model, takes studio, soft, dramatic or flat, or your own amounts. explode sends faces outward and the build motion assembles a model.
  • Extruded text and SVG paths. "shape": "text" extrudes letters in any font and "shape": "path" extrudes SVG path data, filled, or stroked with strokeWidth for line icons. Both take a depth and a 45-degree bevel.
  • Model files. src reads .glb and .gltf (glTF 2.0) and .obj with its .mtl: node transforms, base colours, and metallic and roughness as metal and shine. ground puts a soft shadow under any model.

A 3D title that builds in and turns to face the camera:

{"id": "title3d", "type": "model", "shape": "text", "text": "LAUNCH",
 "x": "50%", "y": "50%", "size": 240, "weight": 800, "depth": 70, "bevel": 5,
 "rotateY": [[0, -40], [2.4, 0, "outCubic"]], "rotateX": [[0, 18], [2.4, 0, "outCubic"]],
 "shine": 0.6, "enter": {"name": "build", "dur": 1.2}}

Built for agents

An agent cannot watch a video, so Kinescript gives it things it can read:

Command What the agent gets
kine docs the full scene reference, short enough to keep in context
kine check scene.json every problem at once as JSON, each with its layer, time range and a fix
kine look scene.json --boxes one PNG of many labelled frames, with every layer outlined and the top-level ones named
kine probe scene.json --at 3.2 resolved in/out of every layer and each visible layer's screen box
kine still / kine render a frame, a range (--from/--to), a draft (-q draft --scale 0.5) or the final file
kine watch scene.json the contact sheet, made again every time the file is saved

kine check reports unknown keys and bad values, missing media and out-of-range trims, text off the canvas or in the safe margin, overlapping text, contrast under 3:1 against what is actually behind the text, tiny text and too little reading time. An unknown key names the intended key first. Common names from other tools (color, fontSize, duration, position) are read and reported as info notes. It exits with status 1 while there are errors.

The same tools are available over MCP (kine mcp) as kine_docs, kine_check, kine_look, kine_still, kine_probe and kine_render. They take a scene as a file path or as the JSON object itself, and kine_look and kine_still return images inline.

{
  "mcpServers": {
    "kinescript": {"command": "kine", "args": ["mcp"]}
  }
}

Install

Requires Python 3.10+ and ffmpeg on PATH (for example winget install Gyan.FFmpeg, brew install ffmpeg or sudo apt install ffmpeg). On Linux, skia-python also loads the system's EGL, GL and fontconfig libraries, even with KINE_BACKEND=cpu. A bare container or server needs sudo apt install libegl1 libgl1 libfontconfig1, or importing Kinescript fails with libEGL.so.1: cannot open shared object file.

pip install kinescript
kine doctor        # ffmpeg path, GPU availability, default font

From a checkout: pip install -e .

Dependencies are skia-python, numpy and glfw. Space Grotesk and IBM Plex Mono (both SIL Open Font License) ship with the package, so default text looks the same on every machine.

Quick start

kine new scene.json
kine check scene.json
kine look scene.json --boxes
kine render scene.json -o scene.mp4
{
  "canvas": {"w": 1920, "h": 1080, "fps": 30, "bg": "#0a0c10"},
  "grade": {"vignette": 0.35, "grain": 0.04},
  "layers": [
    {"id": "dot", "type": "circle", "x": "50%", "y": "50%", "r": 26, "fill": "$accent",
     "dur": 1.1, "enter": {"name": "pop", "dur": 0.4}, "exit": "fade"},
    {"id": "title", "type": "text", "text": "Motion, **written.**", "x": "50%",
     "y": "46%", "size": 140, "weight": 700, "split": "chars", "at": "dot.out-0.1",
     "dur": 3.2, "enter": {"name": "snap", "stagger": 0.03}, "exit": "fade"},
    {"id": "sub", "type": "text", "text": "scenes as data", "x": "50%", "y": "62%",
     "size": 40, "fill": "$muted", "at": "title.in+0.6", "until": "title.out",
     "enter": "rise"}
  ]
}

More scenes in examples/:

  • hello.json: a title animation, 4.2 s.
  • edit.json: a cut list with a punch-in, a transition, a lower third, a callout, karaoke captions and a music bed, 10.4 s.
  • 3d.json: a camera move past layers at several depths and a card that turns over, 6 s.
  • model.json: lit primitives and a ring around a ball that builds in and flies apart, 6 s.
  • title3d.json: the brand mark as an extruded SVG path and the wordmark as extruded text, 5 s.
  • import.json: a glTF rocket on a ground shadow, 6 s.

edit.json and import.json read sample media: run python examples/make_media.py first to generate it.

Performance

Measured on the development machine (Intel Core Ultra 7 265, 20 threads, NVIDIA RTX 5060 Ti, Windows 11), 2026-10-30:

Workload Result
Drawing one 1080p frame of the launch video on the GPU, converted to I420 and read back as a render does median 2.7 ms, p95 3.3 ms (all 1038 frames)
Launch video, 34.6 s at 1080p30, -q high, with audio 3.5 s wall, about 300 frames/s (median of 5 runs)
examples/edit.json, 10.4 s with two decoded video clips 2.05 s wall, 152 frames/s (median of 5 runs)

python bench/stages.py splits the time per frame into drawing, conversion and readback, and writing to ffmpeg for several workloads, and times whole renders.

Rendering uses Skia on the GPU through a hidden OpenGL context, one per worker process. Frames are split into chunks, encoded in parallel and joined without re-encoding, while another ffmpeg process mixes the audio. Within one process, such as the MCP server, the workers stay warm for two minutes between renders.

Limits

  • Without a usable GPU, Kinescript falls back to Skia's CPU rasteriser. With the Windows skia-python wheel this is very slow (about 0.65 s per 1080p frame for the launch video); use --scale 0.5 for previews on such machines. KINE_BACKEND=cpu forces this path.
  • 3D is drawn by Skia with a depth sort, not a GL pipeline: models have no image textures, skeletal animation or shadows cast on each other, and separate model layers do not hide each other per pixel (merge touching objects as parts of one model). Draco- and meshopt-compressed model files are not read.
  • Audio is mixing (trim, gain, fades, speed), not editing or effects.
  • Video is decoded and resampled by ffmpeg to the scene frame rate. Jumping backwards or far ahead reopens the decoder, which is slower than sequential playback.
  • Text layout is single-script left-to-right with greedy wrapping. No shaping for complex scripts or bidi.
  • Expressions are limited to arithmetic and the listed helpers; attribute access and other names are rejected.

Project layout

kinescript/   engine: timing, props, scene, components, render (Skia), space, render3d,
              mesh and models (3D), output (encoding and the audio mix),
              verify (check, look, probe), schema, docs, mcp, cli
examples/     example scenes and the generator for sample media
marketing/    the launch video as a scene and its builder; build_site.py renders the site
site/         the project site: demo scenes next to the videos rendered from them
brand/        logo files, generated art and the brand guide
bench/        per-stage timing of frames and whole renders
content/      launch post and social copy
tests/        pytest suite

License

MIT, see LICENSE. The bundled fonts are under the SIL Open Font License 1.1; their notices are in kinescript/fonts/.

Metadata

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