Video you can diff.
Motion graphics, video edits and voice-over written as JSON, checked by agents, rendered on the GPU.
Documentation · Source · Changelog · Launch video
Kinescript turns a JSON scene into video. Every layer, keyframe, cut and sound is a line of data, so a scene can be generated, reviewed in a pull request, and changed by a script or an agent. A voice-over can start as a line of text. 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 3.3 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
zoomaround afocuspoint, and rounded picture-in-picture. Asequenceturns a cut list into clips with fade, wipe, slide, zoom, blur, iris, push, whip, glitch or luma transitions. Clip audio and music beds are mixed automatically. - Sound on the same timeline. Voice-over, music and effects are cues like layers, a voice's words are cues too, a voice can be spoken from text, and sounds with a role are levelled and ducked for you (Sound).
- Captions from
.srt/.vtt, inline cues or a voice's word times, with karaoke and pop modes. - Shaders. SkSL layers with
mesh,aurora,gridandscorepresets, 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, the chartsbarChart,lineChartandpieChart, plus your own with{{param}}placeholders. - Outputs. H.264
.mp4, ProRes 4444.movand VP9.webmwith alpha for compositing,.gif, PNG sequences.
2D
Paths, shapes, masks and effects are drawn by the same Skia renderer as everything else, and every frame is still a function of the scene and its number alone.
- Motion along paths.
alongrides a layer along SVG path data or a path layer ("#route"), turned with the path whenorientis set.positiontakes keyframes of points, and{"keys": [...], "smooth": true}passes through every key without stopping and without overshooting them. - Groups with their own time. A group's enter with a
staggerbrings its children in one by one, in anorder(start,end,center,edgesorrandom).speed,loopandtimeRemaprun a group's children on a clock of their own, so a looping icon is one group with"loop": 1.2. - Vector shapes.
dtakes keyframes and morphs any path into any other. Strokes takedashanddashOffset(marching dashes that still draw on),cornerrounds every corner, and a rect'sradiustakes four values.roughwobbles an outline as if drawn by hand andboilredraws it several times a second.combinemerges a group's shapes and text into one shape, so a badge with a word cut out of it is a group of a rect and a text. Gradients takeangleandsweep, fill text and strokes, and animate. - Masks and blends.
maskshows a layer through another by its alpha or luma, or their inverse, with afeather; the mask moves on its own clock, so a lens can slide over a layer that holds still. Seven more blend modes: hardLight, colorDodge, colorBurn, exclusion, hue, saturation and luminosity. - Layer effects.
glow,outline,innerShadowanddisplace(noise waves that slide), sized by keys that animate. - Many at once.
repeatcopies a shape, text, image or group up to 10,000 times, each copy placed and coloured by an expression of its numberi. Aparticleslayer emits byrateorburst, withlife,speed,gravity,drag, and size, opacity and fill over each particle's life;confetti,sparks,snow,dustandbubblesare presets. Each particle comes from its number and aseed, so any frame renders on its own. Animagewithframesor asheetplays frame-by-frame animation. - Type on curves.
textPathlays text along a path, each letter turned to it, andoffsetslides it along.unitFillandunitBlurcolour and blur each letter by an expression, andsweep(i, n, p, soft)runs a highlight across a line. - SVG files. An
.svgin an image layer draws as vectors, sharp at any size. Ansvglayer turns the file's shapes into layers named by their ids, so each piece can draw on, enter in turn, morph or take a mask. - Motion library. Twelve more enter and exit motions, among them
land(drops in and bounces),squash,elastic,rise-mask,scramble,glitchandwhip.emphasisplayspulse,shake,floatand seven more in the middle of a layer's life, once, repeated or looped. Sequences also cut byiris,push,whip,glitchandluma, andbarChart,lineChartandpieChartare charts whose bars grow, line draws on and slices sweep round. - Motion an agent can read.
kine look --trailsdraws each moving layer's path over the frames, a dot a frame, so the spacing shows eases, overshoots and stops;--onion 3draws the three frames before each one over it.kine probe --curve title.xgives a key's value and speed at every frame.kine checkwarnsstop-and-go,strobeandslow-effects.
A dot that rides a dashed route as it draws on:
{"id": "route", "type": "path", "d": "M200 700 C 600 300 1300 1000 1720 400", "stroke": "#9299a8",
"strokeWidth": 5, "dash": [14, 10], "draw": [[0, 0], [3, 1, "inOutSine"]]},
{"id": "dot", "type": "circle", "r": 18, "fill": "#ff633f", "glow": 24,
"along": {"d": "#route", "p": [[0, 0], [3, 1, "inOutSine"]], "orient": true}}
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,rotateYandbackface. A top-levelcamerapans, dollies, orbits and rolls with perspective, looks at and follows atargetpoint or layer, canshakelike a handheld camera, and pulls focus with depth of field (aperture,focus);fixedlayers ignore its moves, and a group with"sort": "depth"draws its children far to near. Theflip,flip-up,tumbleandpushmotions work on whole layers and per letter withsplit. A two-sided card is a group with"backface": "hidden"on each side.fogfades far layers into the background colour, or a colour of your own. - Stages. A group with
"sort": "pixel"draws each child with an image of its depth and shows the nearest at each pixel, so models and cards pass through each other with a clean edge, and a model'sgroundshadow lies on a floor layer. With"shadows": trueits models cast shadows from the key light onto the floor, walls and each other. - Model layers.
"type": "model"draws a litcube(rrounds it),sphere,cylinder,cone,capsule,torusorplane, alatheturned from a profile, atubealong a path (itsdrawgrows it), or several shapes merged aspartsso their triangles are depth-sorted together; part keys animate like layer keys.repeatdraws copies of a model merged into one mesh, each placed and coloured by an expression of its numberi: a waving grid of 100 cubes is one layer. Materials takefill,shine,metal,rim,bands(toon steps),glow,transparency(see-through, the far side showing) andtexture, wrapped round the shape with the texture'srepeatandoffset: an image, a video that plays on the model, or"#groupId", a group of layers drawn on it at each frame's time, such as an app on a phone's screen.light, for the scene or one model, takesstudio,soft,dramaticorflat, or your own amounts, and every amount, itsazimuth,elevationand colour animate. It follows the camera, or with"follow": "world"stays in the scene as the camera orbits.lightsadds up to three more, directional or point, andenvgives shiny and metal models an environment to reflect.edgesdraws lines along creases and the outline, or along every edge as a wireframe, hidden where something is in front of them.explodesends faces outward and thebuildmotion 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 withstrokeWidthfor line icons. Both take adepthand a 45-degreebevel. - Model files.
srcreads.glband.gltf(glTF 2.0) and.objwith its.mtl: node transforms, base colours and base colour textures, emission (emissiveFactorandemissiveTexture, orKeandmap_Ke), transparency (alphaModeBLEND, ordandTr), and metallic and roughness asmetalandshine. Meshopt-compressed and quantized files (gltfpack -c) are read as they are; Draco-compressed ones withpip install "kinescript[draco]".animationplays a glTF file's clips on the layer's clock: node movement, morph target weights and skins, withspeed,loopandstart.groundputs a soft shadow under any model, straight down or, with"from": "light", cast along its key light.
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}}
Sound
Sounds are a top-level audio list, timed like layers and mixed by ffmpeg while the frames render.
- Cues both ways.
"at": "vo1.out+0.3"starts a layer 0.3 s after the voice ends, and a sound can start at"title.in". A layer's"sound": "pop.wav"plays when it appears and moves when it moves. A voice stretches anautoduration so it is never cut off. - Words are cues. A words file next to a voice (
vo1.words.json, or Whisper's JSON as it is) times each word:"at": "vo1:render"starts a layer as the voice says "render", and{"type": "captions", "voice": "vo1"}captions it, lighting each word as it is said. - Voice-over from text. Write what a voice says in
textandkine voicespeaks it through a plugin, writing the file and its word times: Kokoro (local, fast), Chatterbox (local, cloned voices) or ElevenLabs (cloud, needs an API key), picked per sound withbackend.[[go]]in the text names the next word, so a cue tovo1:gosurvives a rewrite of the line. Only a line whose text, speaker, rate, backend or options changed is spoken again, and rendering never calls a speech engine. - Delivery tags.
[whispers],[laughs]or[sighs]in the text tell ElevenLabs how to say what follows. Chatterbox takes them too but acts them only some of the time: in test takes it made a sound where[laughs]goes in six of nine and whispered in none of seven. Tags are not words, so cues, marks and captions skip them, and Kokoro says the line without them. - A mix without listening. Give a sound a
roleand it is set to that role's level: voice -18 LUFS, music -16, ambience -30, effects peaking at -6 dBFS. Music and ambience dip 14 dB while a voice speaks, an effect's leading silence is skipped so it lands on its cue, and the whole mix ends at -16 LUFS with peaks under -1.5 dBTP. A top-levelmixchanges the targets. Sounds without a role are mixed as given. - Checked and drawn.
kine checkmixes and measures the sound and reports a voice cut off or masked by the music, an effect that lands late, silence, and a mix off its targets.kine look --audiodraws the sound under the frames on the same time axis. - Everywhere. Gain takes keyframes and expressions like any property; sounds loop and pan; the mix goes into
MP4, MOV, WebM and
--from/--torenders, and-o mix.wavrenders the sound alone.
A narrated beat with a click on a marked word, over music that ducks under the voice:
"audio": [
{"id": "vo", "role": "voice", "at": 0.6, "text": "Each word it says is a [[hit]]cue."},
{"id": "bed", "role": "music", "src": "bed.m4a", "loop": true, "until": "end", "fadeOut": 1.5}
],
"layers": [
{"id": "cue", "type": "text", "text": "Cue", "size": 200, "at": "vo:hit", "sound": "click.wav", "enter": "pop"},
{"id": "cc", "type": "captions", "voice": "vo", "mode": "karaoke"}
]
kine voice scene.json speaks it once. The
voice demo on the project site plays the result with sound, next
to its scene file. Install the plugin for the voice you want next to Kinescript:
pip install kinescript-kokoro # local and fast; Python 3.10 to 3.12
pip install kinescript-chatterbox # local, copies a voice from a clip, tags hit or miss; installs PyTorch
pip install kinescript-elevenlabs # ElevenLabs' API, acts on tags; needs ELEVENLABS_API_KEY
A plugin can also live in another Python, for Kokoro on Python 3.13 or newer or to keep PyTorch out of
Kinescript's environment: point KINE_VOICE_CMD, or KINE_VOICE_CMD_<NAME> for one backend, at it. Each plugin's
README has the details:
Kokoro,
Chatterbox,
ElevenLabs.
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 look scene.json --wire --depth |
the same frames with every model's triangles drawn over them, and each stage's depth image, nearer brighter |
kine look scene.json --trails --onion 3 |
the same frames with each moving layer's path, a dot a frame, so the spacing shows its speed, eases and stops, and the three frames before each one drawn fainter over it |
kine look scene.json --audio |
the same frames with the sound under them: a lane per role and the mix, the duck and issues, plus each sound's measured loudness |
kine probe scene.json --at 3.2 |
resolved in/out of every layer and each visible layer's screen box and anchor |
kine probe scene.json --curve title.x |
the value and its speed at every frame, where it holds still and its fastest frame |
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 voice scene.json |
each sound with text spoken into its file, with its word times, skipping what has not changed |
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. When the scene has sound it mixes and measures it, without drawing a frame, while the
frames are checked, and reports a voice cut off by the scene end, two voices at once, music less than 10 LU under a
voice, an effect whose first sound comes late, a silent sound, and a mix off its loudness target or at its peak
ceiling. 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, kine_render and kine_voice. 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.stage.json: a ring through a panel and a ball that comes through it, on a floor, in a stage, 6 s.lights.json: a ringed planet under a key light that stays in the scene as the camera orbits, a blue light from the side, a warm point light below and a glowing ring, 6 s.reflections.json: chrome, gold and gloss reflecting their environments as the camera turns, 6 s.fog.json: a hall of pillars fading into fog as the camera walks in and a ball comes out of it, 6 s.shadows.json: a cone, a ring and a cube in a stage, their shadows swinging across the floor and up the wall as the key light moves, 6 s.camera.json: a handheld camera that follows a ring past posts at several depths, orbiting it, then pans to a word, 6 s.focus.json: focus pulls from a cone to a ring to a cube in a stage, each pixel blurred by its own depth, 6 s.textures.json: boards on a crate, a label on a can and a map on a globe, on a tiled floor, as the camera swings round, 6 s.screens.json: an animated app on a phone's screen and footage round a turning drum: a group and a video as textures, 6 s.edges.json: a toon-shaded rocket with outlines, a hidden-line wireframe ring and extruded letters with their creases drawn, 6 s.glass.json: a ball and a ring inside a glass case, and a ring that turns see-through, its inside showing, 6 s.product.json: a glTF can, its label a texture inside the file, turning on a table under a studio light and environment, with its shadow on the table and two more cans out of focus behind it, 6 s.cubes.json: a ripple through a grid of 144 cubes, one model layer withrepeat, each copy placed and coloured by an expression of its number, 6 s.shapes.json: a rounded box, a capsule, a lathed vase and cup, and a tube that draws a route between them, 6 s.character.json: a skinned glTF figure playing itswalkandwaveclips: two walk across a floor with their shadows while a third waves, 6 s.voiceover.json: titles cued from the words of a voice-over, karaoke captions of it, and a music bed that dips under it, 5.4 s.narrated.json: the same idea with a voice written as text, a marked word and a click on it. Runkine voice examples/narrated.jsonfirst.logo.json: the brand mark draws on, its arms morph into a play mark and back, and the wordmark slides out from behind it through a mask while the dot glows, 6 s.kinetic.json: a title whose letters rise from the middle out and pop in a random order, a version badge cut out of its plate withcombine, a line that drops from behind a rule through a mask, and keyframe squares looping on a dashed track, 6 s.explainer.json: hand-drawn boxes that boil, and a dot that rides a dashed route throughkine check, which glows, into the video box, with a lens mask lighting the route round the dot, 6 s.confetti.json: a counter runs to a million and three confetti bursts go off behind and beside it, over drifting dust, 6 s.flipbook.json: a pixel-art figure from an eight-cell sprite sheet walks up to a flame drawn as twelve numbered files, 6 s.textpath.json: a title rises letter by letter onto an arch, a ring of text turns once round a counter of its degrees, and a line types itself along a wave, 6 s.sweep.json: a highlight runs across a line, a word's letters take the colours of a turning wheel, and words come into focus one by one, all by unit expressions ofi,nandsweep, 6 s.vector.json: an SVG emblem grows from its own 120 px to 600, sharp all the way, beside a spinner played from an eight-cell SVG sheet, 6 s.svg.json: the same emblem as an svg layer, brought on piece by piece by its ids in the file: the badge pops, the ring's dashes march, the star draws on and turns and the dots pop one by one, 6 s.motions.json: twelve cards, each brought on by one of the motions 1.6.1 adds, fromlandandsquashtoscramble,glitchandwhip, under a title that rises from behind its edge, 7 s.emphasis.json: ten cards that pulse, beat, shake, wiggle, wobble, float, bob, flash, tada and spin in the middle of their lives, under a title a wave runs across, 6 s.transitions.json: six two-clip sequences cutting at once, by iris, push, whip, glitch and two luma wipes, one through a radial map and one through a map dark at both ends, 5 s.charts.json: a bar chart whose bars grow in turn under their counting values, a line that draws on through five points, and a doughnut whose slices sweep round, 5 s.
edit.json, import.json, textures.json, screens.json, edges.json, product.json, voiceover.json,
narrated.json, flipbook.json, vector.json and svg.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), 2026-10-31:
| Workload | Result |
|---|---|
| Drawing one 1080p frame of the launch video on the GPU, converted to I420 and read back as a render does | median 2.0 ms, p95 3.3 ms (all 1038 frames) |
Launch video, 34.6 s at 1080p30, -q high, with audio |
3.6 s wall, about 290 frames/s (median of 5 runs) |
examples/edit.json, 10.4 s with two decoded video clips |
1.95 s wall, 160 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. python bench/stress.py generates
41 scenes that each push one thing far past the examples (2000 layers, 60 cuts, 4K, 120 s, 16-sample motion blur
with alpha, 600 caption cues, 200 morphing paths, 50 masks, a stage of 16 layers, a textured model of 102,400
triangles and more), then checks, renders and probes each one in its own process and reports time, peak memory and
whether the output holds every frame.
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-pythonwheel this is very slow (about 0.65 s per 1080p frame for the launch video); use--scale 0.5for previews on such machines.KINE_BACKEND=cpuforces this path. Blur, shadows, masks and layer effects draw in offscreen layers, which the CPU fills slowly: a blur over a whole 1080p layer takes about 0.44 s, and a split text whose letters blur as they enter blurs a layer for each letter (up to 179 s a frame forbench/stress.py'stext-split).kine checkwarnsslow-effectswhen a frame's effects pass 0.25 s. - 3D is drawn by Skia with a depth sort, not a GL pipeline: models cast shadows on each other only inside a stage,
and a skinned vertex follows at most four joints. Separate layers hide each other per pixel only inside a
stage, and parts of one model that cut through each other meet at a stepped seam. A textured model is drawn
solid whatever its
transparency. Draco-compressed model files need thedracoextra. - Audio is mixing and levelling (trim, gain over time, fades, speed, loop, pan, role levels, ducking, a loudness target), with no effects such as EQ, compression of single sounds or reverb.
- Kinescript does not speak by itself:
kine voiceneeds a plugin or a command. The Kokoro plugin times words for English voices only and needs Python 3.10 to 3.12; the Chatterbox plugin speaks and times English only; the ElevenLabs plugin needs an API key and a network connection. - 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 wraps greedily, with no hyphenation. Right-to-left words are put in order on a line by part of the Unicode
bidi algorithm applied to whole words; explicit embeddings and isolates are not supported.
split: "chars"andletterSpacingdraw each letter on its own, so Arabic letters do not join there (kine checkwarnsunjoined-letters). - An
svglayer leaves out text,<style>sheets,<image>, clip paths, masks, filters, patterns, markers and the file's own animation, and an.svgin an image layer leaves out text,<style>sheets,<symbol>,<image>and markers;kine checknames what a file loses (svg-unsupported). Turn text into paths when saving. - 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
plugins/ voices for kine voice, each installed on its own: kinescript-kokoro, kinescript-chatterbox,
kinescript-elevenlabs
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
Release files for kinescript 1.6.1
For a detailed explanation of source distributions (sdists) and built distributions (wheels), please see the package formats documentation.
Source distribution (sdist)
| File | Size | Uploaded | Provenance | Actions |
|---|---|---|---|---|
| kinescript-1.6.1.tar.gz | 949.4 kB | With provenance | Details for kinescript-1.6.1.tar.gz |
Built distribution (wheel)
| File | Interpreter | ABI | Platform | Actions Reset |
|---|---|---|---|---|
| kinescript-1.6.1-py3-none-any.whl | Python 3 | none | any | Details for kinescript-1.6.1-py3-none-any.whl |
Total release size: 1.7 MB
Release files / kinescript-1.6.1.tar.gz
| Download URL | kinescript-1.6.1.tar.gz |
|---|---|
| Size | 949.4 kB |
| Tags | Source |
|
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Transparency logRelease files / kinescript-1.6.1-py3-none-any.whl
| Download URL | kinescript-1.6.1-py3-none-any.whl |
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| Size | 788.0 kB |
| Tags | Python 3 |
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Transparency logSecurity for kinescript 1.6.1
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