This panel gives you access to the complete structure of your scene and allows you to interact with it.

The structure is in the form of a tree where each node can have instances, cameras, projectors,… and these nodes have positioning properties in space.
At any time you can re-parent or reorder the structure by dragging and dropping the different elements into each other.
At the bottom of this panel there is a toolbar that allows you to manage 3D objects.

add 3D objects
delete 3D objects
More actions allow you to Expand/collapse all or selected 3D objects
delete 3D objects

Add objects

By pressing the “add” button on the toolbar, a menu will give you a list of objects that can be added to your scene: prefabs, cameras, projectors, lights or import a 3D file.

Import allows you to import 3D files
Import from Kinetic file allows you to import only the projectors from another existing Kinetic project
Import projector from csv allows you to import projectors from csv file
Node add a null node
Prefab add prefab 3D objects
Light add 3D lights
Camera add 3D cameras
Projector add projectors
Optitrack camera add optitrack camera
Modifiers add modifiers: Cloner and symmetry
Trigger add trigger area


You can import a wide variety of 3D files: collada, fbx, obj, 3ds,… directly into Kinetic thanks to its import function.
Once you have selected your file, you can choose what kind of elements you want to add to your scene.

Meshes imports the different geometries/objects from the file
Materials imports the available materials/textures from the file
Skeletons imports the skeleton of objects if they have them
Cameras imports the available cameras
Lights imports the available lights
Animations imports the available animations
Bake animation pre-calculates animations in a separate file (if imported) see here
Vertex color in some cases, it is possible that each vertex of the object has its own color, so it is necessary to activate this parameter

Once your file is imported, Kinetic will create a node in your scene with the basename of this file.
By default this node is “locked” because it contains transformation information related to the way it was exported. It is nevertheless possible to unlock it to modify its values, but we do not recommend it.


Generally speaking, your scene is organized in nested nodes as in most 3D software. These nodes are used to position elements in 3D space. Each transformation of a node affects its child nodes.

Visible displays (or not) the node and all of its children
Position x,y,z position of the node relative to its parent node
Rotation rotations around the x,y,z axes of the node relative to its parent node
Scale scale factor on the x,y,z axes of the node

These values can be animated in an animation sheet by dragging and dropping them into the curve editor linked to an animation.
They can also be modified from the graph by dragging and dropping the whole node into one of the existing graphs.
The last way to interact with the node is by dragging and dropping it into a timeline. This will then create a layer to animate its values.


Once the modifier has been added, simply drag and drop the object you wish to modify into the modifier node.


The Cloner allows you to repeat your object in the chosen axis.

Visible activate to render the cloner in the 3d viewer
Position Cloner position in the 3 axes
Rotation Cloner rotation in the 3 axes
Scale Cloner scale in the 3 axes
Type chose from the list the cloner type: Grid or Radial
Grid Radial
Grid x number of clones on x-axis Axis choose the clone axis
Grid y number of clones on y-axis count number of clones
Grid z number of clones on z-axis Angle angle between each clone
Grid spacing x space between each clone on x-axis
Grid spacing y space between each clone on y-axis
Grid spacing z space between each clone on z-axis


This modifier allows you to make a symmetry along 1 axis.

Visible activate to render the cloner in the 3d viewer
Position Symmetry position in the 3 axes
Rotation Symmetry rotation in the 3 axes
Scale Symmetry scale in the 3 axes
Axis choose the symmetry axis

Area triggers

You can add areas in your scene that will be able to trigger tasks.

To do this, a zone must be declared and parameterized (position, size, group,…). Then you have to drag and drop it into a task as trigger.
Once done, you can decide which instance is going to trigger and when, by entering or leaving the zone.

As the zones are boxes it is possible to make more complex shapes by adding several zones with the same group id. By doing this it is possible to have overlaps without triggering any input or output signal.

3 areas in the same group id

Need more help with this?
Don’t hesitate to contact us here.

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