KinetiX Acceleration V2.0
Model File: KinetiX_dyn_progressive_acceleration_h3_v2.safetensors
Trigger Words: None
I. CORE FUNCTION
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This concept slider controls the temporal velocity curve of physical motion across video frames.
In standard AI generation, movements often maintain a flat, uniform speed from start to finish. This slider introduces a continuous non-linear acceleration curve: actions begin with a measured, grounded wind-up and progressively increase in velocity toward the final frames.
II. RECOMMENDED WEIGHTS
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* [+1.0 to +2.0] Natural Combat Acceleration (Recommended):
Balanced, realistic velocity curve with clear wind-up and energetic impact.
* [+2.5 to +3.5] High-Impact Action:
Stronger acceleration curve suitable for heavy strikes, sprinting bursts, and dynamic leap-ins.
* [0.0] Base Model Default:
Standard linear movement pace.
* [-1.0 to -3.0] Constant Linear Speed (Anti-Acceleration):
Suppresses velocity variations, keeping movements at a steady, uniform pace (useful for mechanical, robotic, or marching actions).
III. COMPANION MODEL COMBOS
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* motion-speed-mmh3-slider: Regulates overall base playback speed.
* KinetiX-hit-stop-slider: Adds frame pause on weapon/fist contact points.
* camera-shake-slider: Adds localized screen tremor upon physical collision.
一、 核心功能与作用
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本滑块用于控制视频中角色动作的“时序速度曲线”,解决动作从头到尾匀速运动、缺乏轻重节奏的问题。
二、 推荐权重与档位
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* 【+1.0 ~ +2.0】常规写实加速档(推荐默认):
速度递增平滑自然,蓄力与击打节奏对比清晰,适用于绝大多数近战与常规动作。
* 【+2.5 ~ +3.5】高燃冲击加速档:
加速幅度更为明显,动作后半段提速迅速,适用于大招下劈、跳跃俯冲与强力冲拳。
* 【0.0】底模默认:
保持模型原生的线性恒定速度。
* 【-1.0 ~ -3.0】严格恒定匀速档:
消除动作过程中的速度起伏,使移动保持机械式的匀速节奏(适用于方阵行走、机器人运动等场景)。
三、 推荐组合搭配
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* motion-speed-mmh3-slider(基础速度滑块):控制动作的全局基础流速。
* KinetiX-hit-stop-slider(卡肉定格滑块):在拳刃命中瞬间提供短暂停顿。
* camera-shake-slider(震屏滑块):在击中或砸地瞬间补充镜头震颤。
Smoothly accelerates the speed of any action or motion over time.
Recommended Weight: 4 Weight Range: -8 to 8
Unleash Saitama’s iconic "Consecutive Normal Punches" like One-Punch Man—each strike faster than the last, progressively accelerating into a relentless, air-shattering storm of lightning-fast blows!
Note: You can combine this with these two models for some surprising results.
motion-speed-mmh3-slider
acceleration-slider-mmh3-rapid-changes-in-movement-speed
渐进加速LoRA:随着时间推移,平滑地加速视频中的任何动作或物理运动,产生极佳的动能累积感。
推荐权重 (Recommended Weight): 4 支持区间 (Weight Range): -8 到 8
像一拳超人一样轰出标志性的“连续普通拳”,每一拳都比上一拳更快,随时间持续加速至撕裂空气、疾风骤雨般的漫天拳影!
注意: 可以和这两个模型结合使用 有意外收获
motion-speed-mmh3-slider
acceleration-slider-mmh3-rapid-changes-in-movement-speed
Description
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CIVITAI RELEASE METADATA
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KinetiX Acceleration V2.0
Model File: KinetiX_dyn_progressive_acceleration_h3_v2.safetensors
Trigger Words: None
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PART I: OFFICIAL ENGLISH RELEASE GUIDE
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I. CORE FUNCTION
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This concept slider controls the temporal velocity curve of physical motion across video frames.
In standard AI generation, movements often maintain a flat, uniform speed from start to finish. This slider introduces a continuous non-linear acceleration curve: actions begin with a measured, grounded wind-up and progressively increase in velocity toward the final frames.
Key Capabilities:
1. Non-Linear Acceleration: Movement begins steadily and gains speed over time, producing natural physical momentum.
2. Attack Rhythms: Provides a clear contrast between deliberate wind-up phases and high-speed execution.
3. Linear Dash & Sprint: Converts uniform movement into smooth, progressive acceleration.
4. Visual Stability: Preserves character features, clothing, and environment consistency throughout the movement.
II. RECOMMENDED WEIGHTS
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* [+1.0 to +2.0] Natural Combat Acceleration (Recommended):
Balanced, realistic velocity curve with clear wind-up and energetic impact.
* [+2.5 to +3.5] High-Impact Action:
Stronger acceleration curve suitable for heavy strikes, sprinting bursts, and dynamic leap-ins.
* [0.0] Base Model Default:
Standard linear movement pace.
* [-1.0 to -3.0] Constant Linear Speed (Anti-Acceleration):
Suppresses velocity variations, keeping movements at a steady, uniform pace (useful for mechanical, robotic, or marching actions).
III. COMPANION MODEL COMBOS
--------------------------------------------------------------------------------
* motion-speed-mmh3-slider: Regulates overall base playback speed.
* KinetiX-hit-stop-slider: Adds frame pause on weapon/fist contact points.
* camera-shake-slider: Adds localized screen tremor upon physical collision.
IV. PRODUCTION PROMPT TEMPLATE
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detailed_description: [Shot 1] A cinematic action shot of a heavy-armored brawler standing in an ancient arena. At 00:00.500, he drops into a deep stance, pulling his fist back in a steady, controlled wind-up. At 00:01.500, he surges forward with smooth, progressive acceleration: his movement starts steadily and increases in velocity across the ground, building momentum toward the target. At 00:03.500, the punch connects firmly at maximum speed, displacing a dust ring on contact.
overall_soundscape: Ambient arena wind, rising air rush following the accelerating punch, and a solid physical impact thud upon collision.
non_diegetic_music: A rising low-frequency electronic riser that resolves into a brief orchestral hit upon the strike.
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PART II: 中文官方正式发布指南
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一、 核心功能与作用
--------------------------------------------------------------------------------
本滑块用于控制视频中角色动作的“时序速度曲线”,解决动作从头到尾匀速运动、缺乏轻重节奏的问题。
主要效果:
1. 非线性渐进加速:动作起始阶段沉稳蓄力,随后速度随时间平滑递增,呈现出自然的物理惯性与发力节奏。
2. 招式节奏优化:起手阶段从容铺垫,终段爆发加速,使出拳、挥砍或前冲更具力量感。
3. 奔跑与突进过渡:使起步更加稳健,后程逐步提速,避免死板匀速位移。
4. 画面稳定性:在调节加速过程中,角色长相五官、服装细节与背景色调保持稳定。
二、 推荐权重与档位
--------------------------------------------------------------------------------
* 【+1.0 ~ +2.0】常规写实加速档(推荐默认):
速度递增平滑自然,蓄力与击打节奏对比清晰,适用于绝大多数近战与常规动作。
* 【+2.5 ~ +3.5】高燃冲击加速档:
加速幅度更为明显,动作后半段提速迅速,适用于大招下劈、跳跃俯冲与强力冲拳。
* 【0.0】底模默认:
保持模型原生的线性恒定速度。
* 【-1.0 ~ -3.0】严格恒定匀速档:
消除动作过程中的速度起伏,使移动保持机械式的匀速节奏(适用于方阵行走、机器人运动等场景)。
三、 推荐组合搭配
--------------------------------------------------------------------------------
* motion-speed-mmh3-slider(基础速度滑块):控制动作的全局基础流速。
* KinetiX-hit-stop-slider(卡肉定格滑块):在拳刃命中瞬间提供短暂停顿。
* camera-shake-slider(震屏滑块):在击中或砸地瞬间补充镜头震颤。
四、 开箱即用提示词模版
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detailed_description: [Shot 1] A cinematic action shot of a heavy-armored brawler standing in an ancient arena. At 00:00.500, he drops into a deep stance, pulling his fist back in a steady, controlled wind-up. At 00:01.500, he surges forward with smooth, progressive acceleration: his movement starts steadily and increases in velocity across the ground, building momentum toward the target. At 00:03.500, the punch connects firmly at maximum speed, displacing a dust ring on contact.
overall_soundscape: Ambient arena wind, rising air rush following the accelerating punch, and a solid physical impact thud upon collision.
non_diegetic_music: A rising low-frequency electronic riser that resolves into a brief orchestral hit upon the strike.
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