CivArchive
    Progressive Acceleration MMH3 Slider: Smoothly accelerates the speed of any action or motion over time. - KinetiX Acceleration V2.0
    NSFW

    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

    --------------------------------------------------------------------------------

    * [+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.

    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。

    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。

    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

    ================================================================================

    CIVITAI RELEASE METADATA

    ================================================================================

    KinetiX Acceleration V2.0

    Model File: KinetiX_dyn_progressive_acceleration_h3_v2.safetensors

    Trigger Words: None

    ================================================================================

    ================================================================================

    PART I: OFFICIAL ENGLISH RELEASE GUIDE

    ================================================================================

    I. CORE FUNCTION

    --------------------------------------------------------------------------------

    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

    --------------------------------------------------------------------------------

    * [+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

    --------------------------------------------------------------------------------

    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.

    ================================================================================

    PART II: 中文官方正式发布指南

    ================================================================================

    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

    --------------------------------------------------------------------------------

    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.

    ================================================================================

    FAQ

    LORA
    MiniMax H3

    Details

    Downloads
    12
    Platform
    CivitAI
    Platform Status
    Available
    Created
    11/8/2026
    Updated
    11/8/2026
    Deleted
    -

    Files

    KinetiX_dyn_progressive_acceleration_h3_v2.safetensors

    Darius_Noxian_Guillotine_vs_Garen_Pillar_Collapse_with_workflow.json

    KinetiX_dyn_progressive_acceleration_h3_v2.0_workflow_resources.zip