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Filmstorm // Synapse v0.10

Synapse. Motion intelligence.

Characters that don't play animations. They perform them, in real-time simulation.

Synapse v0.10 // live capture
Nothing is played back. Every frame is physics.

Three things, sixty times a second.

01
01 // Match

Pick the perfect reference.

Motion matching scans a library of real captured movement and streams the best clip, frame by frame.

02
02 // Track

Make a body earn it.

A simulated character with real mass and momentum has to actually perform that motion inside the physics world.

03
03 // React

Improvise when it goes wrong.

Shoved? It steps. Tripped? It falls. Down? It gets back up. No canned reactions, ever.

0N
shoves, absorbed
0
canned animations
0%
simulated, live
0:00
uncut demo below
Push it. It pushes back.

Already in the sandbox.

Six things the engine does today, not on a roadmap.

Simulated, not played back

Real mass, momentum, contacts.

Mocap-grade movement

The texture of real human motion.

Balance & recovery

Shoves become protective steps.

Falls & get-ups

Falling is a feature. So is standing up.

Living terrain

Stairs, platforms, props, vehicles.

Fully playable

Keyboard or gamepad. Live.

Live telemetry, straight from the sandbox.

Ten minutes. Uncut. Real time.

Exactly as it runs, nothing staged twice.
synapse-v010 // 10:45 // captured live from the engine

From pixels to motion to intelligence.

fmotion.ai

The capture layer.

fmotion turns ordinary video into clean motion capture. Synapse is what that motion grows up to be.

Explore fmotion.ai →
video fmotion.ai motion data Synapse characters that think on their feet

Built in the open.

Patrons get dev logs and early sandbox builds, and keep Synapse independent.
Support on Patreon

Talk to us.

Early access, integrations, or just curious, say hello.

Or email directly: [email protected]