Abstract. We introduce a novel hierarchical model to partition a kinematic system into a set of nested subsystems. This is framed in a mixed real/virtual context, where some joints and links may exist in simulation only. We then use this capability to build a precise form of kinematic abstraction, where a potentially complex subsystem can be virtually replaced by a simpler "interface." Hierarchy and abstraction are interesting because they can help manage complexity in large (100+ DoF) mixed real/virtual mechanisms. We prove that checking if an abstraction is proper is PSPACE-hard, but show that even improper abstractions can be useful. Topological algorithms are presented for decomposing a hierarchical or abstracted kinematic system into subsystems that can be treated in isolation, thus speeding up kinematic computations. We demonstrate on a simulation of a hybrid serial/parallel modular tower with over 100 revolute joints.