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ToolsAnimate

Turn a video into a 3D animation

Film a move on your phone, drop the video, and get it back as a 3D animation, fingers included — on your own character, or on ours.

Your move, on a 3D character

Film yourself — or anyone — doing the move you need: a walk, a jump, a punch, a dance, a wave. Drop the video here, and the page follows the person through it and hands back that motion as an animation: on your own character if you add one, on our mannequin if you do not.

The result is a GLB with the character and the animation in it, ready for Blender, Unity, Godot or Unreal — or, if you want the raw motion for your own retargeting, a BVH file on a standard humanoid skeleton.

Fingers included. A fist, a point, a wave with the fingers spread: the hands come through with the rest of the body, on any character with finger bones — our mannequin has them.

Feet that stay on the ground

The giveaway of cheap motion capture is a character that skates: its feet slide while they should be planted, or float a few centimetres above the floor. Here, every moment a foot is on the ground in the video it is held still on the floor of your character, and the leg bends to keep it there.

Travel is kept too: a walk across the room walks across the scene, a turn turns. If you are making a game loop and want the character to stay on the spot, pick In place — jumps and crouches still go up and down.

On your own character

Add a humanoid GLB, FBX or VRM as the second file and the motion is carried onto it, fitted to its proportions rather than replayed on top of them — a short character does not float and a long-legged one does not sink.

A character with no skeleton is rigged first, with the same rigger as the auto-rig page. A character that already has a humanoid skeleton — Mixamo, Unreal Mannequin, Unity or Godot humanoid names — keeps it.

How to film it

The whole body in frame, head to feet, the whole time. A foot that leaves the frame is a foot the page has to guess.

Sharp and high resolution. 1080p or more, in focus. The hands should be clearly visible for the fingers to come through.

Close enough. The person should fill most of the height of the picture. A small figure far away comes out with shakier arms and legs, and a walk straight toward the camera hides the steps.

One person. With two people in view it follows one, and not necessarily the one you meant.

A still camera. Lean the phone against something. A camera that pans or walks makes the room move, and that movement ends up in the animation.

Light and contrast. Daylight or a bright room, clothes that stand out from the wall behind. Loose, flowing clothes hide the knees and elbows.

Side-on and three-quarter views both work. Face the camera for moves where the arms cross in front of the body.

What it does not do (yet)

Facial expressions are not captured — the head turns and tilts as one piece.

It follows one person. Moves on the floor — rolls, breakdance, lying down — come out much less reliably than standing ones, and so do moves where most of the body is hidden from the camera.

A free account animates up to 10 seconds of a video, Pro up to 30; a longer video is cut there.

Against the usual alternatives

Other video mocap services charge credits for every second of motion. Here a free account gets five videos a month, fingers included, and Pro takes as many as you like.

Mocap suits and multi-camera studios are more precise, and they are the right tool for a film or a AAA game. For a prototype, an indie game, a VTuber model or a social clip, a phone video gets you most of the way at no cost.

Animating by hand gives you total control and takes hours per second of motion. A captured take is a good starting point to clean up in the editor.

How to use it

  1. Film the move with the whole body in view and the camera still.
  2. Drop the video into the box above. Add your own character as the second file, or leave it out for the mannequin.
  3. Pick whether the character travels or stays in place, and GLB or BVH.
  4. Press Animate. The preview shows your video beside the character doing the move.

Questions

Which video formats work?

MP4, MOV, WebM and MKV — what phones record. A video your browser can play is a video this page can read. A free account animates up to 10 seconds a video, Pro up to 30.

Can I use my own character?

Yes. Add a humanoid GLB, FBX or VRM as the second file. If it has no skeleton it is rigged first; if it has a humanoid skeleton the motion is carried onto the one it has, fitted to its proportions.

Can I get FBX or BVH instead of GLB?

BVH, yes — pick it under File, and you get the motion on a standard humanoid skeleton for Blender, MotionBuilder or your engine retargeting. For FBX, open the GLB in Blender and export FBX from there.

Will it work with Unity, Unreal or Godot?

Yes. The GLB carries a humanoid skeleton and the animation clip. For engine-specific bone names, a root bone and a T-pose bind, open it in the editor and use Export for engine.

Does it animate the fingers?

Yes. The fingers come through with the rest of the body — a fist, a point, an open wave — on any character with finger bones, our mannequin included. A free account gets 5 videos a month, up to 10 seconds each; Pro takes up to 30 seconds, as many as you like.

Why is the animation jittery or the pose wrong in places?

Almost always the footage: part of the body out of frame, the camera moving, low light, loose clothing, or a limb hidden behind the body. Refilm with the whole body in view and the phone propped still, and the result improves more than any setting can.

Can I turn a dance video from the internet into an animation?

Technically yes, if one person is in view and the camera is still. Whether you may use the result depends on the rights to that video and that choreography — for anything you publish, film your own.

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