PixCap Docs
FAQ for Animators

I'm already using Maya/Blender/3DS Max/C4D, why should I use PixCap?

  • Save hours animating each character motion For a 3 second character motion, the average animation time in PixCap is 1 hour vs 4-5 hours in Maya and other software. Our AI mocap speeds up the process significantly by getting at least 80% of the way there.
    • Our AI Image Capture performs instant blocking, capturing full body poses (with fingers) in less than a second. This saves minutes of time spent blocking for every pose.
    • Our AI Video Capture captures the timing of animation well and also captures complex video actions such as gymastics and martial arts. The raw data can be captured in several seconds to a minute, compared to hours keyframing from scratch. This animation can then be directly cleaned and tweaked in PixCap.
    Overall, animators can spend a lot less time blocking/posing, and more time fine-tuning the animation. Our latest beta suggests that animators in PixCap spend only 10-20% of time blocking and the rest in 80-90% fine-tuning thanks to AI capture.
  • Simple, faster and powerful FK/IK setup PixCap IK comes with bake FK/IK and mirroring out-the-box. Unlike existing animation software that requires complex rig setups, our setup only takes 5 simple steps.

What types of animation would help me achieve such speedups?

Animations that are focussed on body action sequences such as gymnastics, fighting, golfing or even simple yoga that can be referenced from video sources. Such animations are known to be quite difficult to keyframe; AI mocap speeds up the process significantly by getting at least 80% of the way there.
As long as the video is not too blurry, fast or crowded, our AI should be able to capture the relevant poses.

What is the difference between Image and Video Capture, and when to use?

Explanation here In terms of wait times, Image Capture should take about 1 second, while Video Capture processing average around 30 seconds for a 5 second input video (though can be longer depending on the video length and traffic).

Does it work for fingers and facial animation?

Our AI Image capture mode captures fingers. We're working on capturing fingers for Video capture. We don't support facial animation yet, but it is in our roadmap.

What is the main animation use case?

Well suited for game animations and animating action sequences, especially for animators without a motion capture suit and/or cannot find the right mocap actors.

Which 3D software is most similar to PixCap?

Maya users will find using PixCap very familiar, including shortcuts, animation layers and IK/FK (with in-built snap FK to IK, IK to FK and mirroring).

What are the limitations of PixCap?

At the moment we only support character body animation with fixed leg/arm IKs, without facial animation support. We are working on a morph targets/blend shapes system for facial animation and rigging soon.

Can I import/export FBX?

Yes, PixCap supports FBX and GLTF imports/exports. PixCap will bake the current animation into a single animation layer.

How much does PixCap cost?

PixCap's editor features, including IK/FK and graph editor are free. PixCap's AI motion capture ships with 30 free AI credits per month (1 AI credit = 1 Image Capture or 1 second of video capture). Professional at $20/month gives 200 AI credits, among other features. See pricing for more details.

Does it run smoothly on the browser?

PixCap runs at 50-60fps for scenes with 1-2 million polygons on good laptops.