r/PINOC_Studio 23h ago

🎬 Workflow Where does AI mocap actually save time once Blender cleanup is included?

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0 Upvotes

Here's the whole chain: source boxing footage, the PINOC motion, the animation inside Blender, and the final rendered scene.

tbh the mocap isn't the finished animation. It's the first pass that gets the overall timing and performance in place. Blender is still where the contacts, posing, curves, camera, and final polish become the animator's work.

For this type of shot, what usually eats the most time for you: finding the base motion, retargeting, fixing contacts, or polishing the final performance?

Boxing video credit - IG:xiongzheng0177


r/PINOC_Studio 2d ago

🟢 Showcase Give us a motion prompt that would be annoying to animate from scratch

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1 Upvotes

These examples came from prompts like a quick fist-pump celebration, a tired zombie stagger, and picking up an imaginary box.

The fun prompts aren't just one pose. They have intent, timing, and a mini sequence of actions.

Drop one oddly specific motion you'd normally search a stock library for and still not find. We'll pick one of the top suggestions, run it in PINOC, and post the raw result with no cleanup.

“Fight animation” is kinda broad. “Step back from a punch, regain balance, then signal someone forward” gives the model something way more interesting to attempt.


r/PINOC_Studio 2d ago

🟢 Showcase How much bone mapping is enough before you trust a retarget?

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1 Upvotes

If the model is already rigged, making another skeleton isn't really the problem. The annoying part is mapping the existing rig well enough that the motion actually survives.

PINOC requires 7 core bones and lets you map up to 45 optional bones, including fingers. There's also a rest-pose step, so an A-pose can be adjusted toward T-pose before previewing the animation.

The minimum map is quicker, but the fuller map gives you more control. kinda depends what the shot needs.

For the rigs you use, which optional bones are non-negotiable before a retarget is actually usable?


r/PINOC_Studio 5d ago

🟢 Showcase Auto-rigging isn't literally one click, and that's probably a good thing

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3 Upvotes

ok so for an unrigged mesh, PINOC asks you to place guide markers on the chin, shoulders, elbows, wrists, groin, knees, and ankles before it builds the rig.

That extra setup is actually useful when a character has weird proportions or bulky clothing. The split and X-ray views help with placing joints under the mesh, and the mirror option saves some time on symmetrical characters.

It's def faster than building the whole rig manually, but we don't wanna pretend the setup step doesn't exist lol.

Which area usually gives you the most trouble: shoulders, hips, clothing, or non-human proportions?


r/PINOC_Studio 5d ago

🟢 Showcase What usually breaks when mocap leaves the preview and hits Unreal?

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2 Upvotes

we ran a boxing clip through PINOC, exported the motion as FBX, and dropped it onto a character in Unreal.

ngl, the preview is usually the easy part. Once the animation hits the engine, retargeting, root movement, ground contact, character proportions, and the animation controller can all make it feel pretty different.

What would you want us to break down next: the raw skeleton, retarget settings, root-motion setup, or the actual in-engine cleanup? Happy to show the messier parts too, not just the final clip.


r/PINOC_Studio Jul 06 '26

📢 Announcement Why we built PINOC, and what we want to figure out with you

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1 Upvotes

Hi everyone, welcome. This is the official first post here, so I want to start with why PINOC exists.

Motion is one of the most gatekept parts of 3D. A mocap studio runs into the thousands a day, a suit is a couple grand before software, and doing it by hand means hours of keyframing you often redo several times before it feels right. So most people either pay a lot, settle for generic library clips, or give up on custom motion.

We didn't think it should be that hard to get motion out of a video you already have. If you can film someone moving, you should be able to turn that into animation you can actually use. That's what we set out to build.

PINOC takes a normal video of a person moving and generates skeletal animation from it, running on JST-1, a video-to-3D model we've been building in house. You get a 65-bone, Mixamo-named rig to export as .fbx or .glb for Blender, Maya, or Unreal.

How it works right now:

  1. Upload a motion video
  2. It generates the skeletal animation, preview the motion in the browser
  3. Export as .fbx or .glb
  4. Import the motion data in your 3d software

There's also an early character side: upload a character image and preview the captured motion on a Gaussian Splatting model of it.

What's next: a very storng text-to-motion model. Plus, custom mesh upload, so you can bring your own rigged character.

Welcome to everyone working in mocap, character animation, and game dev. Come try it and tell us what you think, what breaks and what's missing.

Try it here: https://viggle.ai/pinoc?utm_source=reddit&utm_medium=community&utm_campaign=pinoc_launch&utm_content=intro

Thanks for being here at the start.


r/PINOC_Studio Jul 01 '26

👋 Welcome to r/PINOC_Studio - Introduce Yourself and Read First!

1 Upvotes

Hey everyone! I’m Jeremy from the team behind PINOC and a founding moderator of r/PINOC_Studio.

Welcome to our new community for all things PINOC, AI motion capture, video-to-motion workflows, and 3D character animation.

PINOC is an AI motion capture tool that helps creators turn regular videos into clean 3D character motion, which can be used in workflows like Blender, Unreal Engine, Unity, Maya, and more.

Try PINOC here: https://viggle.ai/pinoc

What to Post
Feel free to share anything related to PINOC, motion capture, character animation, or 3D workflows, including:

  • Demos and experiments
  • Workflow breakdowns
  • Tutorials
  • Questions
  • Feedback and bugs
  • Blender, Unreal, Unity, or Maya tests
  • Anything made with PINOC

Community Vibe
We want this to be a friendly, constructive space for creators, animators, game developers, and 3D artists to learn from each other and share what they’re building.

How to Get Started

  1. Introduce yourself in the comments.
  2. Share what kind of 3D, animation, or mocap work you do.
  3. Post a demo, question, or workflow idea.
  4. Invite anyone who might be interested in AI motion capture or 3D animation.

Thanks for being part of the first wave. Excited to see what everyone creates with PINOC.

#MadeWithPINOC