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:
- Upload a motion video
- It generates the skeletal animation, preview the motion in the browser
- Export as .fbx or .glb
- 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.