
There have been plenty of affordable motion capture solutions hitting the market over the last few years. They have enabled independent animators to start creating their own 3D animation at a small fraction of the cost of an optical motion capture studio. But if you have tried to use these products, you have probably run into some frustrating issues with the resulting animations.
You have almost certainly seen your animations glitch, shake or move unnaturally. This can be down to a variety of causes, depending on whether you are using a full body suit or a markerless solution. But whatever you are using, the result is the same: animation quality you are not happy with.
And the harder part is that there are few easy-to-use tools to clean up these very common errors.
Kapnetix is built to make that post-production step quick and inspectable, including for animators who do not have the time or the practice to fix every error by hand. No more jiggling, no more gliding, no more spending an evening matching an animation onto the right skeleton.
We ran the same clip through several passes to show the difference between them.
The first is the kind of output you are used to seeing when creating your own animations: jerky, jittery movement you mostly had to settle with. The second is the result of a first pass through our model, fixing the major problems. The third is that same animation run again through a more fine-tuned model, which repairs details most people would not notice, and the fourth is a professional animator spending hours meticulously editing out the small glitches by hand.
The point of showing all four is not that the machine and the artist are the same. They are not, and where they differ an animator can see it. The point is how much of the tedious middle a model can take off the artist's plate, and how much of the day that hands back.
We love enabling independent artists to express themselves through animations they are proud to show off. So whether you are running a YouTube channel, creating an animated short, or building the next hit indie game, we want the cleanup step to stop being the reason you settle.
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