Video to Motion Capture
Online
Film a person moving, upload the clip, download a rigged BVH animation. No suit, no markers, no camera array.
Drag & drop files here or Browse
Auto-detects CAD, Video, PDF, and 200+ formats
How It Works
Upload Your Video
Drag and drop an MP4, MOV, or WEBM clip of one person moving. Phone footage works. Free accounts support files up to 25MB and 5 minutes.
Body Pose Tracking
Our engine tracks 33 body landmarks in every frame, estimates their 3D positions, filters out jitter, and solves joint rotations for a 16-joint skeleton.
Download BVH or CSV
Get a BVH animation that imports directly into Blender, Maya, MotionBuilder, or iClone, or a CSV of raw landmark trajectories for your own pipeline.
When This Works Best
Great results with:
- One person, fully visible, filmed from a static camera
- Walk cycles, exercise moves, dance, gestures, idle animations
- Even lighting and fitted clothing
- Clips between 10 and 60 seconds
- Reference for game animations, previz, and character blocking
May struggle with:
- Multiple people in frame, or the subject leaving the frame
- Loose clothing, capes, and skirts that hide the body outline
- Low light, heavy motion blur, or a fast-moving camera
- Limbs pointing straight at the camera (depth ambiguity)
- Acrobatics with rolls and flips where the tracker loses orientation
BVH or CSV — Which Output Do You Need?
.BVH — Skeleton Animation
BVH (Biovision Hierarchy) is the standard interchange format for mocap. It stores a joint hierarchy plus per-frame rotations, so animation software can play it back on an armature immediately. Our skeleton uses 16 joints with bone lengths measured from the person in your footage, which keeps proportions correct when retargeting. Choose BVH if you animate.
.CSV — Landmark Trajectories
The CSV contains one row per frame with the 3D position and visibility score of all 33 tracked body points, in meters, Y-up, hip-centered. Each row also flags whether the pose was detected or interpolated. Choose CSV for biomechanics analysis, custom retargeting scripts, ML training data, or any pipeline where you want the numbers instead of a rig.
New to mocap formats? Read the full video-to-mocap guide →
Using the Animation in Your Software
Blender
File → Import → Motion Capture (.bvh). Match the scene frame rate to the file and press play. Retarget to your own rig with constraints, Auto-Rig Pro, or Rokoko Studio Live.
Unity
Import the BVH into Blender first, export as FBX, then set the rig to Humanoid in Unity. The Avatar system retargets the motion onto any humanoid character.
Unreal Engine 5
Same route: BVH → Blender → FBX. Import the FBX as a skeletal animation, then map it onto your character with the IK Retargeter.
Honest note on quality: single-camera capture is animation-reference grade, not optical-stage grade. It saves you the blocking and timing work; you polish the curves afterwards.