Animation, frame by frame

Animate in 3D where it is easy, and get frames that look drawn.

goblin, walk
slime, hop
penguin, waddle
campfire, burn

Clips from anywhere

Skeletal animation and shape keys from glTF and FBX, including clips kept in separate files (a name@clip file each, as Mixamo downloads come), retargeted between rigs by bone name or by what a bone is. No animation? Pixor’s motion library has idle, walk, run, jump, attack, hit and death for humanoid skeletons, and spin, bob, swing and pulse for anything.

Actions, as nodes

In the Action step an animation is a graph: play a clip, add a spin, merge two, key a bone by hand on a frame grid. It plays smoothly in 3D before any pixel is made.

Frames an animator would pick

Cut an action at a fixed rate, pick frames by hand, or let Pixor keep the pose extremes, each held until the next, as an animator would. Holds and frame ranges are nodes too.

No flicker

Light bands hold until a surface has clearly turned, a pixel that would change for one frame and change back keeps its colour, and one-frame lines are dropped. Pixor measures what flicker is left, so you can check your sprites before you ship them.

Try it on your own model, free in your browser, or get the full version.

Try in browser Get Pixor