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