Changelog

What's new in Mocai.

New capabilities, better capture quality, and changes worth knowing about if you build on our exports or our API.

Latest

Grounded feet and smoother motion

A set of improvements to how motion is reconstructed, applied automatically to everything processed from this date. Takes processed earlier keep their original results.

  • Much better grounding: characters stand on the ground far more reliably, with much less floating above the floor or sinking into it. Planted feet sit flatter, and performances done on the spot, like handstands, lunges and kicks, are grounded much more accurately.
  • Less jitter across the whole body, while fast movement stays crisp, so strikes, kicks and quick turns keep their snap. Smoothing now behaves the same whether your footage is 24, 30 or 60 fps.
  • Standing performers are much more upright, correcting the subtle lean that camera angles could introduce.
  • Spins and twists no longer cause sudden rotation flips in exported files. New BVH files use XYZ rotation order, which standard importers read from the file automatically.
  • The portal viewer now shows the same grounded, smoothed motion you get in your exports.

Mixamo, UE5 and MetaHuman retargets out of beta

The retarget rigs lost their beta labels after a month in customers' hands. Nothing about how you request them changed.

Skinned characters in every export

FBX, GLB and USD exports now carry the performer's own body mesh skinned to the rig, so engines and DCCs import a real skeletal character instead of a separate skeleton plus a vertex cache.

  • One file holds the rest mesh, the skin weights and the joint animation, so the character deforms wherever you take it.
  • The portal viewer shows the skinned performer too, rather than a skeleton.

Unity, Maya and Unreal plugins

Upload a clip and import the result without leaving your tool, joining the Blender add-on that shipped at launch. Each plugin uploads, tracks progress, and imports the finished take straight into the scene.

Native 127-joint rig with true bind poses

Skeleton exports now ship the model's own 127-joint rig: a four-joint spine, twist chains, articulated feet and solved hands.

  • Every export encodes its real bind pose, so characters arrive calibrated instead of needing zero-rotation fixes on import.
  • FBX, BVH, GLB and USD all come from one shared path, so the same capture matches across formats.

Export straight onto Mixamo, UE5 and MetaHuman rigs

Retarget a capture onto a standard rig at export time, so it drops into an existing character without a round trip through another tool.

MCP server, and the API on the free plan

An MCP server at /api/v1/mcp lets AI agents upload clips, check takes and fetch exports directly, with the same keys, limits and error codes as the REST API. API access also opened up to the free plan, so you can build against Mocai before paying for it.

Mocai is live

Markerless motion capture from a single camera: upload a clip, get production-ready 3D motion.

  • A public API with keys, webhooks and a Postman collection, plus a Blender add-on.
  • Pick who to capture from the first frame, with multi-person and hand capture.
  • Finger-articulated exports in FBX, GLB, BVH and USD, with USD mesh animation.
  • Per-take smoothing you control, set to off, standard or strong.