Animcraft 1.1 New Features Showreel
Watch Animcraft 1.1 showreel to know how the new features can help more in your daily works.
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Animcraft 1.1 is Here
Animcraft 1.1 brings better user experiences, 3D animation editing tools and features, physical simulation and more platform supports.
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An out of box and smart solution
Extract animation assets from any character in a variety of DCC software to Animcraft
Currently supports FBX, BVH, any skeletal or controller-based rigs in 3ds Max, Maya, MMD
Preview Character and Animation in 3D Viewport
Animcraft comes with 3D viewport and tools, supports hi-res model display, animation playback, blendshape, and PBR shader preview, GIF cover image renderer. And it has all popular 3D formats reader, writer, and convertor.
Retarget Toolkit for Skeletal Mesh Character
Any skeletal mesh character (FBX/BVH) can be inspected in the 3D scene and retargeted with independent mapping tools, then the animation can be easily extracted from FBX or mocap character and stored into the smart library. Merge tool can be used to blend any character and any animation as your wish.
Real and versatile animation toolset
BridgeIK, an IK/FK controllers based fully functioning rig can be automatically built on top of a retargeted character. Then you can bring it into the scene and edit the character animation with keyframe, time control, story list, and animation layer tools.
Directly port animation to rigged characters
A complete set of plugins and bridge toolkits allow us smoothly send animation from Animcraft to any rigged character in various DCC software, with the precise retargeted results and keyframe data. It supports 3ds max, Maya, Blender, Cinema4D, Human IK etc.
Unity & Unreal Integration
With a handy toolset, any animation in the Animcraft library can be directly sent to the character of the game engine no matter what skeleton hierarchy is. Also, characters in the library can be exported as FBX and send to the engine. It supports both Unreal Engine 4 and Unity 3D.
Rig Converter & Pipeline Exchanger
Any Skeletal Mesh Characters like FBX/BVH or Maya Rigged Characters can be converted to 3DS Max Biped Characters. Reversely, it can generate Maya Advanced Skeleton or Human IK rig from Skeletal Mesh FBX or 3DS Max Bones characters. Any conversion keeps skin weights, animations, keyframes, and accessories.
Smarter Assets Management
Intuitive character and animation assets management includes preview, sharing, tag, and search features. Deploy assets into future projects in a fast and collaborative manner. And use assets to inspire or train new staff, build the value of your team in the long term.