GDC’s 2026 State of the Game Industry report found that 36% of gaming professionals are already using generative AI at work, with prototyping among its common uses. For animators, that eventually reflects in the amount of work they are expected to turn around, with fewer hours to spend on each sequence.
You may need a full set of attacks, dodges, reactions, walks, or NPC movements, but not every one deserves hours of hand-keying. And while motion libraries can fill the gaps quickly, they only work if the specific movement you need already exists in the library.
AI motion capture makes that simpler by transforming a simple video into 3D motion. Cascadeur and PINOC : both are good starting points for that, but they do it differently. This guide is designed to help you decide whether and when to choose which tool for your projects.
If you have ever blocked a character animation that looks right in the key poses but falls apart as soon as you play it, you know the struggle. It might hit the right landing pose, but the body does not carry the right weight into it. That takes a lot of time to get right.
Cascadeur addresses that by letting you keyframe normally, bring in existing motion, or start from video, then use AI and physics-based tools to work through the difficult parts of the shot. You can see that philosophy in the way its tools are divided:
Here, each tool is solving a different animation problem. The latest 2026.2 updates have added further improvements in Animation Layers and Easing, AutoPosing for hands and feet, and quadrupeds. In other words, Cascadeur is constantly exploring better ways to get a character from rough blocking to a high-quality motion.
Yes. Cascadeur includes video-based motion capture, but it approaches mocap as part of an animation workflow and not a full performance-capture system. You can feed it an MP4 or still images, have it recognise the character's pose, and bring those poses into your scene as animation data.
Cascadeur's Mocap tool analyses each reference image corresponding to the frames you select, which becomes a captured pose. Once the poses are generated, you can continue adjusting the body, timing, contacts, and transitions using Cascadeur's normal animation tools.
That makes the feature particularly useful for getting a believable starting point into the scene without having to manually block every major pose. However, there are certain limitations:
So overall, Cascadeur's Mocap tool gives you the movement language, while Cascadeur gives you an editable starting point for turning that reference into a finished shot.
Using PINOC, you can bring your own model, auto-rig it if it is unrigged or map an existing rig, apply the motion, preview it on the character, adjust it, and export the character with its animation. Uploading, rigging, and retargeting do not consume credits.
That also covers the cases where you have no footage at all. With text-to-motion , simply describe the action you want and generate it directly.
The text-to-motion launch, posted by @Viggle_PINOC on X.
A prompt can describe a simple idle or run, but it can also specify a sequence such as a character stepping forward, pointing at something, and waving another character over. For more expressive work, sports, combat, dance, and other high-energy movements are natural use cases, and you can pin a starting or ending pose with a first or last frame image. Here’s the kind of result that comes back:
The workflow then stays close to the way animation normally works:
PINOC also includes a free library of commonly used game animations you can use and export without those counting against the Free plan’s 2 generated-asset export limit. Adjust Motion also provides per-clip controls such as Arm Space, Trim, and Loop, plus Ground snap and Pin feet for correcting ground contact and foot placement before export. These controls are free and use no credits.
The two tools take fairly different approaches to pricing. Cascadeur’s Free plan is non-commercial and does not include FBX or DAE export, while animation retargeting is available only on Pro.
PINOC’s Free plan is also non-commercial, but it includes 2 generated-asset exports. Uploading, rigging, and retargeting your own character are available without a separate paid tier, and library motion, built-in animations, and your own rigged characters do not count against the Free plan’s 2-export limit.
Cascadeur’s pricing is structured around different types of users. For teachers and schools, there’s a separate Academic License, while organizations that prefer to buy through a local partner can use Cascadeur’s Reseller Program.
For individual users and creators, Cascadeur offers three paid subscription plans: Indie, Pro, and Teams. These come with monthly and annual billing options, so you can choose based on how long you plan to use the software and your budget. Here's a quick breakdown of these plans:
PINOC uses a credit-based model, so you can scale your usage based on how much motion or character generation you need. You can start without paying or entering a card, then move to a paid plan when needed. The current plans are:
With PINOC, 1 credit = 1 second of motion, while one character generation starts at 5 credits. So a 300-credit Starter plan could provide up to 60 character generations, depending on how you use the credits. Uploading, rigging, and retargeting your own character do not consume credits. Pricing lives in the product under Account, so check the live numbers there .
The Free plan includes 60 trial credits, Starter gives you 300 credits/month, and Pro gives you 1,200 credits/month. This lets you scale based on your workload, with shorter clips using fewer credits and longer performances using more. If you mainly create short clips, the same allowance can cover more individual outputs.
Then there’s the commercial-use difference. Cascadeur’s Free plan is non-commercial, does not include FBX or DAE export, and animation retargeting is available on Pro, while PINOC’s Free plan is also non-commercial but includes 2 generated-asset exports, with rigging and retargeting available without a separate paid tier.
With Cascadeur, most of the animation work happens inside the application. You bring in a character, build and adjust the movement, use its posing, physics, and then export the result into the rest of your pipeline. In other words, you actually make and polish the animation.
PINOC takes a different approach. You can capture motion from video or generate it from a text prompt, bring in your own character, auto-rig an unrigged model or map an existing rig, apply the motion, preview it on the character, and adjust it before export. You can then export the character and motion together and continue refining them in the DCC or game pipeline you already use. Here’s that handoff on a real shot, from the source clip to the finished Blender render:
So the difference comes down to simplicity of use. Cascadeur gives you a dedicated environment to build and refine the animation itself. PINOC gets the movement onto the character first, then lets you take that working animation into the tools you already use.
It comes down to what you need the tool to do. If you need to create a movement quickly from video or an idea, PINOC is a good starting point. If you already have animation to work with and need more control over poses, physics, timing, and keyframes, Cascadeur is better. If your project needs both, you can use PINOC for the initial motion and Cascadeur for the refinement.
For example, here’s how Christian Winchell used PINOC to turn a real backflip into 3D character animation. He uploaded the movement footage, let PINOC track it onto a 3D character, then retargeted the animation onto another character and used it in a Backrooms scene.
Video to mocap, retargeted onto another character, from Christian Winchell (@winchumbo). View the original reel on Instagram .
The simplest way to choose is to identify your bottleneck: if creating the movement is the slow part, PINOC can help you get a usable first pass onto your character quickly. If refining and controlling the animation is the slow part, Cascadeur gives you more dedicated tools for that stage. For workflows that need both, PINOC can handle the initial motion and character setup before Cascadeur takes over for further refinement. PINOC is free to start , so the cheapest way to decide is to run one of your own clips through it.
Yes, but the free plan is limited to non-commercial use. Commercial projects need the Indie or Pro plan, with Indie available below the stated $100,000 revenue/funding threshold.
Yes. Its Video Mocap can estimate poses from an MP4 or still images without a mocap suit or markers. However, it works with a single actor and selected frames.
No, it doesn’t. You can bring in your character, animate in Cascadeur, and export the result to continue working in the existing pipeline.
The problem usually happens when Unity retargets the animation to its Humanoid rig. If the character's scale, leg length, or hip height differs from the original, the feet can slide or move through the floor. PINOC, for its part, provides Ground snap and Pin feet controls in Adjust Motion so you can correct ground contact and foot placement before export.
Yes, but animation retargeting is available on the Pro plan. If you're using Indie, you'll need another retargeting solution when moving animation between different character rigs.
If you want to learn how character animation is built and refined, Cascadeur gives you the tools to work through the process yourself. If you mainly need usable character motion without keying the whole sequence yourself, PINOC can be a better fit. If your workflow needs both, you can use PINOC for the initial motion and Cascadeur for further refinement.