PINOC | Your 3D Creative Engine for Character and Motion

PINOC | Your 3D Creative Engine for Character and Motion

PINOC is the creative engine where game devs and animators build characters, direct motion, and shape worlds. Everything you make is ready to move into your engine, your pipeline, or your agent.

Works with the tools you already use

Building a character for animation means modeling, texturing, rigging, and skinning. PINOC generates a rigged Gaussian character from one image in about a minute: the world’s first animatable Gaussian character solution.

PINOC extracts skeletal animation from any footage: phone video, webcam, screen recordings, something you pulled off the internet. The motion comes back clean and pipeline-ready.

Type the move and PINOC animates it in seconds. High-energy, expressive action is where it shines: sports, combat, dance, full-on performance. Every run returns multiple takes, so you pick the one that reads best.

Upload a mesh, place a few guide markers, and PINOC builds the skeleton and paints the weights. Already rigged? It maps your existing bones instead. A Mixamo alternative: start from the free animation library, or make the exact move you need. Free, no credits.

Real parkour runs, captured with PINOC and built into his game "Erased".

Real gym flips, captured with PINOC and retargeted onto Shrek in the backrooms.

Your photo becomes your character. Fight through swarms and build the most broken combo.

Customize characters with voice and signature moves, and battle in PvE, PvP, or friend fights.

Every piece taken is a duel. PvE, PvP, or friend fights on the board.

A full parkour chase with zero hand-keyed frames: captured with PINOC, stitched in Blender, rendered with Seedance.

Upload a clip: phone footage, dance clip, action reference, one subject with clear movement. Or skip the camera and type the move you need, with up to 4 variations per batch.

From video, the exact performance: foot contact, weight shifts, subtle details preserved. From text, multiple takes to choose from. Preview it on a 3D character and keep what reads right.

Download the motion file. It opens directly in Blender, Maya, Cinema 4D, Houdini, Unreal Engine, and Unity, ready for rigging, retargeting, and whatever comes next.

Export FBX or GLB on a 65-bone Mixamo-named skeleton and keep working the way you already do. First pass from PINOC, polish from you.

Blender · Unity · Unreal Engine · Maya · Cinema 4D · Houdini

An animated Gaussian character is not a mesh, so no standard format carries it. Our Unity plugin loads it and drives it with a standard Animator, so you can build with it in your scene. Coming soon.

Unity plugin (coming soon)

The API covers video to mocap and text to motion. The MCP server gives Claude, Cursor, or any MCP-capable agent the motion library and character generation as tools it can call on its own.

Video to mocap API · Text to motion API · MCP server

A Gaussian character keeps the look of the image it came from, so real people and real art direction survive the jump to 3D. There is no modeling, texturing, or rigging pass between the picture and a character that moves.

A mocap studio runs into the thousands a day. A Rokoko suit is around $2,300 before software. Hand-keying one walk cycle can eat your whole day. PINOC pulls the same motion from a clip you shot on your phone, and you can try it for free.

Stock libraries only give you the closest preset. PINOC reads the exact performance from any video, and when no footage exists, a text prompt gets you the move: dance, combat, sports, or the background characters nobody has time to hand-key.

Preview every take on your own character the moment it lands, and when one does not read, run it again. The redo loop that costs a studio re-book or a day of keys is how you work here, and you export only the take that holds up.

PINOC's video to motion, text to animation, and image to 3D animated characters run behind the Viggle API. Build them into your own tool or pipeline.

PINOC is a 3D motion studio built by Viggle for game developers, animators and technical artists. It does four things. It turns a video of someone moving into 3D character animation, generates motion from a written description, reconstructs a character from a single image, and auto-rigs a 3D model you upload. Everything it produces is animation data that exports into Blender, Unity, Unreal, Maya, Cinema 4D, or Houdini, rather than a finished video.

They are different products for different people. The main Viggle app makes videos for social creators, swapping characters into footage to produce a finished clip. PINOC makes motion data for practitioners, exporting FBX and GLB that drop into a real 3D pipeline. Both come from the same team, and PINOC runs on JST, Viggle's in-house foundation model. If you want a video to post, use Viggle. If you want animation you can retarget and edit, use PINOC.

PINOC is free to start, with no card required. The free tier includes 60 credits, which covers roughly one minute of motion or six character generations. Paid plans begin at $12.99 a month for 300 credits and $39.99 a month for 1,200 credits, with yearly billing saving 20%. Motion costs one credit per second, and a character costs ten credits. Uploading a model, auto-rigging it, and retargeting motion onto it do not consume credits at all.

Yes, on a paid plan, and it is worth confirming before you ship. Paid users own their inputs and generated outputs and can use them in games, films, ads, and client work, and Viggle does not use Paid User content to train or finetune its models without written consent. Under Viggle's terms, free accounts are limited to non-commercial use, so move to a paid tier before commercial delivery.

Motion exports as FBX or GLB on a 65-bone Mixamo-named skeleton, so a character already set up for a Mixamo rig maps across in a few clicks. A model you uploaded and rigged in PINOC exports as Rigged GLB or FBX Binary, either in T-pose or with motion applied. A character generated from an image is a Gaussian splat and exports as a static PLY, with a rigged option available. The motion can always be exported on its own.

Yes. Video to motion and text to motion both run behind the Viggle API, so you can send a clip or a prompt from your own tool or pipeline and get 3D motion back. The mocap endpoint returns a downloadable FBX animation from source footage, and there are also endpoints for creating reusable character and motion assets and for composing renders. Check the developer documentation for the current endpoint list before you build.

The category is crowded, and most tools now handle markerless video to motion competently, so the real differences show up after capture. What separates PINOC is that motion, character generation, and rigging sit in one place, so you can preview a performance on your own character before exporting instead of assembling it downstream. It also runs on JST, trained with physical priors so weight and ground contact survive the capture. Judge any tool in this category on its export panel first.

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