AIMoCap

Documentation

Quick start, video mocap, character management, API guidance, pricing, and FAQ.

AIMoCap Docs

Character Management

Upload a humanoid FBX, edit the A-pose, bind the skeleton mapping, test retargeting, and publish the final character.

Built-in targets

Before uploading a custom character, it helps to understand the built-in targets already available in Studio.

  • Default: the default humanoid output based on a metahuman-style skeleton
  • Unitree G1: a robot-oriented output path for Unitree G1

Custom character workflow

Character Management is currently focused on humanoid FBX assets.

  • Only humanoid body structures are supported in the current release
  • Custom robot character upload is planned for a future update

Step 1. Upload the source FBX

Upload the character FBX that you want to publish into the AIMoCap library.

Character upload page

Step 2. Edit the A-pose

Adjust the source skeleton into a clean A-pose before binding.

  • You can use the default target as a pose reference
  • The goal is to align shoulders, arms, spine, hips, and legs into a stable retarget base pose

A-pose editing

Step 3. Bind the skeleton mapping

Map the source FBX skeleton to the AIMoCap humanoid target structure.

  • hips
  • spine chain
  • neck chain
  • arms and forearms
  • hands
  • legs and feet

Skeleton binding view

Step 4. Run a retarget test

After pose editing and mapping, run a retarget validation pass.

  • AIMoCap creates a test run
  • the local retarget runner processes it
  • you preview the result before publishing

Retarget test result

Step 5. Publish only after the result looks correct

If the retarget result looks correct, publish the character.

If the result is wrong:

  • adjust the A-pose
  • update the bone mapping
  • run the test again

After publishing:

  • the character appears in the character library
  • the same character becomes selectable as an output target in Video Mocap Studio

Published library