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Legacy Accounts - App Store Billing
Release Notes
Move Pro
Overview
Shoot Prep
Capture
Processing on the Web App
Processing on Move Pro 2.0
Export
Best Practices
General FAQs
Capturing FAQs
Rigging FAQs
Retargeting FAQs
Move Live
Move API
Legacy Product
How to get Started
During Your Shoot
How to Upload
Processing Your Shoot
iPhone FAQs
Release Notes
Creator Plan (Legacy Product)
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Move Docs
Move Pro
What's New!
2nd Generation Models
Move Pro 2.0
Move One
Move One Pricing
Move Platform
Move One iOS App
Move One Team Plan
Using your Animations
Best Practices
Move One FAQs
Legacy Accounts - App Store Billing
Release Notes
Move Pro
Overview
Shoot Prep
Capture
Processing on the Web App
Processing on Move Pro 2.0
Export
Best Practices
General FAQs
Capturing FAQs
Rigging FAQs
Retargeting FAQs
Move Live
Move API
Legacy Product
How to get Started
During Your Shoot
How to Upload
Processing Your Shoot
iPhone FAQs
Release Notes
Creator Plan (Legacy Product)
Move Pro
Learn about multi-camera motion capture with Move Pro
Overview
Move Pro QuickStart Guide
How does pricing work for Move Pro?
Shoot Prep
Shoot Prep Overview
Equipment list
Shoot considerations
Capture Volume Configurator
GoPro Setup Guide
Sony RX0II Setup Guide
Framing Up Your Cameras
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Capture
Capturing Overview
Recording A Calibration
Recording An Action Take
Recording An Actor Profile
Processing on the Web App
Processing Overview
Using the Move Web App
Create a project and session
Renaming files
Uploading Your Videos
Processing Your Calibration
Checking Your Calibration
Processing Your Action Takes
Checking Your Action Takes
Creating & Using Actor Profiles
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Processing on Move Pro 2.0
How to get started with Move Pro 2.0
Logging in to the Desktop App
Creating a Project
Importing videos into the project
Process a Calibration Take
Process an Action Take
Create an Actor Profile from an Action Take
Apply an Actor Profile to an Action Take
Viewing and accessing the animation outputs
Troubleshooting
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Export
Exporting Data Overview
Exporting your data
NVIDIA Omniverse extension
Maya
Blender
MotionBuilder
Unreal Engine
Unity
Character Creator 4
Ready Player Me
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Best Practices
Best Practices Overview
Exporting, Uploading and Mapping (own rig)
Shooting with multiple actors
Finger Tracking Best Practice
General FAQs
Move Pro FAQs Overview
Do you offer facial capture?
Can you capture animals?
Can you capture objects?
Does the actor's clothing affect the motion capture quality?
What is the optimal calibration protocol?
What is the importance of performing the T-pose?
How can I check the calibration quality?
What is a good pixel score for a calibration?
I want to capture multiple actors. Does the calibration process need to be performed by each actor?
How to remove a camera from a session?
Can I change my organisation name and email address?
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Capturing FAQs
What size capture area do I need and how many people can I capture?
How well does your system deal with occlusion?
Can the cameras be mounted at different levels?
Do the cameras have to be stationary?
What if one of the cameras is bumped?
Does every actor have to do a calibration?
What if somebody goes out of the capture volume?
Can I capture select people within a scene?
Can you capture fingers?
How accurate is your finger tracking?
How can I improve my finger-tracking quality?
Can I capture hands without the body?
What lighting conditions can you deal with?
How can I capture my motion accurately with a phone as old as the iPhone 8?
How does your accuracy compare to an optical marker-based system?
What is the quality of your system?
How do you compare to Vicon & OptiTrack?
Can I delete the uploaded rig(s) I don't need?
Can the actor still be tracked if they're holding an object?
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Rigging FAQs
What should the pose of the uploaded rig be?
Do you support rigs of any height?
What are the output formats?
Can I use the Move AI system just to retarget animation without reprocessing the take?
What's the FPS of the output results?
Do you export meshes?
Why is my rig pink on a preview?
May I upload the already animated .fbx?
How many rigs and objects may there be in the .fbx?
What types of data stored in .fbx do you support?
What's the difference between Pre-retarget and Retargeted .fbx?
I don't have all 5 finger bones in my rig. What to do?
Do I need to map all bones?
How to choose the hip bone?
Do you transform uploaded rigs in any way?
What's the difference between the rigs with the move.ai_ prefix and all others?
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Retargeting FAQs
How does retargeting work in your system?
Your default skeleton looks to be lacking some spine bones. Why is this?
Do you deal with IK or FK controllers?
How do I retarget to a larger rig? I.e. a giant
Root Motion in Move Animations
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