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DeepMotion

Editor rating
4.0/ 5
Starting price
$0
Free tier
Yes
Platforms
WebiOSAndroid
Developer
DeepMotion, Inc.
Launched
2020

DeepMotion review

4.0 / 5By DeepMotion, Inc.Researched overview by AI Chat DailyUpdated Visit official site ↗
The verdict

The cheapest credible route from a person moving in front of a camera to a rigged animation in a game engine. For gross body motion — walking, fighting, dancing, gesturing — it gets an indie project to usable animation for a fraction of a suit rental. It is not broadcast mocap: fine finger work, foot contact and ground-plane accuracy still need cleanup, which is exactly what the built-in pose editor exists for. Verify the paid tiers on the pricing page before committing, and read the licensing terms first, because the free plan forbids commercial use.

Try DeepMotionOpens www.deepmotion.com

How this was put together. This is a researched overview, not a hands-on review — compiled by the AI Chat Daily desk from DeepMotion's own documentation, pricing pages and release notes, plus how the product has been received. The score reflects documented capability and market position rather than our own testing. Last checked Aug 24, 2026. No sponsorship, no affiliate relationship. Read our editorial standards and corrections policy.

The good
  • Markerless full-body capture from ordinary MP4, MOV or AVI footage — no suit, no rig, no studio
  • Exports FBX, BVH, MP4 and GLB, which drops straight into Unity, Unreal, Blender and Maya
  • Multi-person capture in a single clip, not just one subject
  • Optional face and hand tracking layered on top of body capture
  • SayMotion generates animation from a text prompt when you have no reference footage
  • Rotoscope Pose Editor allows frame-by-frame joint correction inside the platform
  • Custom characters via uploaded FBX or GLB, or generated through the Wolf3D partnership
Watch out
  • Free tier is capped at 60 seconds a month and explicitly excludes commercial use
  • Credits reset monthly and never roll over on either monthly or annual billing
  • Face and hand tracking each add 0.5 credit per second on top of the 1 credit per second base
  • Output quality depends heavily on following the capture guidelines — bad footage produces bad animation
  • The Studio tier's unlimited credits drop to low job priority after 7,200 credits in a month
  • Earning free credits means labelling your own footage to train DeepMotion's models
  • API and real-time SDK are quote-only, with no published pricing
Best for
  • Indie game developers who need a library of character animations without a mocap budget
  • VTubers, avatar creators and virtual production people working from consumer video
  • Previz and animatics where speed matters more than final polish
  • Anyone prototyping motion before booking real capture time
Avoid if
  • You need broadcast or film-grade fidelity — hire a stage
  • Your animation is subtle facial performance rather than body movement
  • You want finished rendered video rather than animation data — that is a different category of tool
  • You need commercial rights without paying, which the free tier does not grant

Pricing

Freemium
$0

No credit card, no expiry. Up to 60 seconds of animation per month. Personal, non-commercial use only.

Paid Animate 3D tiers
Subscription, monthly or annual — verify current rates on the pricing page

Monthly credit allotments, higher job priority, more reruns, longer clips and commercial licensing. 1 credit equals 1 second of animation or 1 3D pose; face and hand tracking add 0.5 credit per second each. Credits reset monthly and do not carry over.

Best value
Studio
Top subscription tier — verify current rate

Unlimited credits. The first 7,200 credits each month process at highest job priority; jobs beyond that run at low priority.

SayMotion
Separate plan ladder

Text-to-3D-animation, priced and subscribed independently of Animate 3D.

API and real-time SDK
Contact sales

High-volume integration for Animate 3D and SayMotion. No published rates.

First, the name collision

There are two companies called DeepMotion and search results mix them constantly.

One is a Beijing autonomous-driving startup that Xiaomi acquired in 2021 to build out its electric-vehicle programme. It has nothing to do with animation.

The other — this one — is DeepMotion, Inc., an independent company that has been working on physics simulation and AI motion capture since 2014. It is not owned by Xiaomi, it has not been acquired, and it makes two products: Animate 3D, which turns video into 3D animation, and SayMotion, which turns text prompts into 3D animation. Its published partner list includes Nvidia, Intel, Qualcomm, Samsung, Epic Games, Bandai Namco, Cornell and MIT.

If you landed here from a search that mentioned Xiaomi, you have the wrong company.

What Animate 3D does

You upload a video of a person moving. You get back a rigged 3D animation of that motion, ready to export into a game engine.

That is the entire pitch, and it is a big one, because the conventional route to that output involves a motion-capture volume, a suit, markers, calibration, and a day rate that indie studios do not have. Animate 3D replaces all of it with a phone camera and a web upload.

Input accepts MP4, MOV and AVI. Output comes back as FBX, BVH, MP4 or GLB — GLB restricted to custom characters. FBX and BVH are the formats that matter: they drop into Unity, Unreal, Blender and Maya without conversion.

The capture supports single-person and multi-person jobs in the same clip, plus a pose mode that extracts a single 3D pose rather than a motion sequence. Face tracking and hand tracking are optional layers on top of body capture, priced separately in credits.

Characters are handled either by DeepMotion's default set, by uploading your own FBX or GLB rig, or by generating one through the company's partnership with Wolf3D.

SayMotion, when you have no footage

The second product inverts the input. SayMotion generates 3D animation from a text or video prompt rather than requiring reference video, and it sits on its own pricing ladder and its own API.

The practical use is filling gaps. Animate 3D needs someone to physically perform the motion, which is fine for a walk cycle and impractical for a backflip. SayMotion covers the motions nobody on your team can do in front of a camera. There is also a Motion-to-Video capability in beta.

Credits are seconds, and the arithmetic bites

DeepMotion's pricing unit is the credit, and its definition is unusually clean: one credit equals one second of animation, or one 3D pose.

The complication is the modifiers. Face tracking costs an extra 0.5 credit per second. Hand tracking costs another 0.5 credit per second. Turn both on and a 30-second take costs 60 credits rather than 30 — the price doubles.

Credits reset at the end of each plan month and do not carry over. This is true on annual plans as well as monthly ones, which is worth internalising: paying yearly buys you a discount, not a bank. Your usable capacity is the monthly allotment, every month, whether or not you shot anything.

Running out means waiting for the next cycle or upgrading, and upgrades are prorated with the new tier's credits made available immediately.

The Studio tier removes the cap but not the constraint. Its unlimited credits process at the highest job priority for the first 7,200 credits in a month — two hours of animation — after which further jobs run at low priority. Unlimited in volume, rationed in speed.

The paid tier prices themselves are rendered dynamically on DeepMotion's pricing pages and should be read there before you commit; the structure above is stable, the dollar figures are not something to take from a review.

The labelling programme is a trade, and it is worth naming

DeepMotion runs a Free Animation Credit Program that lets you earn back the credits a job consumed. There are two routes.

The first is Animation Labeling: after uploading a video, you write a detailed description of the motion — up to 256 characters, covering action type and style — and a proprietary model scores its quality. Better, longer, more specific descriptions earn more credits back. Specialist vocabulary is encouraged, and DeepMotion's own guidance lists examples across dance, boxing, MMA, basketball and gymnastics.

The second is Animation Correction: open the finished job in the Rotoscope Pose Editor, fix joints that tracked badly, and earn credits based on how much closer your corrected pose sits to a mechanical model of a human skeleton.

DeepMotion is open that this feeds its models — the company states the programme improves both Animate 3D and SayMotion, and that participant text trains its understanding of motion descriptions. Between the two routes you can in principle recover the full credit cost of any job.

That is a reasonable deal, stated honestly by the vendor. It is also unpaid data labelling, and the credits you earn reset monthly like any others. Decide whether your time is worth more than the credits before you spend an evening in the pose editor.

Where markerless capture actually breaks

The honest limits are structural to the technique, not to this implementation.

Gross body motion — the trajectory of limbs and torso through space — is what monocular capture does well, and it is what most game animation needs. Walk cycles, combat, dance, idle gestures, sports motion: all reasonable targets.

The hard parts are the ones you would expect. Fine finger articulation. Foot contact with the ground plane, which is where sliding artefacts come from. Limbs occluded by the body during a turn. Depth ambiguity in a single camera view.

DeepMotion's response is twofold: published capture guidelines covering framing, resolution, frame rate and lighting, and the Rotoscope Pose Editor for frame-by-frame cleanup afterwards. The existence of both is the useful signal. This is a tool that expects input discipline and output cleanup — which is also true of real motion capture, just with cheaper equipment.

Support guidance asks users to supply the original video, the output animation and a screenshot of job settings when something looks wrong, which tells you where the failures usually originate.

Licensing: read this before the free tier fools you

The Freemium account is genuinely free — no credit card, no expiry, 60 seconds of animation a month. It is also licensed for personal, non-commercial use only.

DeepMotion is specific that commercial rights follow your plan type, not the source of your credits. Animations produced with free earned credits on a paid plan are commercially licensed; animations produced on the Freemium tier are not, no matter how you obtained them. If your project will ship, budget for a subscription from the start rather than discovering the restriction after building a library.

Uploads are private to your account and not visible to other users.

Who this is for

Indie game developers are the obvious fit. A studio that cannot justify a mocap stage but needs fifty character animations can shoot them on a phone in an afternoon and export FBX the same day. The cleanup cost is real but it is measured in hours, not in day rates.

Previz and animatics are the second fit: motion that only has to communicate blocking, where fidelity is irrelevant and speed is everything.

VTubers, avatar work and virtual production round it out, with the Wolf3D character pipeline making the avatar half straightforward.

What this is not is a video generator. If what you want is a finished rendered clip, Runway, Kling and Luma are in a different business — they produce pixels, DeepMotion produces animation data you still have to render. Confusing the two is the fastest way to buy the wrong subscription.

Frequently asked questions

Is this the DeepMotion that Xiaomi acquired?
No, and this is a common mix-up. Xiaomi acquired a Beijing-based autonomous-driving company also called Deepmotion in 2021. This DeepMotion, Inc. is a separate, independent company founded in 2014 that builds AI motion capture and 3D animation tools — Animate 3D and SayMotion. The two businesses share nothing but a name.
Is DeepMotion free?
There is a permanent Freemium account requiring no credit card, capped at 60 seconds of animation per month. It is licensed for personal, non-commercial use only. Commercial rights require a paid subscription, and DeepMotion is explicit that this depends on your plan type rather than on how you obtained the credits.
How do DeepMotion credits work?
One credit equals one second of animation or one 3D pose. Face tracking and hand tracking each add 0.5 credit per second on top. So a 30-second clip with both face and hand tracking costs 60 credits, not 30. Credits reset at the end of every plan month and do not carry over on monthly or annual billing.
What formats does DeepMotion import and export?
Input video can be MP4, MOV or AVI. Animation exports as FBX, BVH, MP4 or GLB, with GLB restricted to custom characters. FBX and BVH cover the standard route into Unity, Unreal, Blender and Maya. Custom characters can be uploaded as FBX or GLB, or created through DeepMotion's Wolf3D partnership.
Can I earn free DeepMotion credits?
Yes, through the Free Animation Credit Program, and it is worth understanding what the exchange is. You earn credits back by writing detailed motion descriptions of your uploaded video — up to 256 characters, scored by a proprietary model — and by correcting joint positions in the Rotoscope Pose Editor. Both activities feed DeepMotion's training data. You can in principle recover the full credit cost of a job. Earned credits reset monthly like any other.
How good is the output compared to real motion capture?
DeepMotion targets markerless full-body capture, and the fidelity question splits by body part. Gross limb and torso motion is generally usable for indie game and previz work. Fine finger articulation, foot-ground contact and occluded limbs are where markerless systems struggle, which is why DeepMotion ships a frame-by-frame pose editor and publishes capture guidelines covering framing, lighting and frame rate. Following those guidelines is the difference between a usable take and a bad one.
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