calesthio/deepmotion-animate-3d
Use DeepMotion Animate 3D for markerless video-to-3D human motion capture through the cloud portal, sales-gated API, or real-time SDK; covers capture planning, body/hand/face/multi-person limits, custom characters, retargeting, refinement, exports, DCC/game-engine handoff, QA, pricing, privacy, consent, and rights checks.
npx skills add https://github.com/calesthio/generative-media-skills --skill deepmotion-animate-3d
Use this skill when an agent needs to turn recorded human performance video into 3D character animation with DeepMotion Animate 3D, or when planning an Animate 3D Cloud/API/Real-Time SDK mocap workflow. This is a provider skill for markerless video-to-3D motion capture, not a general 3D generation, text-to-animation, acting direction, rigging theory, or animation-polish skill.
Do not use this skill for:
Documented fact, verified 2026-07-11: DeepMotion describes Animate 3D as markerless AI motion capture that converts ordinary human video into 3D animation. The product page and documentation say it can track full-body movement, facial expressions, hand gestures, and multiple subjects, with output formats including FBX, BVH, GLB, and MP4. Sources: https://www.deepmotion.com/animate-3d and https://www.deepmotion.com/doc/animate-3d.
Documented fact, verified 2026-07-11: DeepMotion positions Animate 3D in three access modes: Animate 3D Cloud through the browser, Animate 3D API for application integration, and Animate 3D Real-Time SDK as a lightweight real-time version. Public pages route API and Real-Time SDK access through sales/contact rather than publishing a complete public Animate 3D API reference. Source: https://www.deepmotion.com/animate-3d.
Marketing claim, verified 2026-07-11: DeepMotion calls Animate 3D accessible mocap with no suits or required cameras and says users can create animations "in minutes." Treat this as provider positioning, not an accuracy guarantee or processing-time SLA.
Access-gated unknown, verified 2026-07-11: a complete public Animate 3D REST API reference, production base URL, quota model, latency SLOs, realtime SDK platform matrix, SDK package, and enterprise retention/security terms were not publicly retrievable without portal/sales access. Do not invent endpoint names or capabilities for Animate 3D API. Ask the user for their portal/API documentation or sales-provided spec before writing integration code beyond general async-job pseudocode.
Documented fact, verified 2026-07-11: Animate 3D is for human motion and can be applied to human or humanoid characters. DeepMotion's capture quick guide says cartoon or abstract figures are not suitable as capture subjects. Source: https://www.deepmotion.com/article/capture-guidelines-quick-guide.
Documented fact, verified 2026-07-11: DeepMotion's Animate 3D product page says a single video can track up to 8 people. The release updates describe Multi-Person Tracking as beta in Animate 3D V5.0 and say it tracks full body, hand, and face motion for up to 8 people. Sources: https://www.deepmotion.com/animate-3d and https://www.deepmotion.com/release-updates.
Boundary note: Some documentation pages still contain older single-person language, such as the single-person guide saying to avoid multiple individuals until multi-person tracking is available. Treat this as stale page-level wording unless the current project has a plan or portal setting that lacks multi-person access. Source checked 2026-07-11: https://www.deepmotion.com/article/single-person-capture-guidelines-for-animate-3d.
Documented fact, verified 2026-07-11: Hand Tracking is an advanced setting that costs an additional 0.5 animation credit per animation second or pose, and hand results are combined with body tracking in BVH, FBX, and GLB exports when enabled. Source: https://www.deepmotion.com/article/hand-tracking-video-capture-guidelines.
Documented fact, verified 2026-07-11: DeepMotion's getting-started FAQ says 1 credit equals 1 second of animation or 1 3D pose, with Face Tracking and Hand Tracking each costing an extra 0.5 credit per animation second or pose. Source: https://www.deepmotion.com/article/getting-started.
Documented fact, verified 2026-07-11: Facial tracking accepts full-body, half-body, or headshot video, but quality improves when the face is larger and clearer. The face guide says headshot and half-body inputs can support eye/iris tracking and higher fidelity facial expressions, while full-body inputs are farther away so eye tracking is turned off but general facial expression, mouth movement, and head position can still be captured. Source: https://www.deepmotion.com/article/facial-tracking-video-capture-guidelines.
Documented fact, verified 2026-07-11: DeepMotion supports MP4, MOV, and AVI input videos according to the Animate 3D pricing FAQ/getting-started FAQ. Outputs are described as FBX, BVH, MP4, and GLB, with GLB noted as available for custom characters on the pricing FAQ. Sources: https://www.deepmotion.com/pricing-animate3d and https://www.deepmotion.com/article/getting-started.
Documented fact, verified 2026-07-11: File Types & Compatibility also lists BVH, FBX, GLB/GLTF animation formats, plus MP4, JPG, PNG, GIF for poses, and DMPE for DeepMotion Pose Estimation; it states DMPE includes 3D skeletal joint positions for every frame and is available for Professional and higher subscription levels. Source: https://www.deepmotion.com/article/file-types-compatibility.
Volatile plan fact, verified 2026-07-11: the visible pricing page advertised annual paid tiers at Starter $9/month, Innovator $17/month, Professional $39/month, and Studio $83/month, plus Freemium. The same page says API and Real-Time SDK require contacting DeepMotion. Re-check before quoting costs in user-facing plans. Source: https://www.deepmotion.com/pricing-animate3d.
Volatile plan fact, verified 2026-07-11: DeepMotion's pricing FAQ says Freemium accounts are personal, non-commercial, no credit card, and can create up to 60 seconds of animations every month. It also says credits do not carry over monthly. Source: https://www.deepmotion.com/pricing-animate3d.
Volatile upload-limit fact, verified 2026-07-11: the visible Animate 3D pricing page listed a current maximum uploaded video length of 300 seconds. It also listed plan-dependent upload file-size limits of 50 MB, 100 MB, and 200 MB across self-serve tiers. These limits are plan and page-state dependent; re-check the pricing page or portal before promising that a specific account can upload a given clip. Source: https://www.deepmotion.com/pricing-animate3d.
Animate 3D quality is mostly decided before upload. The agent should optimize the input video rather than assuming portal settings can repair occlusion, motion blur, missing feet, or low-detail hands.
Documented capture requirements, verified 2026-07-11:
Sources: https://www.deepmotion.com/article/capture-guidelines-quick-guide and https://www.deepmotion.com/article/single-person-capture-guidelines-for-animate-3d.
Production heuristic: if the motion includes jumps, kicks, crawling, floor work, or fast spins, capture a short test first and inspect feet, hips, and hand-ground contact before recording a full batch. Use the same wardrobe and camera angle as the final take.
Documented multi-person guidance, verified 2026-07-11:
Source: https://www.deepmotion.com/article/multi-person-ai-motion-capture-guidelines.
Production heuristic: for choreographed multi-person scenes, block the shot like a stage capture rather than a film shot. Wide, stable, separated, contrasty coverage is more valuable than dramatic camera language.
Documented face guidance, verified 2026-07-11:
Source: https://www.deepmotion.com/article/facial-tracking-video-capture-guidelines.
Production heuristic: if a deliverable needs believable facial nuance, record a half-body or headshot face pass and do not expect full-body footage shot for footwork to carry close-up acting detail.
Documented hand guidance, verified 2026-07-11:
Source: https://www.deepmotion.com/article/hand-tracking-video-capture-guidelines.
Production heuristic: for sign language, magic tricks, weapon grips, finger-counting, typing, or hand-to-face acting, treat Animate 3D hand tracking as a starting point that will need animator cleanup or a dedicated hand mocap method.
Use settings as controlled rerun variables. Change one major setting at a time, record the original job settings, and compare output against the source video before deciding that a take has failed.
Documented fact, verified 2026-07-11: DeepMotion offers Foot Locking modes Auto, Always, Never, and Grounding. Auto is recommended for general cases and is available for all subscription plans. Always forces foot locking and is recommended when Auto leaves too much foot gliding; it is available for Professional or higher plans. Never keeps feet unlocked for airborne or underwater motions and is available for Innovator or higher. Grounding disables locking while keeping the character on the ground and is recommended when sliding/gliding is intended or Auto locks feet too long; it is available for Professional or higher. Source: https://www.deepmotion.com/article/foot-locking.
Production choices:
Documented fact, verified 2026-07-11: Motion Smoothing is an advanced AI filter that removes jitter and improves visual smoothness but may reduce animation accuracy in some frames or sequences. DeepMotion recommends tuning the degree of smoothing and reviewing tradeoffs. Source: https://www.deepmotion.com/article/motion-smoothing.
Production choices:
Documented fact, verified 2026-07-11: the Physics Filter reinforces joint limits and attempts to resolve self-collisions and clipping. DeepMotion suggests experimenting and combining it with Motion Smoothing. Source: https://www.deepmotion.com/article/physics-filter.
Production choices:
Documented fact, verified 2026-07-11: Speed Multiplier can compensate for slow-motion or insufficient-frame-rate input by adjusting the speed multiplier, previewing, and rerunning to optimize smoothness. Source: https://www.deepmotion.com/article/speed-multiplier.
Production choices:
Documented fact, verified 2026-07-11: DeepMotion says the Rotoscope Pose Editor lets users trace/correct character motion over the input video. Release notes describe features including auto-saving, multi-joint selection, hotkeys, interpolation, and bone color selection. Pricing/credit FAQ says Animation Correction Credits can be earned by correcting body joints and improving the pose score. Sources: https://www.deepmotion.com/animate-3d, https://www.deepmotion.com/release-updates, and https://www.deepmotion.com/article/free-animation-credit-program-faq.
Production workflow:
Documented fact, verified 2026-07-11: Animate 3D can use default DeepMotion characters, built-in Ready Player Me and Avaturn creators, or uploaded custom FBX/GLB/VRM characters according to the product page. The Custom Characters article says custom upload supports FBX and GLB and requires a rigged humanoid character; the API-related GitHub docs for the SayMotion REST API character upload mention fbx, glb, gltf, or vrm model upload URLs, but that is SayMotion/public REST documentation, not a complete Animate 3D public API contract. Sources: https://www.deepmotion.com/animate-3d, https://www.deepmotion.com/article/custom-characters, and https://github.com/DeepMotion/SayMotion-REST-API.
Documented custom-character requirements, verified 2026-07-11:
Source: https://www.deepmotion.com/article/custom-characters.
Retargeting guidance:
Cloud workflow, documented from public pages and portal descriptions, verified 2026-07-11:
API implementation warning: public first-party pages do not expose a full current Animate 3D API reference. If a user asks for production integration, request their DeepMotion API portal docs and credentials, then implement against the provided specification. Do not hard-code endpoints inferred from SayMotion unless the supplied Animate 3D documentation confirms them.
Official GitHub observation, verified 2026-07-11: DeepMotion's public DeepMotion/SayMotion-REST-API repository is for SayMotion text-to-3D animation, not Animate 3D video-to-3D capture. It uses Basic authentication with client ID/client secret to retrieve a session cookie, then supports credit balance, job process, status polling, download URLs, list jobs, cancel job, custom character upload/list/delete, prompt optimization, and an import animate3d job endpoint. The repo has no published GitHub Releases visible on 2026-07-11. Source: https://github.com/DeepMotion/SayMotion-REST-API.
General async pattern for any DeepMotion integration, to be adapted only after reading the user's actual API spec:
10. Log retention/deletion requirements and delete source assets when required by client policy or contract.
Real-Time SDK planning, verified 2026-07-11: DeepMotion markets a Real-Time SDK but public pages route access through contact/sales and do not expose a public SDK matrix. Before committing to a realtime product, confirm platform support, camera/device requirements, latency, frame rate, tracking points, number of subjects, face/hand availability, offline behavior, data egress, and commercial terms with DeepMotion.
Use export format based on the receiving tool, character strategy, and review need.
Blender handoff, documented fact verified 2026-07-11: DeepMotion's Blender companion page says users can download animation with BVH or FBX preset format and transfer the rig to a character in Blender. Source: https://www.deepmotion.com/companion-tools/blender.
Unity handoff, documented fact verified 2026-07-11: DeepMotion's Unity companion page says Animate 3D outputs can be imported into Unity scenes and that a tutorial walks through retargeting results to a custom 3D character. Source: https://www.deepmotion.com/companion-tools/unity.
Unreal/MetaHuman handoff, documented fact verified 2026-07-11: DeepMotion's Unreal/MetaHuman companion pages and March 2025 MetaHuman tutorial describe exporting FBX, importing into Unreal Engine, enabling morph targets/import animations/snap to closest frame boundary, then using Unreal retargeting to apply animation to a MetaHuman. The tutorial recommends selecting an Adult Female with Facial Rig (UE) character for MetaHuman retargeting and turning on hand and face tracking. Sources: https://www.deepmotion.com/companion-tools/unreal-engine, https://www.deepmotion.com/companion-tools/metahuman-creator, and https://www.deepmotion.com/post/animate-a-metahuman-with-just-a-video-no-mocap-needed.
Production heuristic: always export a visual MP4 proof together with animation files. It gives animators and clients a reference for what DeepMotion produced before downstream retargeting changes the motion.
Before calling an Animate 3D result production-ready, inspect:
Common failure responses:
Documented privacy facts, verified 2026-07-11: DeepMotion's Privacy Policy says it applies to Animate 3D web service, SDKs, APIs, and other services. It says users routinely submit Content Data, including videos and 3D models, and that processing such Content Data is a core element of the services. It says User Content voluntarily disclosed for posting remains private to the user and DeepMotion and will not be shared publicly unless explicitly agreed by both. It lists Google, Inc. as a cloud service provider subprocessor and says storage/processing may occur in the United States or other countries where DeepMotion or service providers maintain facilities. Source: https://www.deepmotion.com/privacy-policy, last updated December 1, 2023.
Documented retention/security facts, verified 2026-07-11: the Privacy Policy says DeepMotion may retain private profile information after account termination for a commercially reasonable time for backup, archival, or audit purposes, but it does not give a precise retention period for uploaded videos, 3D models, job outputs, or API assets in the public page. The Terms say users are responsible for data they transmit and waive claims for loss/corruption of such data; the public SayMotion REST docs note failed jobs and old jobs may be removed after a predefined retention period without specifying the period. Sources: https://www.deepmotion.com/privacy-policy, https://www.deepmotion.com/terms-of-use, and https://github.com/DeepMotion/SayMotion-REST-API.
Documented terms facts, verified 2026-07-11: DeepMotion's Terms of Use were last updated March 30, 2025. They say users retain full ownership of uploaded Content, but grant DeepMotion non-exclusive, fully-paid, royalty-free worldwide rights to access, review, use, copy, modify, create derivative works of, reproduce, analyze, visualize, and process uploaded Content to deliver services and to improve the site/services. The terms require users not to upload content that violates copyright, privacy, publicity, trademark, or other third-party rights. Source: https://www.deepmotion.com/terms-of-use.
Documented regulated-data warning, verified 2026-07-11: DeepMotion's Terms say the Site is not tailored to comply with industry-specific regulations including HIPAA and FISMA, and that users may not use the Site if their interactions would be subject to such laws. The same section says users may not use the Site in a way that would violate GLBA. Do not route regulated healthcare, government-security, financial-institution, or similarly controlled production data through DeepMotion without a separate contract and legal/security approval; the public terms make the self-serve Site a poor fit for those workloads. Source: https://www.deepmotion.com/terms-of-use.
Documented output-license facts, verified 2026-07-11: the Terms say DeepMotion owns Products of the Site and licenses them to users. Freemium outputs receive a revocable non-commercial license. Paid plans receive a perpetual, non-exclusive, fully-paid, royalty-free worldwide commercial license for Products created while subscribed to paid plans. The terms prohibit using Products as stand-alone digital assets, sublicensing/resale, or retargeting animations contained in Products to a different character and selling the retargeted animations. Source: https://www.deepmotion.com/terms-of-use.
Documented consent fact, verified 2026-07-11: DeepMotion's contribution terms require written consent/release/permission from every identifiable person in user Contributions for use of name or likeness in the manner contemplated by the site and terms. Although the legal section distinguishes Contributions from uploaded Content, production agents should treat identifiable performer video as consent-sensitive Content Data and require documented permission before upload. Source: https://www.deepmotion.com/terms-of-use.
Production privacy checklist:
Production intent: create a base walk, jog, idle turn, and jump landing for a humanoid Unity character without a suit.
Provider: DeepMotion Animate 3D Cloud.
Inputs and constraints:
Workflow:
Why structured this way: short separate clips reduce wasted credits and isolate settings. A default/Unity-friendly character reduces custom-character upload risk until capture quality is proven.
Expected result: usable base mocap that needs light trimming, loop cleanup, and possible foot-contact fixes.
Likely failure modes: foot slide during jog, hand jitter, root drift at loop boundaries, and retarget scale mismatch.
Meaningful variations: upload the actual custom character after the first pass if Blender retargeting time is more expensive than rerunning DeepMotion; use BVH instead of FBX if the destination retargeting pipeline is BVH-based.
Production intent: animate a MetaHuman presenter for a cinematic previs shot, with body gesture, finger motion, and broad facial expression.
Provider: DeepMotion Animate 3D Cloud, then Unreal Engine 5 handoff.
Inputs and constraints:
Workflow:
Why structured this way: a full-body capture is usually too distant for expressive face/hand detail; the target deliverable needs upper-body believability more than foot contact.
Expected result: a retargeted MetaHuman animation suitable for previs or first-pass production, with animator review for face/fingers.
Likely failure modes: flat expression from distant face capture, finger popping, wrist flips, morph target import omissions, or incorrect target skeletal mesh selection.
Meaningful variations: record a separate close-up face pass if the shot cuts close; use a dedicated facial capture pipeline if lip-sync or eye performance must be final quality.
Production intent: convert a two-person dance rehearsal into separate character animations for a stylized short.
Provider: DeepMotion Animate 3D Cloud multi-person tracking.
Inputs and constraints:
Workflow:
Why structured this way: multi-person tracking can handle several subjects, but occlusion and relative-position swaps are still major risk factors.
Expected result: separate performer animations that preserve broad choreography and timing.
Likely failure modes: performer swaps during crossing, lost hands during close interaction, feet locking incorrectly in slides, and root offsets between dancers.
Meaningful variations: shoot each dancer separately against the same music click if interaction is minimal and accuracy matters more than live duet timing.
Official DeepMotion sources checked 2026-07-11:
Take calesthio/deepmotion-animate-3d from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.