
Plask
AI motion capture in the browser that converts video to 3D animation with full body and hand tracking editing cleanup and FBX GLB BVH export.
Overview
Plask turns ordinary monocular video into rig ready motion for games film previz and VTubing. Upload footage or record via webcam, then the system estimates body and hand keypoints frame by frame and fits them to a retargetable skeleton. Editors can smooth jitter, lock feet, adjust root drift and trim sequences with timeline tools made for animators, not coders.
A pose library and constraints help repair hard shots, while multi person tracking and camera solve options open mocap from simple rehearsal clips. Finished takes export to FBX GLB BVH for direct use in Blender Unreal Unity and DCC pipelines, and integrated video renders let teams review moves before handoff. Because Plask runs in the browser with cloud compute, indie creators do not need suits or stages to prototype motion, yet studios can still scale via teams, storage and priority processing.
Pricing offers a generous free tier for tests and paid plans that increase capture minutes, support SDK access and collaboration. For education and quick previz, Plask compresses the gap between idea and animated movement, enabling faster iteration when budgets or locations make optical systems unrealistic.
Key features
- Video to Mocap: Convert single camera videos into full body and hand animation ready for retargeting to common rigs
- Cleanup Tools: Smooth jitter lock feet correct drift and trim sequences on a timeline designed for animators
- Hand Tracking: Capture finger curls and gestures to add believable nuance to performances and VTuber rigs
- Multi Person: Track multiple actors in one take for blocking crowds or duet choreography from reference clips
- Retarget and Export: Map to target skeletons and export FBX GLB BVH for Blender Unreal and Unity
- Pose Library: Save reuse and blend poses to fix transitions and accelerate polishing
- Camera Solve: Estimate basic camera motion to improve spatial consistency for composites
- Team Workspace: Share scenes storage and comments so collaborators iterate quickly
Best for
- Prototype game moves from phone videos without a mocap stage
- Previz film scenes with quick blocking and believable timing
- Animate VTuber avatars with expressive hands and gestures
- Create crowd motions from duet or group references
- Clean messy captures and retarget to production rigs
- Review takes with built in video renders before export
- Teach animation principles with immediate capture feedback
- Scale indie pipelines with cloud processing and shared storage
Capabilities
Monocular tracking
Estimate full body and hand keypoints from standard videos or webcam sessions then fit to a retargetable skeleton for editing.
Timeline cleanup
Reduce jitter lock feet fix root drift and trim ranges with tools built for animation polish and shot readiness.
Retarget and export
Map skeletons to game and film rigs and export FBX GLB BVH so motion drops into DCC and engine scenes quickly.
Cloud workspace
Store scenes share comments and manage teams so iterations move faster without local setup or custom servers.
Frequently Asked Questions
How does Plask pricing start?
Plask offers a free tier for light testing and a Standard plan starting near $18 per month billed annually with higher tiers for more capture minutes.
Do I need special suits or markers?
No Plask works from ordinary videos or webcam footage with markerless tracking to speed capture and iteration.
Can I use the results in Blender or Unreal?
Yes exports include FBX GLB and BVH with retargeting to common rigs for Blender Unreal and Unity pipelines.
Does it track hands as well as body?
Yes hand and finger tracking adds expressive detail useful for VTubing and close performance beats.
How do teams collaborate?
Shared storage scenes and comments support team workflows while higher tiers add capacity and priority processing.



