MOVE (Move AI) is an AI motion capture platform developed by Move AI Ltd. in the UK. Its defining feature is that it needs no specialized suit and no reflective markers: it extracts 3D human motion from footage shot with ordinary cameras. The same foundation covers everything from a lightweight workflow using a single smartphone clip to studio work with multiple cameras arranged for higher accuracy. Captured motion can be exported in standard formats such as FBX and BVH, so it drops straight into game engines like Unity and Unreal Engine, or DCC tools like Blender and Maya. Traditional motion capture assumed a dedicated studio and expensive hardware; MOVE is an attempt to lower that requirement down to the camera already in your hand.
Key Features
- Markerless capture with no suits or markers: Performers do not need to wear any equipment, which cuts out changing and calibration time. Motion can be captured in everyday clothes, or in costume, exactly as shot
- Single-camera and multi-camera modes: Choose between a quick single-camera recording mode (an iPhone, for example) and a multi-camera setup that raises accuracy. This allows a staged workflow ─ single camera for prototyping, multi-camera for the final shoot
- Dex hand-tracking technology: In addition to full-body motion, Dex captures fine finger movement. This matters in scenes where the hands carry meaning ─ sign language, playing an instrument, handling tools
- Multi-person tracking and real-time use: Supports simultaneous tracking of up to twenty people, and can be used for real-time scenarios such as live streaming and virtual events
- FBX/BVH export and engine integration: Output uses the industry-standard FBX and BVH formats. Because it can be dropped directly into Unity/Unreal, it fits into an existing animation pipeline with little friction
- iOS app, web console, and API: Roles are split across the stack ─ recording in the iOS app, processing and management in the web console, and automation or in-house tool integration through the developer API
Pricing
| Plan | Price | What it includes |
|---|---|---|
| Free | $0 | A free credit allowance for trying out processing. Intended for checking output quality first |
| Paid plans (credit-based) | Contact sales | Credits are granted monthly or annually and consumed according to video length and the model used. Usage beyond the allowance is billed on demand |
| Studio / Enterprise | Contact sales | Individual quotes covering multi-camera system builds, large-scale shoots, and deployment support |
Pricing is current as of August 2026. MOVE uses a credit-based model, and plan structures and unit rates are subject to change. Please check the official site and the pricing documentation for the latest details.
Pros & Cons
✅ Pros
- 3D motion can be captured without a dedicated studio or expensive optical hardware, sharply reducing setup cost and preparation time
- No suit is required, so the load on performers is light and there is more freedom in choosing a shooting location
- Export in standard FBX/BVH formats makes it easy to slot into existing game and video production pipelines
- Users can scale gradually from single-camera to multi-camera within the same service
- Broad scene coverage: finger-level capture via Dex, simultaneous tracking of up to twenty people, and real-time streaming
⚠️ Cons
- Credit-based pricing makes the total cost hard to read from public information alone. Before committing, estimate from your expected footage length and contact sales
- Compared with high-precision optical marker capture, accuracy tends to drop under occlusion (part of the body hidden) or with fast movement
- Exported motion is not always usable as-is; plan for a post-processing pass to correct foot sliding, jitter, and similar artifacts
- Results depend on shooting conditions (lighting, background, camera placement, frame rate), so consistent quality requires some know-how on the capture side
- Multi-camera work requires hardware and setup effort proportional to the number of cameras, so it is not as lightweight as the single-camera workflow
Comparison with Similar Services
| Criteria | MOVE | Rokoko Vision | DeepMotion (Animate 3D) | Plask Motion |
|---|---|---|---|---|
| Method | Markerless (single / multi-camera) | Markerless (one or two camera feeds) | Markerless (video upload) | Markerless (video upload) |
| Main use | Game and video production, live streaming | Quick capture, paired with Rokoko suit products | Animation generation for avatars | In-browser capture and editing |
| Hand tracking | Supported (Dex) | Limited | Treated as an option | Limited |
| Multi-person capture | Supported (up to around twenty people) | Limited | Limited | Limited |
| Real-time use | Supported | Centered on a separate suit product | Not a focus | Not a focus |
| Main output | FBX / BVH | FBX / BVH and others | FBX / BVH / GLB and others | FBX / BVH and others |
| Pricing | Free allowance plus credit-based paid plans | Free tier plus paid plans | Free tier plus paid plans | Free tier plus paid plans |
Where accuracy is the top priority and budget is available, marker-based optical capture (Vicon, OptiTrack and similar) is still the choice. MOVE and other markerless tools fill the space where that level of precision is not required but volume and speed are.
Who Is It For
- Game and video production teams that want to produce motion in-house rather than renting a motion capture studio
- Individual developers and indie game studios that need to iterate on large numbers of character animation prototypes
- Operators of VTuber channels and virtual events that involve real-time streaming with multiple people
- Practitioners in sports analysis, education, and rehabilitation who need motion that includes hand and finger movement
- Learners who simply want to try motion capture with the smartphone they already own
Summary
Among markerless AI motion capture services, MOVE sits at the broader end of the coverage range. Lightweight single-camera capture and high-accuracy multi-camera capture are handled on the same foundation, and its scope extends to finger tracking through Dex, simultaneous tracking of up to twenty people, and real-time streaming. Because it exports to FBX/BVH, there is little friction in adding it to an existing production pipeline.
At the same time, the credit-based pricing and the likelihood of needing post-processing are both worth estimating before adoption. The practical path is to process footage from your own shooting environment on the free allowance first, measure the resulting motion quality and the post-processing effort involved, and only then move on to evaluating paid plans or a studio configuration.