Cut motion capture takes next to the shoot video.
Mocap Cutter is an editing table inside Unreal Engine. Play a take beside the video of the shoot on one shared timeline, mark the useful actions, and cut them all in a single pass into AnimSequence assets, FBX files, or both.
One tab instead of three tools
Turning a long mocap take into a library of short, named gameplay clips usually means a video player to find the action, Sequencer or Persona to find the same instant in the take, and a manual duplicate-and-crop per clip. Nothing records where a clip came from, and the sync has to be re-found every session.
Sync measured, never typed
Mark the same landmark on the take and on the video. One pair places the video, a second pair measures its speed. The sync lives in a few-kilobyte session asset, not on your captures.
Several performers, one table
Stage every performer of the shoot at once. A clip names who takes part; the cut produces one asset per performer, each carved from its own take.
One cut, your naming
Frame accurate clips, magnetic snapping, live export preview. Cut everything to AnimSequence, FBX or both under your own prefix, suffix and tokens.
Seen from the real camera
Read the shoot camera straight from an FBX, including the optical centre shift the engine import drops, and watch take and rush from the same place.
Every clip remembers its source
Rush file, in and out timecodes, offset, speed, source take and frame range are stamped on each asset as Content Browser columns.
AI-assisted workflow
An optional MCP toolset drives the whole tool headless through the same cut engine the panel uses, for scripted or agent-driven pipelines.
Made on real shoots, not on a demo
Mocap Cutter was built for action captures where several performers share one camera and hundreds of short moves, dodges, vaults, reloads, slides, have to reach the animation graph with clean names and a traceable origin. It ships because it holds up on real rushes, real takes and real deadlines.
