Unreal Engine 5.8 · Editor plugin

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.

UE 5.8 v1.0 Win64 editor
00:0000:0800:1600:2400:32HunterReyesRushClipsDodge_01Vault_02Reload_03Slide_04f 947
Why it exists

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.

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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.

Built in production

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.

About GAMECELSIOR

Coming next · Autodesk Maya

Couture is coming back

Our garment retopology workflow for Maya, first shared with the community in 2018, is being rebuilt from the ground up. More soon.

Get notified