
FBX2Spine is now MOCAP2D
We are excited to announce that FBX2Spine has officially become MOCAP2D.
This is more than a name change. It represents the broader direction of the software and its continued evolution into a complete 3D-to-2D motion transfer solution.
The original name, FBX2Spine, was created when the software was primarily focused on transferring FBX motion capture animations to Spine skeletons. Since then, the application has grown far beyond that original scope.
MOCAP2D now supports a wider range of animation workflows, including FBX and BVH motion capture, Spine skeletons, Unity 2D Animation Package workflows, advanced retargeting controls, built-in IK systems, and real-time animation preview.
Why MOCAP2D?
The new name describes the software more accurately:
MOCAP represents the wide range of 3D motion capture data that can be imported from FBX and BVH files.
2D represents the destination: production-ready 2D skeletal animation.
MOCAP2D is designed to bring 3D motion to 2D skeletons, regardless of whether your project uses Spine, Unity 2D Animation Package, or a custom animation workflow.
One Rig Setup, Unlimited Animations
Map your 3D and 2D skeletons once, then reuse the same configuration with every compatible animation that shares the same bone hierarchy.
This makes MOCAP2D especially useful for large motion capture libraries, commercial animation packs, and projects containing dozens or even thousands of animations.
Smart and Direct Retargeting
MOCAP2D includes two different retargeting systems for different types of projects.
Smart Retargeting uses projection-based calculations and the visual relationship between the source and destination skeletons to produce natural-looking results with minimal setup.
It is especially effective for side-view 2D characters and provides a fast way to transfer complete animations.
Direct Retargeting provides full control over the motion transferred to every bone.
You can select which source bone and transform component should drive each destination bone, including position, rotation, and scale values on individual axes.
This makes Direct Retargeting suitable for stylized characters, unusual skeleton structures, isometric characters, and advanced custom rigs.
Built-in IK and Ground Contact
MOCAP2D includes its own built-in IK system.
Feet and other ground-contact limbs can remain planted while the rest of the body adjusts automatically. This helps reduce foot sliding and produces results that remain much closer to the original 3D motion capture performance.
The software can also convert moving locomotion animations into In-Place animations automatically, without modifying the original FBX or BVH file.
Spine and Unity 2D Workflows
MOCAP2D supports both Spine and Unity 2D Animation Package workflows.
You can import your 2D skeleton, transfer motion from a 3D FBX or BVH animation, preview the final result inside MOCAP2D, and export it for use in your project.
Support for official Spine Runtime formats allows the application to work with the Spine versions supported by the runtime integration.
Compatible with Standard FBX and BVH Libraries
MOCAP2D is designed to work with virtually any standard FBX or BVH animation source.
This includes animations created with popular 3D software, online motion capture libraries, commercial animation packs, custom motion capture recordings, and other compatible FBX or BVH pipelines.
The application is not tied to a single animation provider or proprietary motion library.
Real-Time Preview
Every retargeting adjustment can be viewed immediately.
Change bone mappings, retargeting parameters, transform assignments, IK settings, or animation options while the preview updates in real time.
This allows you to see exactly how the exported animation will behave before saving it.
A More Flexible Workspace
MOCAP2D also includes a fully dockable interface with multi-monitor support.
Panels can be resized, rearranged, undocked, and moved between monitors, allowing you to build a workspace that matches your production setup.
What Changes for Existing Users?
Existing FBX2Spine owners do not need to purchase the software again.
The application in your Steam library will be updated under the new MOCAP2D name. The core workflow remains familiar, while the new branding reflects the software’s expanded capabilities and future development direction.
Your existing projects and workflows remain the focus of the application.
New Name. Bigger Vision.
FBX2Spine began as a focused tool for transferring FBX animation to Spine.
MOCAP2D is the next step: a broader and more flexible solution for bringing 3D motion capture into professional 2D animation workflows.
Thank you to everyone who has supported the project, shared feedback, reported issues, and helped shape its development.
This is only the beginning of MOCAP2D.