Animation production for game teams
Plan every animation before it is made.
AnimSync connects what the game needs to what animators deliver: a requirement graph of moves, transitions and core poses, immutable published versions, and frame-accurate review in video or 3D.
Self-hosted with Docker, or AnimSync Cloud in your browser.
One place for the whole animation set
From the first list of moves to the version that ships, with every note anchored to a frame.
How it works
Plan
List the requirements for each animation set: priority, target frames, core poses, and the sequences, transitions and interrupts between them.
Publish
Animators publish immutable, numbered versions from the web or the sto command line, with a review video and an optional glTF or FBX preview.
Review
Leave notes and drawings on exact frames, record verdicts, and track who reviews and who implements each asset.
Built for animation programmers and technical animators
Requirement graph
Sets shared between characters, with sequence, transition and interrupt rules checked as you connect.
Immutable versions
Content-addressed source files, numbered versions and lineage. Published history never changes.
Frame-accurate review
MP4 and WebM review with notes on frames or ranges, drawings, drafts and verdict history.
3D preview and review
glTF and FBX in the browser: root motion, bone spaces, skin weights, and 3D sketches on the pose.
Motion metadata
Distance, speed, acceleration and rotation measured from glTF animation, with configurable up and forward axes.
Production workflow
Reviewers, implementations, derived to-do lists, priorities, due dates and an in-app inbox.
Ways to run it
Cloud
Available
Plan animation sets in your browser, with no production files or studio infrastructure needed. Free and Pro plans.
Demo
On request
A prepared project to explore before you buy, for businesses evaluating AnimSync.
Self-hosted
Run AnimSync with Docker on your own server or NAS. Your projects and files stay on your network.
- Docker Compose: web, API and PostgreSQL
- Publishing CLI for build and DCC pipelines
- Commercial licensing planned
Pricing
Self-hosted is available now. Cloud plans follow: Pro will be €12 per seat a month.
Available today
Cloud
Free
No charge
Plan an animation system in the browser, without production files or studio infrastructure.
- Animation sets, requirements, core poses and relationships
- Placeholder review with frame-anchored notes
- 2 projects, 300 active requirements each, 30 days of history
Available today
Cloud
Pro
€12 per seat / month
For teams planning a real game: more projects, more requirements, paid seats.
- Everything in Free
- 100 projects, 10 000 active requirements each, full history
- Per seat: €12 a month or €120 a year (52 zł / 520 zł in Poland), VAT included
Your server
Self-Hosted
Talk to us
The full product with Docker on your own server or NAS. Your projects and files stay on your network.
- Planning, assets, versions, video and 3D review
- Publishing CLI for build and DCC pipelines
- Seat-based and unlimited-seat licences (planned)
Questions
Does AnimSync need Unreal Engine?
No. The core is engine-agnostic. It previews glTF and FBX in the browser and reviews MP4 or WebM renders. An Unreal integration is planned.
Where is my data stored?
Self-hosted: in your PostgreSQL database and file volume, on your own hardware. Nothing is sent to AnimSync.
Can I expose the self-hosted version to the internet?
Not yet. Sign-in for self-hosted installs is in development, so run it on a trusted network or VPN for now.
Which version control systems does it connect to?
None directly yet. Perforce and Git connections are planned; today you publish versions from the web or the command line.
Does it transcode my videos?
No. Review videos must already be MP4 or WebM; other formats are refused. A media pipeline is planned.


