Paint on Animation
Bring in an animated model and paint directly on it mid-motion. Textures distort when a mesh deforms, and this is the only honest way to see what that distortion is doing to your work.
Load a rigged, animated model and scrub to any frame, stop on the pose you care about, and put paint on the surface exactly as it will be when the character is actually moving. A logo that looks perfect on the T-pose can smear across a shoulder the moment the arm comes down, paint on the pose where it breaks and fix it there.
Lock a pose and work
Hold the model on any frame and paint on it like a static mesh, with every brush, stamp, and fill available. Release it and the animation picks up where it left off, with your paint riding along.
- Scrub to any frame and paint the pose that matters.
- Lock a pose to work on it like a static mesh.
- Every tool works, brushes, stamps, fills, symmetry, bakes.
- Catch stretching on faces, folds, and joints before it ships.
Same texture, same export
Everything you paint goes into the same texture map as always, so it exports and drops into your engine exactly like any other MechaPaint job.