Early access 2026
C++20 / Qt6 / Vulkan
Desktop · macOS · Windows · Linux

Manual Craft. Procedural Power. One Model.

A hybrid production environment where keyframes, node graphs, expressions, and generative automation converge into a single property evaluation pipeline.

Most tools force a choice — keyframes or nodes, direct control or generative logic. antipixel refuses that tradeoff. Every property is a computation pipeline where all inputs converge into a single evaluation.
Architecture

Two Paradigms. Same Data Model.

Manual editing and procedural generation share the same properties, the same timeline, the same render path. No translation layers.

01

Direct Manipulation

Layer-based editing with viewport handles, bezier keyframes, time remapping, masks, effects, and a multi-panel workspace that adapts to your thinking.

02

Procedural Computation

Node graphs, shape pipelines, field-based distribution, block automation, and expressions — all feeding the same property evaluation system.

Core
C++20
Performance-first
Interface
Qt6
Native shell
GPU
Vulkan
Compute + render
Render
Hybrid
GPU ↔ CPU fallback
Scene
2D + 3D
Unified compositing
The Core Idea

Properties Are Pipelines

Every animatable value is a multi-input computation — keyframes layered with modulators, expressions, and node outputs — evaluated per-frame into a final result.

Keyframe Curves

Bezier, spring, bounce, elastic, overshoot. Per-dimension control with independent curves on each axis.

Procedural Modulators

Wiggle, noise, pendulum, sequencer, envelope, random walk — stackable in any order with blendable weights.

Expressions

Reference other properties, read time and layer context, compute values with a lightweight scripting engine.

Node Binding

Pipe any node output into a layer property. DAG validation, topological sort, partial evaluation, copy-paste.

Field Distribution

Circular, grid, fibonacci, path-follow spatial rules — plus value staggers, palette sequences, and timing offsets.

Block Automation

Visual programming that executes per-frame. Loops, conditionals, layer ops — readable by humans and AI agents alike.

Under The Hood

Five Layers Deep

UI shell → connectors → core model → procedural layer → render backend. The model owns the truth. The views are thin.

Composition

Layer Stack

Timeline

Evaluation Pipeline

Procedural

Node Graph

Shape

Instance Context

Capabilities

Not a Toolkit. A Production Environment.

Render queue, undo branches, auto-save, command palette, multi-format I/O, audio sync — the full surface of a shipping tool.

3D Integration

Layers become textured planes in 3D. Cameras, lights, materials — same property system, same evaluation.

Shape Pipeline

Trim, merge, offset, repeat, warp, scatter — a dedicated DAG with instance-aware context propagation.

Smart Viewport

Full manipulation controller. Transform handles, path editing, gradient control, 3D gizmos, snap, measurements.

Audio-Reactive

Waveform analysis, beat detection, volume envelopes. Bind audio data to any property for sound-driven motion.

AI Scene Agent

Natural language → tool calls. Build layers, wire graphs, set properties, create animations — not text, actions.

Selective GPU

Compute shaders, SDF rendering, 3D compositing when available. CPU fallback when not. No dead ends.

Performance

Built for Real Work

0fps
Real-time viewport
0bit
Float precision
0K
Max render resolution
0layers
Architecture depth

Get Early Access

Be first to work where every property is a pipeline and every workflow converges.