About

A Hungarian IT and publishing company — one focused animation tool

Babhár Kft. is a Hungarian IT and publishing company. PapaiArt Animation Studio was created to dissolve the artificial boundary between 2D and 3D animation — razor-sharp, compact, and exactly as much tool as you actually need.

Babhár Kft. — Hungarian IT and publishing company
Our mission

Tools for hybrid creators

Digital art has long separated 2D drawing and 3D modeling — forcing the artist to use two different software ecosystems. We don't think that's necessary.

PapaiArt Animation Studio combines both worlds in one compact program — without becoming bloatware. We build it on our own optimized engine so we never have to compromise on performance.

Our principles

What the team stands for

Performance first

An animation tool has to start instantly and respond instantly. We optimise every feature against that bar.

Focus over feature creep

Fewer, well-built features over a thousand half-finished options. No feature creep.

Artist-friendly UX

Panels, tools, and shortcuts all serve the creator — not the developers' convenience.

Fair for beta participants

Pre-registered beta testers receive priority pricing on the full release as a thank-you.

Behind the Scenes

Interview with the Creator

Bence Pápai — Lead Engine Developer & Founder of PapaiArt Animation Studio

Bence Pápai

Lead Engine Developer & Founder · LinkedIn Profile

Q: What was the spark that ignited the idea for PapaiArt Animation Studio?

A: It really came from a place of frustration. I saw animators constantly fighting against their tools. They'd have one massive, sluggish program for 3D modeling, and a completely different, disconnected tool for their 2D frame-by-frame work. The process of moving assets between them was a nightmare. I wanted to build a single, high-performance engine where you could draw directly in a 3D viewport without any friction.

Q: You built the core engine from scratch. What was the hardest part of that engineering journey?

A: Definitely the Undo/Redo architecture and memory management. When you're dealing with both polygonal mesh data and vector strokes simultaneously, memory can balloon incredibly fast. We had to design a highly optimized command pattern that stores just the 'diffs' of changes. It took months to get right, but it's the reason the software starts instantly and doesn't hog RAM, even with complex scenes.

Q: PapaiArt Animation Studio includes advanced rigging tools like IK. Why include that in a lightweight package?

A: "Lightweight" shouldn't mean "basic." I wanted to prove that you don't need a bloated UI with a thousand sub-menus to offer professional-grade rigging. Inverse Kinematics and constraints are essential for modern character animation. By integrating them natively, we allow creators to build complex skeletal rigs that interact seamlessly with both their 3D models and 2D drawing layers.

Q: What are you most excited to see users create once the beta launches?

A: I built the canvas, but I can't wait to see the art. I'm hoping to see entirely new visual styles—true "2.5D" shorts where the line between traditional hand-drawn animation and dynamic 3D environments completely blurs. The tool is ready; now it's up to the community's imagination.

Contact

Get in touch

Bug reports, suggestions, partnerships — we welcome every kind of feedback.

E-mail & Bug reports

General questions, press, partnerships, and bug reports.

babharkft@gmail.com

Community

Join the user community.

Discord server

Open beta

Pre-register for May 28, 2026.

Beta sign-up

Credits & Attributions: 3D model assets featured in promotional screenshots are used under the Creative Commons Attribution (CC BY) license. Models by Dmitry Tamko, Obambulatesart, and Mossycrossings.

Ready when you are

The open beta launches May 28, 2026. Pre-registration is open now.

Register for the beta