Linear keyframed animation can, for many people, be a difficult concept to grasp and a skill not easily acquired. The quality of motion produced by many 3D animation packages on the market today can be of a high quality, akin to that of natural movement, or to the extreme, highly unrealistic. However the skills necessary to produce detailed and accurate movement are built up over years of experience. For this reason the notion of motion capture is becoming a more viable option. This paper aims to detail the implementation of a simple interface that demonstrates the use of an input device as a means of animation.