LEARNING / MOTION EDITOR / TUTORIAL

How to Edit Motion Data by Chatting in Motion Editor

Import video mocap or text-to-motion data, then refine, optimize and export it through a conversational AI Agent.

Overview

Motion Editor is QuickMagic's new motion editing feature. It imports both video motion capture (Video-to-Mocap) results and text-to-motion (Text-to-Motion) animations from the platform, and lets you refine them through natural-language conversation with an AI Agent — no manual keyframing or curve editing required.

Getting Ready

1Log in and prepare motion data

Log in to QuickMagic and prepare an existing motion asset: either a video mocap result or a text-to-motion result.

2Import into Motion Editor

Motion Editor accepts two types of motion data sources. Both lead into the same conversational editing workflow:

Source 1: Video Mocap Data (Video-to-Mocap)

Motion results generated by AI mocap from videos you uploaded to QuickMagic. Find the project on the mocap result page and choose Open / Edit in Motion Editor to load the full frame data into an editing session.

Best for: mocap results that are solid overall but need local fixes — extending the action or adding new motion to a section.

Source 2: Text-to-Motion Data

Motion results generated from your text descriptions. Enter Motion Editor from the text-to-motion result page the same way, and the motion data is imported in full.

Best for: generated motion that is directionally right but lacks detail — keep adding or adjusting specific frame ranges by chatting instead of regenerating the whole clip.

3Get to know the interface

The preview viewport on the left plays the character animation; the chat panel on the right is where you talk to the Agent (input at the bottom); the timeline below provides a frame ruler, playback controls, Go to / Start / End frames and FPS settings. The loop is: send instruction → Agent processes → preview and verify.

Importing motion: click the Video to Motion or Text to Motion button next to the chat input to load motion data from the platform into the current session.

Comparison view: after each edit, the viewport shows the gray original animation side by side with the purple new animation (New Anim), so you can compare the changes frame by frame.

Note: Frame numbering starts at 0: a 120-frame clip ranges from 0 to 119. Out-of-range instructions will trigger clarification questions from the Agent.

Demo 1: Blend a Body Part Smoothly

Found a stiff body-part movement? Name the limb and frame range, and the Agent will blend it smoothly, converging toward the target pose:

Smoothly blend the right leg motion from frames 113 to 137 toward the pose at frame 137.

Blending can target a single body part (e.g. the right leg) without affecting anything else. Once finished, the Agent confirms and asks you to preview:

Processed. Motion data has been updated. Please preview the character animations. Let me know if you spot any issues for further optimization.

Check the result in the side-by-side comparison view (gray = original motion, purple = new motion). If anything looks off, keep chatting — multi-turn refinement is supported.

Demo 2: Constrain a Body Part

You can also describe the target state of a specific body part, and the Agent will adjust accordingly:

Keep the entire left arm motion pressed tightly against the torso.

When an instruction like this has no frame range, the Agent proactively confirms the scope:

Which frame or frame range should be edited? (You can say the whole clip; saying 'whatever' means the whole clip.)

Reply 'whatever' to apply it to the whole clip — or state an exact frame range to edit only a section.

Demo 3: Extend the Clip at the End

The simplest edit: tell the Agent how many frames to extend at the end of the clip.

Let's try extending the clip by 60 frames at the end.
Add 60 frames to the end.

Both phrasings work — a shorter instruction is just as effective.

Demo 4: Generate New Motion in a Frame Range

The most powerful feature: describe the motion and specify an exact frame range — the Agent generates it in place. This is perfect for filling the extended blank frames:

Add a standing-to-sitting motion between frames 261 and 320.
Generate a flying kick action from frame 35 to frame 145: first a left leg kick, then a right leg kick.

The more specific the description (action name, limb order, start/end frames), the more controllable the result.

Demo 5: Smooth a Motion Transition

When the newly generated motion doesn't connect naturally with the original clip, let the Agent smooth out the transition, converging toward the target frame:

Smoothly blend the motion from frames 250 to 265 toward the pose at frame 265.
Smooth the motion from frames 45-57 so it converges toward the action at frame 57.

More Common Operations

Insert Frames at a Specific Position

If the requested frame is out of range, the Agent does not guess — it asks for clarification:

Add 30 more frames after frame 180.
The clip has 120 frames (frames 0–119), so frame 180 is beyond its end. Please specify: 1) location: add the 30 frames at the end of the clip (after frame 119), or after a different frame within 0–119? 2) type: hold a still pose for 30 new frames (freeze), or insert 30 interpolated transition frames?

This shows the Agent genuinely understands the motion data structure. State the location and type (freeze frames / interpolated transition) clearly to pass in a single turn.

Delete a Frame Range

Remove an unwanted range and the clip shortens instantly — trimming motion length takes one sentence.

Delete frames 211-229

Replace the Action in a Frame Range

Not happy with a segment? Swap it out entirely instead of redoing it — every other frame stays untouched.

Replace the action in frames 0-55 with a pre-fight relaxation pose/movement.

Export & Optimization

When satisfied, export in one of two ways: click Export, or simply type export in the chat — the Agent will open the export panel for you.

The export panel provides the following parameters:

  • Format: target skeleton format (see the table below)
  • First Frame Pose: Default / T-Pose / A-Pose, for easier downstream integration
  • Displacement Data: Default / In-place
  • Optimization toggles: Foot Sliding Fix / Mesh Penetration Prevention / Keyframe Reduction, combinable (details below)

Pick the skeleton format matching your downstream tool — no manual retargeting needed:

FormatTargetAccess
Girl FBX / Boy FBXGeneric FBX skeletonsFree
MixamoMixamo skeletonMembership
Unreal 4 / 5.5 / 5.6–5.8Unreal Engine versionsMembership
BIP3ds Max BipedMembership
CC&iCloneCharacter Creator / iCloneMembership
C4DCinema 4DMembership
Anim-Unity / Anim-WarudoUnity / Warudo VTuberMembership
BVHGeneric mocap formatMembership

Three pre-export optimization toggles can be enabled individually or combined, applied automatically on export:

  • Foot Lock: locks the planted foot, reduces foot sliding. Best for clips with locomotion or push-off.
  • Auto Keyframe Reduction: slims down keyframes. Best when further manual editing in a DCC is planned.
  • Anti-Penetration: reduces body-part mesh intersection. Best for clips where limbs pass close to the torso.

Prompt Tips

  • Specify the frame range: from frame 35 to frame 145
  • Specify the location: to the end / after frame 119
  • Specify the edit type: freeze the pose / interpolated transition
  • Break down the motion: first a left leg kick, then a right leg kick
  • Name the body part: the right leg / the entire left arm
  • Scope questions: when the Agent asks for the scope, replying 'whatever' means the whole clip
  • One clear request per message: split complex edits into multiple turns

Notes

  • Always preview after each edit — use the side-by-side comparison view (gray original vs. purple New Anim) to verify frame by frame before moving on
  • For complex motion generation, work in segments and verify each one
  • Keep a backup of the original data for comparison and rollback
  • Enable export optimizations as needed — not every clip needs all three