QuickMagic FBX → MetaHuman Body Animation

MetaHuman Retargeting Guide: QuickMagic MoCap to UE5.6/5.7

Import QuickMagic FBX motion into Unreal Engine, create source and MetaHuman IK Rigs, align T-pose and A-pose differences, map retarget chains, export target Animation Sequences, fix foot sliding, and combine body and facial performance in Sequencer.

Published April 21, 2026 · Updated July 15, 2026 · QuickMagic Editorial Team

Unreal Engine cover image for the QuickMagic MetaHuman retargeting guide
The original article cover image is embedded directly in this HTML file.
Direct answer: To retarget QuickMagic mocap to a MetaHuman in UE5.6/5.7, import the QuickMagic source skeleton and animation, create a source IK Rig and a MetaHuman target IK Rig, set an appropriate retarget root, generate and verify body chains, create an IK Retargeter, align the source and target retarget poses, preview a representative animation, export MetaHuman Animation Sequences, then correct contacts and add facial animation separately.

Workflow at a glance

SourceQuickMagic FBX skeleton + animation
TargetMetaHuman body Skeletal Mesh
Retarget systemIK Rig + IK Retargeter
Pose requirementAligned source/target retarget poses
Body outputTarget Animation Sequences or runtime retargeting
Face outputSeparate facial sequence or Face Control Rig track
QuickMagic FBX to MetaHuman workflow diagram covering import, IK Rigs, IK Retargeter and Animation Sequence export
Body retargeting transfers skeletal motion. Facial expression animation remains a separate track and should be combined later in Sequencer or an Animation Blueprint.

Watch the original UE5.6/5.7 MetaHuman tutorial

The original QuickMagic video demonstrates the six-step workflow summarized in the source article. The written version below expands it with import decisions, chain validation, pose alignment, foot-contact fixes, facial-track handling and UE5.6+ troubleshooting.

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Before you start

You will need:

  • A QuickMagic FBX animation export and, when needed, a neutral/T-pose source skeleton
  • Unreal Engine 5.6 or 5.7
  • An assembled MetaHuman character in the project
  • The IK Rig and IK Retargeter features available in the project
  • The original performance video for validation
  • A decision between exported Animation Sequences and runtime retargeting
Version note: MetaHuman asset names and menu labels can differ depending on whether the character was created through MetaHuman Creator in Unreal Engine, imported through an older Bridge workflow, or migrated between versions. Use the MetaHuman body skeletal mesh visible in your project rather than relying only on a hard-coded asset name.
GoalRecommended route
Convert QuickMagic FBX into reusable MetaHuman clipsCreate an IK Retargeter and export duplicate Animation Sequences.
Drive a MetaHuman dynamically from another characterUse runtime IK retargeting after the retargeter works correctly offline.
Add facial expressions to the body mocapCreate or import a separate facial sequence and combine it in Sequencer.
Retarget between two MetaHumansUse the MetaHuman-provided retarget assets or runtime MetaHuman workflow where appropriate.

1Generate and export a clean QuickMagic motion file

  1. Upload a clear performance to QuickMagic.
  2. Review body orientation, root travel, feet, hand direction and subject identity.
  3. Select an Unreal-oriented output when it matches the intended UE skeleton workflow.
  4. Use a generic FBX source when you need an explicit source skeleton and custom IK Rig.
  5. Match the output frame rate to the UE project.
  6. Preserve an untouched source export.
Do not retarget a visibly broken source. Correct major tracking swaps, missing limbs or severe ground drift in QuickMagic before building target-specific fixes in Unreal Engine.

2Import the QuickMagic skeleton and animation

  1. Create a folder such as Animations/QuickMagic/Source.
  2. Import the FBX through the Content Browser.
  3. Import the source Skeletal Mesh/Skeleton on the first pass when no compatible source asset exists.
  4. Enable animation import and use the complete exported frame range.
  5. Disable unnecessary materials and textures for a motion-only source.
  6. Open the Animation Sequence and verify scale, orientation, duration and root motion.
Import symptomLikely causeCorrective action
Character lies down or faces sidewaysAxis conversion mismatchReimport using the correct scene conversion rather than rotating every bone.
Source is extremely large or smallUnit or scale mismatchFix the FBX import scale before creating IK assets.
T-pose onlyAnimation disabled, wrong take or wrong SkeletonReimport with animation enabled and verify the exported range.

3Create the QuickMagic source IK Rig

  1. In the Content Browser, create an Animation → IK Rig asset.
  2. Assign the imported QuickMagic source Skeletal Mesh.
  3. Set the retarget root to the pelvis or the source bone that represents body motion.
  4. Use Auto Retarget Chains when the source naming is recognized.
  5. Manually verify the spine, neck, head, arms and legs.
  6. Add hand, finger, toe or clavicle chains only when needed and correctly mapped.
Auto-created chains are a starting point. A chain can be missing, start on the wrong bone or include too much of the hierarchy. Inspect every major chain before creating the retargeter.

4Configure the MetaHuman target IK Rig

Use the MetaHuman body Skeletal Mesh as the target. Depending on the project and MetaHuman version, a suitable MetaHuman IK Rig or retarget asset may already be present. Otherwise, create a target IK Rig.

  1. Assign the MetaHuman body Skeletal Mesh as the preview mesh.
  2. Set the target retarget root.
  3. Use Auto Create Retarget Chains; MetaHuman skeletons are supported by Epic's auto-retarget templates.
  4. Use Auto Create IK/FBIK when required by the intended contact workflow.
  5. Verify body chains and IK goals manually.
Diagram of source QuickMagic IK Rig chains mapped to a MetaHuman target IK Rig
The source and target can have different bone names and bone counts. Retarget chains define corresponding body regions rather than requiring identical hierarchies.

5Create and validate the IK Retargeter

  1. Create an Animation → IK Retargeter asset.
  2. Assign the QuickMagic source IK Rig.
  3. Assign the MetaHuman target IK Rig.
  4. Review the Chain Mapping panel and correct unmapped or incorrect chains.
  5. Offset the preview characters so both remain visible.
  6. Preview a representative QuickMagic Animation Sequence.

Test more than one movement

  • A neutral walk and turn
  • A wide arm reach
  • A squat or kneel
  • A fast action with planted feet
  • A clip with visible root travel

Align the source and target retarget poses

A T-pose/A-pose mismatch is a common cause of raised shoulders, twisted wrists, incorrect elbows and poor hand placement. Use Auto Align as a starting point, then inspect the complete body.

Diagram comparing a source T-pose and target MetaHuman A-pose before retarget pose alignment
Match the body pose before tuning chain translation, rotation or IK settings. Otherwise, parameter changes can hide the symptom without fixing the cause.
  • Shoulder height and clavicle angle match.
  • Elbows point in comparable directions.
  • Wrists and palms have compatible orientation.
  • Pelvis and spine face the same direction.
  • Knees and feet point forward consistently.
  • Character height and root scale are plausible.

6Export retargeted MetaHuman Animation Sequences

  1. Select one or more source animations in the IK Retargeter Asset Browser.
  2. Export duplicate animations to a dedicated target folder.
  3. Use a clear prefix or suffix such as MH_ or _MetaHuman.
  4. Open each target Animation Sequence on the MetaHuman body mesh.
  5. Validate the beginning, ending, looping, contacts and root trajectory.
Keep source and target assets separate. Store imported QuickMagic animations, retargeted MetaHuman animations and final polished animations in separate folders so the retargeter can be revised without overwriting approved delivery assets.

Fix MetaHuman foot sliding and contact errors

Epic documents Speed Planting as a solution for retargeted feet that slide because the source and target have different leg lengths or stances. Before adding contact logic, verify the retarget pose, pelvis and root behavior.

Diagram showing MetaHuman foot sliding corrected with retarget pose checks, root motion and Speed Planting
Contact correction works best when the retargeted root trajectory and target stride agree. Pinning a foot without correcting body travel can stretch the knee.
  1. Confirm the source and target retarget poses.
  2. Check the leg-chain mapping and target IK goals.
  3. Inspect pelvis height and root translation.
  4. Configure Speed Planting or equivalent IK Retargeter contact behavior.
  5. Use Control Rig corrections for remaining shot-specific contact problems.
  6. Validate both feet from side and front views.

Combine retargeted body motion with facial animation

The MetaHuman body and face are separate animation groupings in Sequencer. A body FBX or retargeted body Animation Sequence does not automatically create facial expressions, lip sync or eye animation.

Diagram showing separate MetaHuman body animation, body Control Rig and facial animation tracks in Sequencer
Keep body, body corrections and facial performance on separate tracks so timing and expressions can be revised without regenerating the entire shot.

Recommended Sequencer structure

  • Body Animation Sequence: the retargeted QuickMagic body motion.
  • Body Control Rig: contact, hand, prop and silhouette corrections.
  • Face Animation or Face Control Rig: facial capture, lip sync, blinks and gaze.
  • Camera and audio tracks: evaluated independently from body retargeting.

Epic's MetaHuman documentation notes that body animation is applied to the Body skeletal mesh component and propagates through the character's body parts. This propagation should not be confused with generating facial expression animation.

Exported clips vs. runtime retargeting

ApproachUse it whenTrade-off
Export target Animation SequencesCinematics, asset libraries, compression, editing and predictable deliveryCreates additional assets and must be regenerated after retargeter changes
Runtime Retarget Pose From MeshLive character sharing, dynamic gameplay or reducing duplicated animation assetsRequires runtime Blueprint setup and ongoing performance/compatibility testing
MetaHuman retarget component workflowMetaHuman-specific live workflows where availableMay rely on experimental or version-specific components

Common QuickMagic-to-MetaHuman problems

ProblemLikely causeRecommended fix
Source imports as a T-pose onlyAnimation import disabled, wrong take or wrong Skeleton assetReimport the source animation and verify the exported frame range.
MetaHuman shoulders are raised or wrists twistT-pose/A-pose mismatch or incorrect arm chainsAlign retarget poses and verify shoulder-to-hand chain mapping.
Character floats or sinksRetarget root, scale or pelvis translation mismatchCorrect source/target scale and root settings before adding IK offsets.
Feet slideDifferent leg proportions, wrong root speed or missing contact IKVerify pose/root motion and configure Speed Planting or Control Rig contact corrections.
Face remains neutralOnly body animation was retargetedAdd a separate facial sequence or Face Control Rig performance.
UE5.6 Bridge-imported MetaHuman has unexpected transformsPose Assets may have an outdated Retarget Source AssetUpdate the Retarget Source Asset in the affected Post Process Animation Blueprint Pose Asset nodes.
Clothing or body components do not follow runtime retargetingAnimation Blueprint is not assigned consistentlyVerify the Body and applicable clothing components use the intended runtime retarget Animation Blueprint.

Final validation checklist

  • The QuickMagic source clip has the correct duration, orientation and frame rate.
  • The source and target retarget roots are correct.
  • Every major body chain is mapped to its intended counterpart.
  • The source and target retarget poses match.
  • Hands, shoulders, knees and feet preserve the intended orientation.
  • Root travel matches the target stride.
  • Planted feet remain stable without knee stretching.
  • Body and facial tracks are tested independently and together.
  • The target animation works in Sequencer or the final Animation Blueprint.
  • The approved target animation is stored separately from the source asset.

Frequently asked questions

Can QuickMagic FBX motion be retargeted to a MetaHuman in UE5.6 or UE5.7?

Yes. Import the QuickMagic source skeleton and animation, create or configure source and MetaHuman IK Rigs, map equivalent chains, align the retarget poses and export target Animation Sequences for the MetaHuman body.

Do I need separate IK Rigs for the source and MetaHuman?

Yes. The IK Retargeter references a source IK Rig and a target IK Rig. Each defines the retarget root, chains and optional IK goals for its own Skeletal Mesh.

Why do the shoulders or arms look wrong?

The source and target poses may not match. Correct T-pose/A-pose differences and inspect the clavicle, arm, forearm, hand and wrist orientation before changing retarget chain parameters.

How do I fix MetaHuman foot sliding?

Verify the retarget pose, leg chains and pelvis/root motion first. Then configure foot IK goals and Speed Planting, or add shot-specific Control Rig corrections to the final MetaHuman animation.

Does the body FBX include facial expressions?

Not automatically. Body retargeting and facial performance are separate data paths. Add a compatible face animation or Face Control Rig track and combine it with the body motion in Sequencer.

Should I export animations or use runtime retargeting?

Export target Animation Sequences for reusable offline assets, editing and cinematic delivery. Use runtime retargeting when the project needs dynamic character sharing, live workflows or fewer duplicated animation assets.

Why does a UE5.6 MetaHuman imported through Bridge have strange transforms?

Epic documents a UE5.6-or-later issue in which older Bridge-imported MetaHumans may require the Retarget Source Asset to be updated in Pose Asset nodes inside the body Post Process Animation Blueprint.

Related QuickMagic guides

Generate body motion, then retarget it to MetaHuman

Process a short performance in QuickMagic, import the source FBX into Unreal Engine, build the retargeter and validate the result on the actual MetaHuman body type.

Try QuickMagic AI Motion Capture →

Official references and media sources