QuickMagic lets you turn any video into production-ready 3D animation data — no mocap suit, no markers, no expensive camera setup. This guide walks through the complete pipeline: from recording your video all the way to seeing your character move in Unreal Engine 5.
Whether you are building a game, creating cinematics, or prototyping character animation, this workflow replaces hours of manual keyframing with minutes of AI processing
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1. What You Need Before Starting
If you are new to QuickMagic, start with the Basic Operation Guide first, then come back here.
2. Step 1: Record or Prepare Your Video
QuickMagic works with regular video from any camera — smartphone, webcam, DSLR, or screen recording. For best results:
If you are capturing face/hand details alongside body motion, make sure hands and face are clearly visible and well-lit. QuickMagic supports simultaneous full-body, hand, and facial capture in a single upload.
3. Step 2: Upload and Process in QuickMagic
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3.1 Upload Your Video
- Open quickmagic.ai and sign in
- Navigate to the Video to 3D Animation workspace
- Click the upload area and select your video file
- While the upload proceeds, configure the processing options below
3.2 Configure Capture Settings
QuickMagic offers several capture modes. Choose based on your source footage:
3.3 Start Processing
Click Start Processing and wait 1-3 minutes (depending on video length and selected features). You will see a real-time preview of the extracted skeleton animation. If the result has noticeable jitter or artifacts, adjust the settings and re-process before exporting.
4. Step 3: Export the FBX Animation File
Once processing completes, you will see the export panel:
4.1 Choose the Right Format
QuickMagic supports two export paths for Unreal Engine:
Recommendation: Start with UE5.5 / UE5.6 native export. It is the fastest path to seeing your animation on a character. Switch to generic FBX only when working with custom rigs.
4.2 Download the File
- Select your format from the dropdown
- Click Download
- Save the
.fbxfile to a dedicated project folder (e.g.,QuickMagic_Exports/)
More details on every supported format: Export Formats & Software Compatibility Guide
5. Step 4: Import the FBX into Unreal Engine 5
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5.1 Import the Animation
- Open your UE5 project
- In the Content Browser, navigate to your animation folder (create
Content/Animations/QuickMagic/if it doesn't exist) - Click Import and select your FBX file
- In the FBX Import Options dialog, configure these critical settings:
5.2 Verify the Animation
Double-click the imported Animation Sequence in the Content Browser. The preview window should show the skeleton animating. If you see a static T-pose instead, the skeleton mapping failed — proceed to Section 6 for the solution.
6. Step 5: Retarget the Animation to Your Character
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If you used UE5.5 / UE5.6 native export, skip this section — your animation is already compatible with the UE5 Mannequin skeleton.
If you used generic FBX or your target character uses a different skeleton (MetaHuman, Paragon, custom rig), you need IK Retargeting.
6.1 Create an IK Rig for the Source Animation
- In the Content Browser, right-click → Animation → IK Rig
- Name it
IKRig_QuickMagic - Set Preview Mesh to the skeletal mesh associated with the imported QuickMagic animation
- Add these basic IK chains:
6.2 Create an IK Rig for Your Target Character
Repeat the same steps for your target character:
- Create a new IK Rig named
IKRig_TargetCharacter - Set Preview Mesh to your character's skeletal mesh
- Add the same IK chains (
LeftLeg,RightLeg,Spine) mapped to the corresponding bones - Save
6.3 Create the IK Retargeter
- Right-click → Animation → IK Retargeter
- Name it
RTG_QuickMagic_to_Target - Source → select
IKRig_QuickMagic - Target → select
IKRig_TargetCharacter - In the Chain Mapping panel, map each source chain to its target:
- Click Auto-Map to let UE5 attempt automatic matching, then verify each mapping
- Save
6.4 Batch Retarget the Animations
- In the Content Browser, select all QuickMagic Animation Sequences
- Right-click → Retarget Anim Assets → Duplicate and Retarget
- Select
RTG_QuickMagic_to_Targetas the retargeter - Choose an output folder (e.g.,
Content/Animations/QuickMagic/Retargeted/) - Click Retarget
UE5 generates new Animation Sequence assets compatible with your target character.
For a deeper dive with MetaHuman characters: see the MetaHuman Retargeting Guide for UE5.
7. Step 6: Play the Animation on Your Character
7.1 Quick Test in the Level
For a fast sanity check without modifying any blueprints:
- Drag your character into an open level
- Open Level Blueprint (Blueprints menu → Open Level Blueprint)
- Add an Event BeginPlay node
- Connect a Play Animation node referencing your retargeted Animation Sequence
- Click Play — your character should animate on start
7.2 Integrate into Animation Blueprint
For production use, add the animation to your character's Animation Blueprint:
- Open the Animation Blueprint assigned to your character
- In the AnimGraph, create a new state in your state machine
- Inside the state, reference your QuickMagic Animation Sequence
- Add a Transition Rule to trigger it (key press, gameplay event, timeline, etc.)
Example state machine structure:
7.3 Enable Root Motion (If Needed)
If your animation includes character displacement (walking, running):
- Open the Animation Sequence
- In the toolbar, enable Root Motion
- In the character's Animation Blueprint, set Root Motion Mode to Root Motion from Everything
8. Step 7: Polish and Fine-Tune
Animation Speed Adjustment
If the playback feels too fast or too slow:
- Open the Animation Sequence
- In the Asset Details panel, adjust Rate Scale:
1.0= original speed1.5= 50% faster0.8= 20% slower
Reduce Jitter and Noise
AI motion capture can introduce subtle jitter. Smooth it out:
- Open the Animation Sequence
- Right-click the curve track → Apply Filter or use Animation Compression settings
- For persistent jitter, re-process the video in QuickMagic with Anti-Penetration Correction enabled
Blend with Other Animations
Combine QuickMagic animations with gameplay systems:
- Upper body layering: Use the Layered Blend Per Bone node in the AnimGraph to overlay a QuickMagic upper-body animation on a walking cycle
- Additive blending: Apply subtle adjustments as additive layers on top of base animations
9. Common Issues & Troubleshooting
10. Pro Tips for Production Workflows
Batch Processing Strategy
- Upload multiple videos simultaneously — QuickMagic queues them and processes in parallel
- Create a consistent file-naming convention:
QM_[Character]_[Action]_[Date].fbx - Keep original FBX exports in a
Source/folder; retargeted versions in aRetargeted/folder
MetaHuman Performance Capture Pipeline
QuickMagic's body motion capture pairs seamlessly with MetaHuman:
Quality Optimization Checklist
Before processing large batches, run this checklist on one test video:
- Video has clear, even lighting
- Subject fills 60-80% of the frame
- No occlusions (objects blocking limbs)
- Anti-Penetration Correction is enabled
- Output frame rate matches project settings
- Preview animation looks clean before exporting
See the full Motion Capture Quality Optimization Tips for advanced settings.
11. Complete Workflow Summary
12. Related Tutorials
- QuickMagic Basic Operation Guide — Getting started with upload, processing, and export
- Export Formats & Software Compatibility Guide — Which format to use for each DCC tool
- Motion Capture Quality Optimization Tips — Advanced settings for cleaner tracking
- Common Motion Capture Issues & Solutions — Troubleshooting reference
- MetaHuman Retargeting Guide for UE5 — Full MetaHuman pipeline
- Blender Tutorial: How to Remap Bones — Bone mapping concepts applicable to any DCC
13. References & Community
- Video walkthrough: Budget Mocap Tutorial — QuickMagic.AI and Metahuman Animator in Unreal Engine 5 by Charlie Driscoll (31K subscribers, 90K+ views)
- Epic official docs: IK Rig Animation Retargeting in UE5
- Epic community: UE 5.6 Advanced Cinematics — Integrate Motorica with QuickMagic
- Need help? Reach out via the QuickMagic website for support.



