QuickMagic Video-to-Motion → Reallusion iClone 8
How to Use QuickMagic AI Motion Capture in iClone 8
Use QuickMagic through iClone's integrated Video Mocap workflow or import a saved QuickMagic FBX/CC&iClone motion, characterize the source, apply it to a character, correct feet, elevation and direction, build reusable motion assets, and export the final animation.
Current workflow facts
Watch the original QuickMagic + iClone tutorial
The original source video demonstrates bringing QuickMagic motion into iClone 8 and correcting elevation tracking. The written guide below updates the workflow for iClone's current external-motion import and direct Video Mocap options.
Choose the correct QuickMagic-to-iClone workflow
| Workflow | Choose it when | Important limitation |
|---|---|---|
| iClone Video Mocap | You want video-to-motion generation, preview and refinement inside iClone. | Uses Reallusion AI/DA Points and separate service terms; current tasks are limited to the published duration. |
| QuickMagic CC&iClone preset | Your active QuickMagic plan includes the dedicated Reallusion preset. | Export availability varies by plan and product version. |
| QuickMagic generic FBX | You use the Free plan, need a portable source, or want a custom characterization profile. | May require Motion Profile selection, T-pose alignment and manual bone mapping. |
| Character Creator conversion | The source skeleton is unknown, custom or fails direct iClone characterization. | Adds an extra conversion stage but creates a reusable mapping profile. |
1Record a trackable source video
- Keep the performer and feet visible for full-body motion.
- Use bright, even lighting to reduce motion blur.
- Choose clothing that contrasts with the background.
- Avoid long periods of self-occlusion or props hiding limbs.
- Stabilize the camera unless the selected capture mode supports movement.
- Use the original camera file instead of a heavily compressed social-media copy.
- Leave enough margin for turns, steps, jumps and wide arm gestures.
2ADirect workflow: iClone Video Mocap
Reallusion's current Video Mocap workflow brings QuickMagic video-to-motion technology directly into iClone. It can generate motion from a video, display the reference footage while editing, retarget to different character sizes and export the refined result to downstream pipelines.
- Install or update the supported iClone Video Mocap component.
- Open the Video Mocap interface in iClone.
- Load the source video and select the intended performer or crop.
- Choose full-body or upper-body/finger options as required.
- Generate the motion using the Reallusion point system.
- Preview the raw result on a compatible character.
- Use the reference video and iClone editing tools to refine visible errors.
The current Reallusion product page lists 5 points per processed second and a maximum 60-second task. Verify the current product page before publishing prices or production budgets.
2BExternal workflow: export motion from QuickMagic
- Upload the source video to QuickMagic and choose the intended capture mode.
- Inspect the preview before export.
- Use the CC&iClone preset when the active plan provides it.
- Use FBX when working on the current Free plan or building a custom profile.
- Match the frame rate to the iClone project.
- Preserve the original export in a source folder.
QuickMagic's current Free plan lists FBX export, a 30-second maximum clip and 100 MB upload size. Starter and Professional list the dedicated CC&iClone preset and longer/faster options. These limits can change.
3Import QuickMagic FBX with Import External Motion
- Load and select a Standard or Humanoid iClone character.
- Choose File → Import → Import External Motion.
- Select one or more QuickMagic FBX files.
- Choose a Motion Profile that matches the source skeleton.
- Load an optional matching Motion T-pose when the source requires it.
- Set Sample Per Second according to the source and desired detail.
- Select the actual source root bone.
- Enable automatic Perform List insertion only when it helps the library workflow.
- Click Convert All.
Use Character Creator when direct characterization fails
Reallusion documents Character Creator as a conversion path for external FBX/BVH human motion. This is useful when the source skeleton is custom or unknown.
- Drag the QuickMagic FBX into Character Creator.
- Create a Humanoid character for the source hierarchy.
- Align the source to a T-pose when required.
- Map at least the basic humanoid bones.
- Save the mapping and T-pose as a reusable profile.
- Load and convert the motion.
- Send the converted motion to iClone or save it to the motion library.
Character Creator's current documentation states that converted FBX/BVH human motions can be applied to Standard or Humanoid characters in iClone.
4Apply the motion and create non-destructive corrections
A successfully converted clip can be applied directly, added to a Perform List and stored in the Custom Motion library. Use Edit Motion Layer for pose and contact changes instead of destroying the original source motion.
- Apply the converted QuickMagic clip to the target character.
- Open Modify → Animation → Edit Motion Layer.
- Choose Full Body mode for balance-sensitive changes or Body Part for local edits.
- Enable Foot Contact or Hand Contact when the limb should remain above the floor.
- Add corrections on the Base Layer or a named Animation Layer.
- Mute and solo layers to compare the corrected result with the imported motion.
Fix foot sliding and hand contact
iClone's Motion Correction feature detects contact timing, creates hand or foot prints and adds Reach/Release keys to stabilize selected body parts.
- Open the character's Motion track in the Timeline.
- Right-click the motion clip and choose Motion Correction.
- Select the affected feet, toes or hands.
- Start with a low Threshold for minor sliding and increase it only when necessary.
- Adjust Transition, Reach Offset and Release Offset.
- Click Correct and inspect the generated contact prints.
- Fix one side at a time for complex motion.
- Flatten only after the contact result is approved.
Correct motion direction, root position and elevation
Use Motion Direction Control when the complete clip travels or faces the wrong way. This is different from local foot or hand correction.
- Select the motion clip in the Timeline.
- Open Motion Direction Control.
- Rotate the clip's leading direction rather than rotating individual body bones.
- Use Translate fields to initialize the starting position.
- Use Align Position or Align Position and Direction when connecting motion clips.
- For abrupt vertical drift, compare the source video, root path and target-floor height.
The original tutorial specifically demonstrates elevation tracking. Treat elevation as root/pelvis trajectory data, then correct foot contacts after the body path is stable.
Clean jitter and transitions without flattening the performance
- Use Curve Editor only after identifying the noisy body part in the viewport.
- Work on duplicate clips or Animation Layers.
- Reduce high-frequency noise locally instead of smoothing the entire skeleton.
- Preserve impacts, weight shifts, hand accents and deliberate head motion.
- Use transition curves to blend corrective Motion Layer keys.
- Use Align tools when the problem occurs at the boundary between two clips.
Body motion, hands and facial animation
A body FBX, a hand/finger capture and a facial performance can be separate data streams. Verify which channels are present before promising a complete performance.
| Data | Typical iClone destination | Recommended handling |
|---|---|---|
| Body motion | Motion track and Motion Layer | Characterize, retarget, correct and flatten only after approval. |
| Hand/finger motion | Gesture/hand tracks or baked body motion | Check wrist alignment and finger compatibility with the target character. |
| Facial animation | Expression, Viseme and facial layer tracks | Map or create face animation separately; add Face Puppet or lip sync as needed. |
| Complete reusable performance | MotionPlus | Include compatible body, face, constraints, audio and accessory data in one file. |
5Save the motion library and export the final result
- Preserve the original QuickMagic file.
- Save the characterized/converted iClone motion separately.
- Keep the polished delivery version in a third location.
- Add reusable body clips to the Custom Motion library.
- Use MotionPlus when the asset should include compatible body, face, constraints, audio or accessories.
- Flatten correction layers only when the edit is approved.
- Export using the target DCC or engine profile.
- Reimport the final file into a clean validation scene.
Common QuickMagic-to-iClone problems
| Problem | Likely cause | Recommended fix |
|---|---|---|
| Import External Motion is unavailable | No compatible Standard/Humanoid character is selected | Load and select the target character before importing motion. |
| Motion converts with twisted limbs | Wrong Motion Profile, T-pose or bone mapping | Use Character Creator characterization and save a correct reusable profile. |
| Character floats above the floor | Source root, floor contact or source transform is wrong | Choose the correct root, check the source T-pose and correct world placement. |
| Feet slide after application | Stride/root mismatch or missing contact keys | Correct root travel, then use Motion Correction or Foot Contact. |
| Motion faces the wrong direction | Clip root orientation is not aligned | Use Motion Direction Control or Align Position and Direction. |
| Motion looks over-smoothed | Filtering was applied too broadly | Restore the source and edit only the visibly noisy curves or intervals. |
| Face remains neutral | Only body motion was imported | Add facial animation, lip sync or Face Puppet data separately. |
| Direct iClone points do not match QuickMagic credits | The services use separate billing systems | Check Reallusion AI/DA Points and QuickMagic V Coins independently. |
Production checklist
- The source video keeps the required body parts visible.
- The generated QuickMagic motion is reviewed before target-specific cleanup.
- The correct workflow—direct iClone or external export—is chosen.
- The Motion Profile and root bone match the source skeleton.
- The source and target reference poses are compatible.
- Root travel and motion direction are correct before foot locking.
- Contact corrections do not stretch knees or elbows.
- Body, hands and facial animation are verified as separate channels.
- The polished motion is saved separately from the source.
- The final export is tested in the destination application.
Frequently asked questions
Can QuickMagic be used directly inside iClone 8?
Yes. Reallusion's iClone Video Mocap integrates QuickMagic-powered video-to-motion processing directly into iClone. It uses Reallusion AI or DA Points and separate billing from the QuickMagic website.
Can I import a QuickMagic FBX into iClone 8?
Yes. Select a Standard or Humanoid character and use File → Import → Import External Motion. Choose a Motion Profile, optional T-pose, sampling rate and root bone before converting the FBX.
Which QuickMagic export should I use?
The current Free plan provides FBX. Starter and Professional list a CC&iClone preset. Use the dedicated preset when available; otherwise characterize FBX in iClone or Character Creator and save the mapping profile.
How do I fix foot sliding?
Verify root travel and character stride, then use Motion Correction to create Reach/Release keys or use Edit Motion Layer with Foot Contact. Flatten only after the contact result is approved.
How do I correct elevation and direction?
Use Motion Direction Control and clip alignment tools for the whole root path. Correct local feet or hands separately with Motion Correction or Edit Motion Layer.
Should I save iMotion or MotionPlus?
Use a regular motion asset for body animation only. Use MotionPlus when the reusable performance should include compatible body motion, facial animation, constraints, audio or accessory data in one iClone file.
Do I need Character Creator 4?
Not for every import. Use Character Creator when the QuickMagic FBX uses an unknown or custom skeleton, direct iClone characterization fails, or you want to create and save a reusable bone-mapping and T-pose profile.
Related QuickMagic guides
Create editable motion and finish it in iClone
Test a short source clip, compare the direct iClone and external FBX workflows, and keep the path that produces the cleanest reusable motion for your character library.
Official references and media sources
- QuickMagic & Elevation Tracking in iClone 8 Tutorial
- Reallusion: iClone Video Mocap powered by QuickMagic
- Reallusion: Importing External Motions
- Reallusion: Importing and Characterizing Human Motions
- Reallusion: Edit Motion Layer and Foot/Hand Contact
- Reallusion: Motion Correction for Sliding Issues
- Reallusion: Motion Direction Control
- Reallusion: Animation Layers for Body Parts
- Reallusion: MotionPlus
- QuickMagic: Current pricing and export formats



