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.

Published May 14, 2025 · Updated July 15, 2026 · QuickMagic Editorial Team

iClone logo for the QuickMagic AI motion capture workflow tutorial
The original article cover image is embedded directly in this HTML file.
Direct answer: In current iClone 8 workflows, you can either generate motion directly with the QuickMagic-powered iClone Video Mocap feature, or process the video on QuickMagic's website and import the resulting FBX/CC&iClone motion through File → Import → Import External Motion. After conversion, use Edit Motion Layer, Motion Correction, Motion Direction Control and animation layers to polish the clip, then save it to the Custom Motion library or MotionPlus.

Current workflow facts

Direct pathiClone Video Mocap powered by QuickMagic
External pathFBX/BVH or CC&iClone motion import
Free QuickMagic exportFBX, up to current plan limits
Paid QuickMagic presetCC&iClone format is listed on Starter/Professional
iClone conversionMotion Profile + optional T-pose + root selection
CleanupEdit Motion Layer, Motion Correction, Curve Editor
Diagram comparing the direct QuickMagic-powered iClone Video Mocap workflow with external QuickMagic FBX import
The direct iClone service and the QuickMagic website are separate commercial paths. Choose based on whether you need an integrated workflow or portable source files.

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.

Open the original video on YouTube

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Choose the correct QuickMagic-to-iClone workflow

WorkflowChoose it whenImportant limitation
iClone Video MocapYou 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 presetYour active QuickMagic plan includes the dedicated Reallusion preset.Export availability varies by plan and product version.
QuickMagic generic FBXYou 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 conversionThe source skeleton is unknown, custom or fails direct iClone characterization.Adds an extra conversion stage but creates a reusable mapping profile.
Account and billing distinction: iClone Video Mocap is integrated with QuickMagic technology but uses Reallusion's point system. Credits on quickmagic.ai and Reallusion AI/DA Points should not be described as interchangeable.

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.
Resolution is not the only quality factor. A sharp, well-lit 1080p clip can be easier to reconstruct than a dark or blurred 4K clip. Visibility and shutter speed matter more than a headline resolution number.

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.

  1. Install or update the supported iClone Video Mocap component.
  2. Open the Video Mocap interface in iClone.
  3. Load the source video and select the intended performer or crop.
  4. Choose full-body or upper-body/finger options as required.
  5. Generate the motion using the Reallusion point system.
  6. Preview the raw result on a compatible character.
  7. 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

  1. Upload the source video to QuickMagic and choose the intended capture mode.
  2. Inspect the preview before export.
  3. Use the CC&iClone preset when the active plan provides it.
  4. Use FBX when working on the current Free plan or building a custom profile.
  5. Match the frame rate to the iClone project.
  6. 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

  1. Load and select a Standard or Humanoid iClone character.
  2. Choose File → Import → Import External Motion.
  3. Select one or more QuickMagic FBX files.
  4. Choose a Motion Profile that matches the source skeleton.
  5. Load an optional matching Motion T-pose when the source requires it.
  6. Set Sample Per Second according to the source and desired detail.
  7. Select the actual source root bone.
  8. Enable automatic Perform List insertion only when it helps the library workflow.
  9. Click Convert All.
Diagram of iClone Import External Motion settings including Motion Profile, T-pose, sampling rate and root bone
A saved Motion Profile records bone mapping, rotations, floor-contact and HIK conversion data, making later imports from the same source skeleton much faster.
Do not assume automatic mapping is always correct. A valid import can still have inverted knees, offset shoulders or incorrect floor contact if the selected profile or root bone does not match the QuickMagic source.

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.

  1. Drag the QuickMagic FBX into Character Creator.
  2. Create a Humanoid character for the source hierarchy.
  3. Align the source to a T-pose when required.
  4. Map at least the basic humanoid bones.
  5. Save the mapping and T-pose as a reusable profile.
  6. Load and convert the motion.
  7. 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.

  1. Apply the converted QuickMagic clip to the target character.
  2. Open Modify → Animation → Edit Motion Layer.
  3. Choose Full Body mode for balance-sensitive changes or Body Part for local edits.
  4. Enable Foot Contact or Hand Contact when the limb should remain above the floor.
  5. Add corrections on the Base Layer or a named Animation Layer.
  6. Mute and solo layers to compare the corrected result with the imported motion.
Diagram of iClone Edit Motion Layer, Motion Correction and Curve Editor cleanup tools
Edit Motion Layer adds pose offsets, Motion Correction creates contact keys, and Curve Editor is used for detailed transition and curve work.

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.

  1. Open the character's Motion track in the Timeline.
  2. Right-click the motion clip and choose Motion Correction.
  3. Select the affected feet, toes or hands.
  4. Start with a low Threshold for minor sliding and increase it only when necessary.
  5. Adjust Transition, Reach Offset and Release Offset.
  6. Click Correct and inspect the generated contact prints.
  7. Fix one side at a time for complex motion.
  8. Flatten only after the contact result is approved.
Contact tools cannot fix the wrong stride by themselves. If the character's root moves faster or slower than the retargeted legs, reconcile root travel and target proportions before pinning both feet.

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.

  1. Select the motion clip in the Timeline.
  2. Open Motion Direction Control.
  3. Rotate the clip's leading direction rather than rotating individual body bones.
  4. Use Translate fields to initialize the starting position.
  5. Use Align Position or Align Position and Direction when connecting motion clips.
  6. 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.
Heavy smoothing is not a substitute for better source motion. If a joint repeatedly swaps sides or loses tracking, regenerate the source in QuickMagic rather than erasing the error with broad filtering.

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.

DataTypical iClone destinationRecommended handling
Body motionMotion track and Motion LayerCharacterize, retarget, correct and flatten only after approval.
Hand/finger motionGesture/hand tracks or baked body motionCheck wrist alignment and finger compatibility with the target character.
Facial animationExpression, Viseme and facial layer tracksMap or create face animation separately; add Face Puppet or lip sync as needed.
Complete reusable performanceMotionPlusInclude compatible body, face, constraints, audio and accessory data in one file.

5Save the motion library and export the final result

  1. Preserve the original QuickMagic file.
  2. Save the characterized/converted iClone motion separately.
  3. Keep the polished delivery version in a third location.
  4. Add reusable body clips to the Custom Motion library.
  5. Use MotionPlus when the asset should include compatible body, face, constraints, audio or accessories.
  6. Flatten correction layers only when the edit is approved.
  7. Export using the target DCC or engine profile.
  8. Reimport the final file into a clean validation scene.
Diagram of an iClone external motion library, MotionPlus performance and production export workflow
Separate source, converted and final assets so the characterization or cleanup can be revised without destroying the original QuickMagic motion.

Common QuickMagic-to-iClone problems

ProblemLikely causeRecommended fix
Import External Motion is unavailableNo compatible Standard/Humanoid character is selectedLoad and select the target character before importing motion.
Motion converts with twisted limbsWrong Motion Profile, T-pose or bone mappingUse Character Creator characterization and save a correct reusable profile.
Character floats above the floorSource root, floor contact or source transform is wrongChoose the correct root, check the source T-pose and correct world placement.
Feet slide after applicationStride/root mismatch or missing contact keysCorrect root travel, then use Motion Correction or Foot Contact.
Motion faces the wrong directionClip root orientation is not alignedUse Motion Direction Control or Align Position and Direction.
Motion looks over-smoothedFiltering was applied too broadlyRestore the source and edit only the visibly noisy curves or intervals.
Face remains neutralOnly body motion was importedAdd facial animation, lip sync or Face Puppet data separately.
Direct iClone points do not match QuickMagic creditsThe services use separate billing systemsCheck 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.

Try QuickMagic AI Motion Capture →

Official references and media sources