FBX · BVH · VMD · BIP · Unity/Warudo Animation
QuickMagic Export Formats Guide: Software Compatibility & Workflow Presets
Choose the correct QuickMagic output for Blender, Maya, Unreal Engine, Unity, 3ds Max, MikuMikuDance, Cinema 4D, Character Creator, iClone, Warudo and Roblox— without confusing the file extension with the target skeleton or software preset.
.anim. The current pricing page lists FBX on Free, and FBX/Unreal/Mixamo/BIP/VMD/Only Face/Unity Anim/C4D/ CC&iClone/Roblox on Starter and Professional. BVH and Warudo animation were announced in the V1.3.4 changelog but are not shown under every current plan label. Check the active account's export menu before committing a production pipeline. Key facts for choosing correctly
Watch QuickMagic export workflows in practice
These third-party demonstrations show the broader QuickMagic generation flow and a Mixamo-to-Blender pipeline. They are included to illustrate why a software-specific skeleton preset can reduce retargeting work.
QuickMagic: High Quality Video to MoCap
Overview of video-to-motion generation, account tiers and the typical process from upload through animation export.
Open video on YouTubeQuickMagic AI Motion Capture + Mixamo + Blender Tutorial
Demonstrates a QuickMagic-to-Mixamo-to-Blender workflow and the value of using a skeleton preset that the destination already recognizes.
Open video on YouTubeQuickMagic export compatibility matrix
| Output | Primary destination | What it normally carries | Main advantage | Main limitation | Current plan note |
|---|---|---|---|---|---|
| FBX | Blender, Maya, Unreal, Unity, C4D, iClone, Roblox, MotionBuilder | Skeleton hierarchy, animation curves and potentially scene/mesh data depending on preset | Broad support and many target-specific presets | FBX does not guarantee that the target rig uses the same bones or pose | Listed on Free, Starter and Professional |
| BVH | Blender, research tools, mocap editors and generic retargeters | Joint hierarchy, offsets and motion channels | Simple, readable and lightweight | No mesh, materials, production constraints or standard facial data | Announced and listed in the format guide; verify active export menu |
| VMD-TDA | MikuMikuDance and compatible MMD tools | MMD-oriented motion data; compatibility depends on the target model and channels | Direct MMD/TDA workflow | Bone names, scale and morph compatibility are specific | Listed on Starter and Professional |
| BIP | 3ds Max Biped / Character Studio | Biped motion and keyframe data | Native Biped motion-library workflow | Not intended for arbitrary CAT or custom skeletons | Listed on Starter and Professional |
| Unity Anim | Unity projects and supported humanoid/avatar workflows | Unity Animation Clip asset for the intended project setup | Can reduce an external FBX conversion step | Unity asset compatibility depends on Avatar and project version | Listed on Starter and Professional |
| Warudo animation | Warudo character-animation workflows | Platform-specific animation; exact extension can be Unity .anim or current Warudo WANIM depending on workflow | Direct VTuber/Warudo usage | Do not assume every `.anim` label means the same file structure | Announced in V1.3.4; verify current export extension |
| OnlyFace | iClone/CC/C4D or compatible facial targets | Facial channels in a target-oriented FBX/preset workflow | Separates facial performance from body motion | Target blend shapes/joints must be compatible | Listed on Starter and Professional |
File format and target preset solve different problems
A file format determines how motion data is stored. A target preset determines which bones, names, hierarchy, reference pose, root behavior and facial channels are written into that file. Choosing only “FBX” is therefore incomplete.
Example
A Mixamo FBX, Unreal FBX and CC&iClone FBX can all use the .fbx extension while containing different skeleton conventions. Importing the wrong one may produce missing bones, rotated wrists, stretched limbs, a T-pose or a failed retarget.
FBX: the default for most 3D pipelines
FBX is usually the safest starting point because Blender, Maya, 3ds Max, MotionBuilder, Unreal Engine, Unity, Cinema 4D, Character Creator, iClone and Roblox can participate in FBX-based animation workflows.
Choose FBX when
- You need a broadly supported skeletal-animation file.
- The destination is a DCC, game engine or retargeting tool.
- You need a target-specific preset such as Unreal, Mixamo, C4D, CC&iClone or Roblox.
- You may need to inspect or remap the source skeleton before applying it to a character.
FBX does not guarantee
- Identical bone names or bone counts
- A matching T-pose/A-pose
- Correct root-motion behavior
- Automatic facial compatibility
- Identical units, up axis or frame rate
BVH: skeleton hierarchy and motion without production scene data
BVH stores a joint hierarchy, joint offsets and per-frame motion channels. Blender's official BVH importer/exporter describes the format as skeletal hierarchy plus animation.
Choose BVH when
- You need a lightweight mocap interchange file.
- The destination has a reliable BVH importer or retargeter.
- You want to inspect joint channels in research, robotics or motion-analysis tools.
- You do not need the character mesh or materials in the same file.
Do not choose BVH when
- The workflow depends on facial blend shapes or a software-specific rig.
- The destination expects a native Unreal, Mixamo, Biped or iClone mapping.
- You need production constraints, control rigs or a complete scene.
VMD: motion data for MikuMikuDance workflows
VMD is used by MikuMikuDance-compatible tools for motion data. Blender's MMD Tools, for example, supports importing and exporting VMD bone, morph and related MMD animation data.
Choose VMD-TDA when
- The target is a compatible TDA/MMD character.
- The production already uses PMX/PMD models and MMD motion tools.
- You want to avoid converting a general FBX into an MMD-specific motion file.
Validate before batch export
- Japanese/English bone naming and aliases
- Parent/child hierarchy
- Character scale and floor height
- Twist, IK and helper-bone expectations
- Whether the target morphs match any facial data
BIP: native motion for Character Studio Biped
Autodesk documents BIP as a Biped motion format containing footsteps and keyframe data and supporting reusable motion libraries.
Basic workflow
- Create or select a Biped in 3ds Max.
- Match the Biped structure and figure proportions as closely as possible.
- Load the QuickMagic BIP motion.
- Review footsteps, root travel, scale and body proportions.
- Edit with Biped tools, Motion Mixer or layers.
.bip file is not a universal custom-rig animation file. Unity Anim and Warudo animation: verify the exact asset type
Unity uses .anim files as Animation Clip assets inside a Unity project. Warudo's current documentation supports raw Unity .anim in its CharacterAnimations folder and also describes a Warudo-native .wanim recorder output.
.anim, while current Warudo documentation also uses WANIM. Confirm the exact extension generated by QuickMagic and the exact importer expected by the installed Unity/Warudo version. Unity checklist
- The target Avatar is configured as Humanoid or uses the expected Generic hierarchy.
- The Animation Clip is placed in the correct Assets folder.
- An Animator Controller references the clip.
- Root Transform and loop settings are reviewed.
Warudo checklist
- The file uses a format supported by the installed Warudo version.
- The character has compatible humanoid bones.
- The animation is placed in the correct CharacterAnimations location or mod.
- Non-bone material/expression animation is handled separately.
QuickMagic target presets explained
| Preset | Use it for | What to verify |
|---|---|---|
| Unreal / UE4 / UE5.x | Unreal skeleton and IK Retargeter pipelines | Exact target skeleton version, root bone, retarget pose and Animation Sequence import |
| Mixamo | Mixamo-named rigs, Blender add-ons and many game-retarget workflows | Mixamo bone naming, T-pose and root-motion expectations |
| C4D | Cinema 4D character and retargeting workflows | Character Definition mapping, axis, scale and baked joints |
| CC&iClone | Reallusion Character Creator and iClone | Characterization profile, motion root and version compatibility |
| OnlyFace | Facial animation redirection without full-body motion | Target blend-shape/joint names, neutral pose and value ranges |
| Roblox | Roblox Studio animation import and compatible avatar rigs | Target rig hierarchy, FBX animation import and Roblox avatar requirements |
| Boy / Girl | QuickMagic body-proportion/skeleton variants where available | Actual hierarchy and whether the destination has a matching retarget profile |
Recommended export by software
| Software | First choice | Alternative | Typical import/retarget path |
|---|---|---|---|
| Blender | Mixamo FBX or generic FBX | BVH | Import source → map to Rigify/custom rig using Auto-Rig Pro, Rokoko tools or manual constraints |
| Maya | FBX | Mixamo/target preset | Import FBX → characterize with HumanIK → retarget → bake |
| Unreal Engine | Matching Unreal preset | Generic/Mixamo FBX | Import source → IK Rig → IK Retargeter → export target Animation Sequence |
| Unity | Unity Anim when supported | FBX/Mixamo | Configure Avatar → import/use Animation Clip → Animator Controller |
| 3ds Max Biped | BIP | FBX | Create Biped → load BIP → edit with Biped/Motion Mixer |
| 3ds Max CAT/custom rig | FBX | BVH | Import source → CAT Capture Animation or custom retarget |
| MikuMikuDance | VMD-TDA | FBX → VMD conversion | Load motion on a compatible model → verify bones/IK/morphs |
| Cinema 4D | C4D preset | FBX | Import/merge → Character Definition → retarget and bake |
| Character Creator / iClone | CC&iClone preset | FBX | Import External Motion or Character Creator characterization |
| Warudo | Current Warudo-compatible output | Unity .anim or FBX conversion | Place/import into the supported animation location and map to humanoid character |
| Roblox Studio | Roblox preset | Compatible FBX | Animation Editor → Import From FBX Animation → validate target rig |
Choose frame rate and root motion before exporting
Frame-rate guidance
| FPS | Typical use | Trade-off |
|---|---|---|
| 24 | Film/cinematic timelines | Lower key density; may not preserve the fastest actions as densely |
| 30 | General real-time, creator and game workflows | Balanced default and the current Free-plan rate |
| 60 | Fast action, slow motion or high-frequency editing | More keys and a shorter current maximum paid-plan duration |
| 120 | Specialized fast-motion sampling | Very dense curves and the shortest current maximum duration |
Root-motion choice
- Traveling animation: preserve horizontal root movement for cinematics or root-motion gameplay.
- In-place animation: remove global travel for navigation systems, loops and state-machine locomotion.
- Do not decide after foot locking: changing root behavior later can reintroduce foot sliding.
Pre-export validation checklist
- The destination software and version are known.
- The target skeleton or character type is known.
- The selected format is available on the active plan.
- The software preset matches the target hierarchy.
- The frame rate matches the production timeline.
- Traveling versus in-place root motion is decided.
- Body, hands and face requirements are separated.
- A short representative clip is tested first.
- The imported character has the correct scale and orientation.
- Foot contacts, wrists and shoulders are checked after retargeting.
Common export and compatibility problems
| Problem | Likely cause | Recommended fix |
|---|---|---|
| Character imports in a T-pose | Wrong target preset, animation disabled or incompatible skeleton | Verify the export contains animation and select a target-compatible preset. |
| Arms or wrists twist | T-pose/A-pose or local-axis mismatch | Correct the retarget/reference pose before editing motion curves. |
| Character is too large, small or lying down | Unit/up-axis conversion mismatch | Fix import scale and axis settings; avoid rotating every animated bone. |
| VMD does not move the intended model correctly | Bone names, hierarchy, IK or scale do not match the TDA/MMD preset | Test on a compatible model or remap with an MMD conversion tool. |
| BIP cannot be applied to the character | The destination is not a 3ds Max Biped | Create/use a Biped or choose FBX and a custom-rig retargeting workflow. |
| Unity .anim does not play | Missing Avatar/Animator setup or incompatible project asset | Assign an Animator Controller and verify the Avatar and clip import settings. |
| Warudo cannot read the animation | Wrong extension or installed version expects another Warudo format | Confirm whether the workflow expects Unity .anim, WANIM or a character animation mod. |
| Face remains neutral | Body-only export or incompatible facial channels | Use OnlyFace/compatible face data and map it to the target rig separately. |
| Feet slide after import | Root-motion, target-proportion or retarget-pose mismatch | Correct root behavior and retarget pose before adding target foot locks. |
| A format shown in an older guide is missing | Plan entitlement or product UI changed | Use the active export screen and current pricing page as the source of truth. |
Frequently asked questions
What is the best QuickMagic export format?
FBX is the safest general starting point. Choose a software-specific preset such as Unreal, Mixamo, C4D, CC&iClone or Roblox when available.
What is the difference between FBX and BVH?
FBX supports broader DCC and engine workflows. BVH is a lightweight joint hierarchy plus motion channels and normally contains no mesh, materials, facial blend shapes or production constraints.
Which format should I use for MikuMikuDance?
Use VMD-TDA and test it on the actual MMD/TDA character. Bone names, scale, IK and morph compatibility can vary between models.
Which format should I use for 3ds Max?
Use BIP for a 3ds Max Biped. Use FBX for CAT, custom skeletons, general DCC exchange or when you intend to retarget manually.
Are Unreal, Mixamo and CC&iClone separate formats?
They are mainly target presets. They may be delivered as FBX files but can use different bone names, hierarchies, poses, roots and facial channels.
Which formats are on the Free plan?
The current pricing page lists FBX on Free. Starter and Professional list FBX, Unreal, Mixamo, BIP, VMD, Only Face, Unity Anim, C4D, CC&iClone and Roblox. Verify the current export UI because product availability can change.
Does QuickMagic support BVH and Warudo?
BVH and Warudo animation support were announced in QuickMagic V1.3.4 and appear in the format guide. Confirm the active plan and exact generated extension in the current export menu.
Should I export at 24, 30, 60 or 120 FPS?
Match the destination timeline. Use 30 FPS as a balanced default, 24 FPS for many cinematic timelines, and 60/120 FPS only when fast motion or downstream editing benefits from denser sampling.
Related QuickMagic guides
Test the target format before processing a full batch
Export a short clip in the target preset, import it on the real production character, and validate pose, scale, timing, contacts and facial channels before committing the project.
Official references and video sources
- QuickMagic: Original export formats guide
- QuickMagic: Current pricing and format availability
- QuickMagic V1.3.4: BVH and Warudo animation announcement
- Blender: BioVision Motion Capture (BVH)
- Blender: FBX Import/Export
- Autodesk 3ds Max: Character Studio BIP procedures
- Unity: Animation Clips
- Epic Games: Animation Retargeting
- MMD Tools: VMD import/export support
- Warudo: Motion Recorder and WANIM
- Warudo: Unity .anim support
- Roblox: Import FBX Animation
- QuickMagic: High Quality Video to MoCap
- QuickMagic AI Motion Capture + Mixamo + Blender Tutorial



