QuickMagic → Cascadeur Motion-Cleanup Workflow

How to Clean Up QuickMagic MoCap Animation in Cascadeur

Import QuickMagic FBX motion, retarget it to a Cascadeur rig, reduce baked keys, stabilize foot contacts, correct poses, add physics-based polish, and export production-ready animation for Blender, Maya, Unreal Engine, Unity or another pipeline.

Published March 24, 2025 · Updated July 15, 2026 · QuickMagic Editorial Team

QuickMagic motion capture animation being cleaned and edited in Cascadeur
Screenshot from the original Cascadeur + QuickMagic mocap-cleanup demonstration.
Direct answer: A reliable QuickMagic-to-Cascadeur cleanup order is: preserve the source FBX, import and validate axis/scale, retarget to a proper Cascadeur rig, run Animation Unbaking, stabilize planted limbs with Fulcrum Motion Cleaning, correct important poses with AutoPosing and manual keys, use AutoPhysics only for physically weak intervals, then export and test the final animation in the destination application.

Workflow at a glance

InputQuickMagic FBX motion
Cleanup toolsAnimation Unbaking, Fulcrum Motion Cleaning, AutoPosing
Physics polishAutoPhysics and fulcrum points
Typical fixesFoot sliding, knee popping, jitter and weak poses
OutputFBX/DAE animation or scene
Version scopeWritten for modern desktop Cascadeur; labels can vary

Watch the original QuickMagic + Cascadeur workflow

This official Cascadeur demonstration shows the same high-level sequence used in this article: QuickMagic video mocap, retargeting, Animation Unbaking, Fulcrum Motion Cleaning, AutoPosing adjustments and a final AutoPhysics pass.

Open the original video on YouTube

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Before you start

You will need:

  • A QuickMagic FBX animation export
  • The Cascadeur desktop application
  • A target character with a Cascadeur-compatible control rig
  • The original performance video for visual reference
  • A clear target frame rate and destination pipeline
Important: Do not begin by smoothing every bone or applying physics to the entire take. Preserve an untouched source file, identify the exact problem intervals and make every cleanup pass reversible.
ArtifactWhat it looks likePrimary Cascadeur tool
Too many baked keysEvery frame is keyed, making editing slow and interpolation unclearAnimation Unbaking
Foot sliding or poppingA planted foot moves, floats, penetrates or changes lengthFulcrum Motion Cleaning + pose correction
Weak body posePelvis, spine, knees, elbows or hands do not preserve the performance intentAutoPosing + manual keys
Unconvincing jump or impactCenter of mass, trajectory or secondary motion does not feel physicalAutoPhysics, ballistic tools and manual timing
JitterSmall rapid motion in the torso, head, hands or feetSelective key cleanup, trajectories and reprocessing when necessary

1Prepare a clean QuickMagic source export

Cascadeur can improve animation, but it should not be used to hide a completely broken source take. Review the QuickMagic preview before exporting.

  • The correct performer is tracked throughout the clip.
  • The full body and feet remain visible when full-body capture is required.
  • There are no major left/right limb swaps.
  • Root travel and facing direction match the source video.
  • The selected frame rate matches the destination project.
  • The exported skeleton or software preset matches the intended retarget workflow.

Save the untouched source as something like Character_Action_Source_QuickMagic.fbx. Export a new version rather than overwriting it after cleanup.

2Import the FBX animation into Cascadeur

  1. Open Cascadeur and choose File → Import → FBX/DAE.
  2. Use Scene when importing the full hierarchy, mesh and animation.
  3. Use Animation when applying the clip to a compatible skeleton already in the scene.
  4. Verify whether the source is Y-up or Z-up and use axis adjustment only when needed.
  5. Confirm the first frame, take selection, frame rate and animation length.
  6. Play the imported motion before creating cleanup keys.
Cascadeur FBX and DAE import dialog with scene, animation, axis and take options
Cascadeur's official FBX/DAE import dialog. Choose the preset and axis-conversion settings that match the QuickMagic source and the target scene.
If the character faces the wrong direction: fix the FBX axis conversion during import. Rotating every animated joint or adding a permanent correction to the wrong hierarchy can create new retargeting problems.

3Prepare the target rig and retarget the motion

AutoPosing and physics tools work best when the target has a proper Cascadeur rig. A raw joint hierarchy can be imported and played, but advanced cleanup requires controllers, rigid bodies, a center of mass and correctly defined fulcrum areas.

  1. Import or open the target character.
  2. Create or validate the Cascadeur rig and AutoPosing controllers.
  3. Check the source and target reference poses.
  4. Map the QuickMagic source hierarchy to the target skeleton.
  5. Retarget a representative frame range first.
  6. Verify pelvis height, shoulder orientation, knees, elbows, wrists and foot direction.

Fix the retarget pose before trying to solve every error with cleanup tools. A bad reference-pose match can create persistent foot sliding, elbow inversion and shoulder distortion.

4Convert baked mocap into editable animation

Animation Unbaking converts a fully keyframed clip into a more editable animation with fewer keyframes and automatically selected interpolation. Cascadeur's current documentation describes three main operations:

  1. Prepare Keys by Fulcrums: adds keys where the active support changes.
  2. Adjust Keys and Interpolations: reduces baked data and chooses useful interpolation intervals.
  3. Adjust AutoPosing Lock State: expresses poses with a smaller set of active AutoPosing controllers.

Recommended unbaking method

  1. Duplicate the imported animation track.
  2. Start with the body or selected tracks rather than the whole character when possible.
  3. Run the fulcrum preparation stage and inspect the support changes.
  4. Adjust keys and interpolation with a conservative tolerance.
  5. Compare the new motion against the source clip and the original baked track.
  6. Keep more keys around impacts, fast direction changes and complex contacts.
Unbaking is not automatic quality improvement. It makes the animation easier to edit. If tolerance is too high, small weight shifts, hand accents and timing details can be lost.

5Fix planted feet with Fulcrum Motion Cleaning

Cascadeur defines fulcrum points as body areas contacting the ground, an obstacle or another object. Fulcrum Motion Cleaning detects supporting limbs and tries to keep their rotation pivot inside the support area.

Basic workflow

  1. Display and verify the fulcrum points.
  2. Identify the exact contact interval for the left or right foot.
  3. Enable Interval Edit Mode and select that frame range.
  4. Click the Fulcrum Motion Cleaning button.
  5. Inspect the foot, knee, pelvis and root together.
  6. Undo or reduce the affected range if the leg stretches or the pelvis jerks.
Cascadeur toolbar button for Fulcrum Motion Cleaning
The official Cascadeur Fulcrum Motion Cleaning toolbar control.
Cascadeur Fulcrum Motion Cleaning scene settings for foot length and knee cleanup
Current Cascadeur scene settings include options related to foot length, leg shortening and knee motion. Change these only after testing the default result.

When foot cleaning is not enough

A planted foot can still slide if the root travels at the wrong speed, the target leg proportions differ from the source, or the retarget pose is misaligned. Correct root and pelvis travel before forcing the foot into a fixed world-space position.

6Correct important poses with AutoPosing

AutoPosing predicts a full-body pose from the controllers you move. It is useful for correcting key contact frames and preserving whole-body balance while editing a hand, foot, pelvis, chest or head controller.

Cascadeur humanoid character with AutoPosing controllers enabled
Official Cascadeur example of AutoPosing controllers on a humanoid character. Active controllers guide the pose while inactive controllers respond to them.

Prioritize these poses

  • Foot plant, toe-off and landing frames
  • Direction changes and turns
  • Hands contacting props, walls or the ground
  • Maximum compression and extension
  • Jump takeoff, apex and landing
  • Strong silhouette and acting beats

Use AutoPosing to establish the main body relationship, then inspect individual knees, elbows, wrists and fingers. Do not lock more controllers than necessary; excessive locking can make interpolation stiff.

7Add selective physics-based polish

AutoPhysics analyzes the animation and displays a physics-based suggestion using the Physics Assistant. It can help with center-of-mass movement, trajectories, smooth rotation, compensation, separation and secondary motion.

Cascadeur AutoPhysics toolbar controls including Physics Assistant and Snap to Physics
Official Cascadeur AutoPhysics controls: Physics Assistant, Snap to Physics, Freeze Physics and priority-frame control.

Safe AutoPhysics workflow

  1. Enable Physics Assistant without applying the result.
  2. Compare the physics ghost with the intended performance.
  3. Mark important acting and contact poses as priority frames when necessary.
  4. Correct impossible geometry or timing manually if the assistant shows no valid solution.
  5. Apply physics only to the interval and features that improve the motion.
  6. Review contact, timing, silhouette and character intent after applying.
Physics is a suggestion, not the director. A stylized jump, game attack or exaggerated reaction may deliberately differ from a physically neutral solution. Use AutoPhysics to support the performance rather than erase its style.

Manual cleanup priorities after the automatic tools

AreaWhat to checkRecommended correction
FeetSliding, toe penetration, heel float and abrupt lock transitionsRefine contact keys, fulcrum intervals, pelvis travel and transition timing
KneesPopping, backwards bending and sudden direction changesCorrect key poses, pole direction and target leg compression
HandsMesh penetration, lost prop contact and excessive wrist jitterAdd contact keys, correct wrist orientation and preserve gesture timing
Pelvis and rootVertical drift, wrong travel speed and unstable facing directionCorrect trajectory before locking feet or adding secondary motion
Spine and headNoise, stiff torso and loss of performance intentSmooth selectively and restore meaningful balance or acting keys
TimingSlow impacts, weak anticipation or unnatural pausesRetiming selected intervals while preserving contact frames

8Export and validate the cleaned animation

  1. Select File → Export → FBX/DAE.
  2. Use the Animation preset for motion and skeleton without the mesh.
  3. Use Scene when the destination also needs the character model and hierarchy.
  4. Export only the intended objects and frame range when appropriate.
  5. Match the destination frame rate, FBX type, units and axis convention.
  6. Import the exported result into a clean validation scene or the target engine.

Final quality checklist

  • The complete frame range is present.
  • The character faces the correct direction and has the correct scale.
  • Planted feet remain stable without knee stretching.
  • Root movement matches the stride and intended travel.
  • No new pops were introduced by unbaking or interpolation.
  • AutoPhysics did not remove important performance style.
  • The exported skeleton maps correctly in the destination software.
  • The final file plays correctly after reimport.

Common QuickMagic-to-Cascadeur problems

ProblemLikely causeRecommended fix
Character is rotated or lying downFBX up-axis or coordinate conversion mismatchReimport with the correct axis settings instead of rotating all animated joints.
Animation is missing or truncatedWrong preset, take or frame rangeImport with Animation enabled and verify take-time and start-frame settings.
AutoPosing controls do not appearThe target lacks a valid Cascadeur rig or AutoPosing setupGenerate or update the rig and confirm the required humanoid mapping.
Fulcrum cleaning stretches the legIncorrect contact range, target proportions or aggressive settingsShorten the selected interval, correct the root/pelvis and test default settings first.
Unbaking changes the performanceTolerance is too high or too many tracks were processed togetherRestore the source and unbake selected tracks with more conservative settings.
AutoPhysics creates an unwanted poseThe physics solution conflicts with the intended style or impossible constraintsUse priority frames, edit the pose/timing manually and apply physics selectively.
Exported animation loses the cleanupWrong objects, interval or export presetUse the Animation or Scene preset deliberately and validate the exported FBX by reimporting it.

Frequently asked questions

Can QuickMagic FBX animation be imported into Cascadeur?

Yes. Cascadeur imports FBX joint animations. Use the Scene preset for a complete source scene or the Animation preset when applying motion to a compatible existing skeleton.

What does Animation Unbaking do?

It converts fully baked animation into a more editable result with fewer keyframes and automatically selected interpolation. It is especially useful for motion-capture and asset-animation cleanup.

How do I fix foot sliding in Cascadeur?

Verify the fulcrum points, select the planted interval and apply Fulcrum Motion Cleaning. Then correct root or pelvis travel and refine contact poses with AutoPosing or manual keys. Blend the contact transitions instead of locking the foot abruptly.

Should I apply AutoPhysics to the entire clip?

Usually not. Use Physics Assistant to locate weak intervals, protect important performance poses and apply only the corrections that improve physical credibility.

Why is the imported animation facing the wrong direction?

The FBX up axis or coordinate conversion may not match the source. Reimport using the appropriate Y-up or Z-up and axis-adjustment settings.

Which Cascadeur export preset should I use?

Use Animation when the destination already has the character or a compatible skeleton. Use Scene when the target also needs the mesh and full hierarchy. Always validate the exported file in the destination application.

Can Cascadeur completely replace manual mocap cleanup?

No. Its assisted tools reduce repetitive work and provide useful pose and physics suggestions, but the animator still needs to judge timing, contacts, silhouette, character intent and pipeline compatibility.

Related QuickMagic guides

Generate editable motion, then polish it in Cascadeur

Process a performance in QuickMagic, export the correct FBX and use Cascadeur's animation and physics tools to create a production-ready result.

Try QuickMagic AI Motion Capture →

Technical references and media sources