
Choose the Destination
Identify the software, character rig, required body or facial channels and whether the project needs in-place or traveling root motion.
Choose the right motion file and target preset for Blender, Unreal Engine, Unity, Maya, 3ds Max, MMD, iClone, Cinema 4D, Roblox and humanoid pipelines. Compare FBX, BVH, VMD, BIP and workflow-specific outputs before you export.
Export 3D Motion →A file format defines how animation data is stored. A target preset defines how that data is organized for a specific skeleton or application. Two exports can both use `.fbx` while containing different bone names, hierarchies, reference poses, roots and channels.
Start with the destination software and target rig—not the extension alone. Then choose the closest preset, frame rate and root-motion behavior before validating the file in a clean scene.
Choose the destination first, match its skeleton convention, then validate timing and transforms after import.

Identify the software, character rig, required body or facial channels and whether the project needs in-place or traveling root motion.

Choose FBX, BVH, VMD, BIP or a platform output, then select the closest Unreal, Mixamo, MMD, iClone, Roblox or other target preset.

Match frame rate, axis, unit scale and reference pose. Retarget, bake and check the result on the final character before production.
Use this matrix as a starting point. The current QuickMagic export menu is the final source of truth for plan and workflow availability.
| Output | Best for | What it carries | Main consideration |
|---|---|---|---|
| FBX | Blender, Maya, Unreal, Unity, C4D, iClone, Roblox, MotionBuilder | Skeleton hierarchy and baked animation; contents vary by preset | Broad support does not guarantee matching bones or reference pose |
| BVH | Generic retargeting, Blender, mocap editors and research tools | Joint hierarchy, offsets and motion channels | No mesh, materials, production constraints or standard facial data |
| VMD-TDA | MikuMikuDance and compatible MMD tools | MMD-oriented bone and motion data | Validate bone names, IK, scale and morph compatibility |
| BIP | 3ds Max Character Studio Biped | Biped motion and keyframe data | Designed for Biped rather than arbitrary CAT or custom rigs |
| Unity Anim | Supported Unity humanoid/avatar projects | Unity Animation Clip asset for the intended setup | Avatar mapping and project-version compatibility still matter |
| OnlyFace | Compatible iClone, CC and C4D facial workflows | Target-oriented facial animation channels | Blend-shape or joint names and neutral values must match |
Pick the output that minimizes skeleton conversion for the destination you actually use.
Import the source armature, map it to Rigify or a custom rig, bake the result and validate root motion. BVH is useful for lightweight raw motion.
Import the animation, create or reuse IK Rig assets, retarget to the production skeleton and verify root bone and retarget pose.
Use Unity Anim when the project expects it; otherwise configure the FBX Avatar, clips and Animator Controller.
Import FBX, characterize the source with HumanIK, retarget to the destination rig and bake the final animation.
Create or select a compatible Biped, load the BIP motion and refine it with Biped or Motion Mixer. Use FBX for custom rigs.
Load the motion on a compatible PMX/PMD model and check Japanese/English bone naming, IK, floor height and morph channels.
Use the target preset or external-motion import, characterize the source and correct feet, elevation, direction and root travel.
Import or merge the file, define the source character, retarget it and bake the animation to the final rig.
Import through the Animation Editor and verify the avatar hierarchy, scale and animation channels against the target rig.
Keep the QuickMagic export frame rate and destination scene rate aligned. A mismatch can alter timing, create resampling artifacts or shift important contact frames.

Confirm up axis, forward axis, unit scale and T-pose or A-pose. Correct these foundations before debugging bone mapping or animation curves.

Decide whether the character should travel through the scene or stay in place. Verify root and pelvis behavior after retargeting, especially for games and looped clips.

Presets reduce setup but cannot account for every body proportion, prop or terrain condition. Review foot sliding, hand contacts, stride and deformation, then add IK or animation-layer corrections.

See QuickMagic motion used in Unreal Engine, Blender, MMD, Cascadeur, character animation and humanoid pipelines.
Use FBX as the general starting point for major DCC and game-engine workflows, BVH for lightweight skeletal motion, VMD-TDA for compatible MMD characters and BIP for 3ds Max Biped.
The format is the file container or extension. A preset defines bone names, hierarchy, reference pose, root and channels for a target skeleton or software workflow.
FBX is broadly supported, but a destination-specific VMD, BIP, Unity Anim or other preset can reduce conversion work when the target explicitly expects it.
Yes. FBX is the usual starting point, while BVH is useful for raw hierarchy and motion. Retarget the source armature to the production rig and bake the result.
Use the preset that matches the intended Unreal skeleton version when available. Then import the source animation and retarget it with Unreal's IK Rig and IK Retargeter workflow.
Use VMD-TDA for compatible MMD characters and validate bone names, IK chains, scale, floor height and morph expectations.
No. Skeleton mapping, T-pose or A-pose matching, axis, scale, root motion and final contact cleanup may still be required.
The animation clip may not have been imported, the wrong take may be active, the skeleton mapping may have failed or the selected preset may not match the target rig.
Check that the export frame rate and destination scene frame rate match, and verify that the importer has not resampled or interpreted the clip at another rate.
No. The pricing page lists FBX on the free plan and additional formats or presets on paid plans. Check the current export menu because availability can change by account and workflow.

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