
Prepare Both Skeletons
Import the QuickMagic source, identify the target rig, match scene frame rate and align both characters in compatible T-pose or A-pose references.
Transfer AI mocap or generated skeletal motion from a source rig to a different 3D character. Match body chains and reference poses, preserve useful root movement, then correct contacts and bake animation for your production pipeline.
Create Source Motion →Motion retargeting transfers animation from a source skeleton to a target character. The rigs may use different bone names, hierarchies, proportions and reference poses, so retargeting maps equivalent body regions rather than copying every joint value directly.
QuickMagic supplies editable source motion and target-oriented export presets. The final transfer is completed with the retargeting tools in Blender, Unreal Engine, Unity, Maya, iClone or another compatible application.
Prepare both rigs, map equivalent body chains and validate the evaluated result before baking.

Import the QuickMagic source, identify the target rig, match scene frame rate and align both characters in compatible T-pose or A-pose references.

Define root, pelvis, spine, neck, arms and legs. Add fingers only when both rigs and the destination retargeter support them.

Inspect shoulders, hips, knees, feet, hands and root travel. Correct the setup before baking, then polish remaining contacts and curves.
A humanoid body can be mapped by anatomical chains. Facial rigs often use unrelated blend shapes, joints, controls and value ranges.


Import FBX or BVH, align the reference pose, map the source armature to Rigify or a custom rig, bake the action and correct root motion and contacts.

Use the matching Unreal preset when available, define source and target IK rigs, align the retarget pose and generate an Animation Sequence for the target skeleton.

Characterize the QuickMagic source and target skeletons, align their reference poses, preview the source on the target, then bake to the skeleton or a control rig.

In Unity, configure compatible Humanoid Avatars. In iClone, use the intended characterization or CC&iClone preset, then correct feet, elevation, direction and root travel.

Explore animation transferred to game characters, MetaHumans, MMD models, digital humans, robots and cleanup tools.
Motion retargeting transfers skeletal animation from a source rig to a target character by mapping equivalent body regions and adapting the result to a different hierarchy or proportion.
It works best between compatible humanoid rigs. Non-humanoid, incomplete or highly customized skeletons may require manual mapping or a custom retargeting solution.
A mismatched T-pose or A-pose creates shoulder, arm, hip and leg offsets before motion is transferred. Aligning poses reduces twisting and correction work.
Stride length, root speed, body proportions or contact frames may differ. Correct root movement and use timed foot IK or animation layers to lock planted feet.
Import the matching Unreal or compatible FBX source, define IK Rig assets, align the retarget pose and use IK Retargeter to create animation for the target skeleton.
Import FBX, characterize the source and target with HumanIK, align reference poses, set the source character, preview the transfer and bake the approved result.
Yes. Import FBX or BVH and map the source armature to Rigify or a custom rig using a suitable retargeting tool or manual constraints, then bake the action.
Not universally. Facial rigs may use different blend-shape names, joints, controls, neutral poses and value ranges, so facial channels must be mapped and tested separately.
Preview and adjust the live retarget first. Bake only after the mapping and motion are approved so the evaluated result becomes editable animation curves on the target.
Check frame rate, character scale, root travel, pelvis height, shoulders, knees, hands, feet, contacts, loops, props and target-mesh deformation.

Generate editable 3D motion from a natural-language action, pose, or performance prompt.
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Capture precise full-body movement from ordinary video without suits or sensors.
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