Motion Retargeting

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.

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What Is Motion Retargeting?

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.

Source
QuickMagic skeletal animation from video or text
Target
A compatible rigged humanoid character
Mapping
Root, pelvis, spine, limbs and optional fingers
Alignment
T-pose or A-pose, axes, scale and proportions
Finish
Preview, correct, bake and validate

How to Retarget Motion to a Character

Prepare both rigs, map equivalent body chains and validate the evaluated result before baking.

Step 1Preparing source and target skeletons for retargeting

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.

Step 2Mapping skeletal body chains for animation retargeting

Map Body Chains

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

Step 3Previewing baking and cleaning retargeted character animation

Preview, Bake and Clean

Inspect shoulders, hips, knees, feet, hands and root travel. Correct the setup before baking, then polish remaining contacts and curves.

Body and Face Need Different Retargeting

A humanoid body can be mapped by anatomical chains. Facial rigs often use unrelated blend shapes, joints, controls and value ranges.

Humanoid body skeleton motion retargeting
Body RetargetingMap root, pelvis, spine, limbs, feet and optional fingers
Facial animation channel mapping
Facial RedirectionMap compatible expressions, joints or controls and validate ranges

Motion Retargeting Across Major 3D Pipelines

Blender: Map Source Bones to the Production Rig

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.

Motion retargeting workflow in Blender

Unreal Engine: IK Rig and IK Retargeter

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.

Unreal Engine IK motion retargeting

Maya: Characterize with HumanIK

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.

Maya HumanIK character motion retargeting

Unity and iClone: Validate the Character Profile

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

Unity and iClone character retargeting workflows

Motion Retargeting Examples

Explore animation transferred to game characters, MetaHumans, MMD models, digital humans, robots and cleanup tools.

Motion Retargeting FAQ

What is motion retargeting?

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.

Does retargeting work with any character?

It works best between compatible humanoid rigs. Non-humanoid, incomplete or highly customized skeletons may require manual mapping or a custom retargeting solution.

Why should the source and target use matching reference poses?

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.

Why do feet slide after retargeting?

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.

How do I retarget QuickMagic motion in Unreal Engine?

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.

How do I retarget QuickMagic animation in Maya?

Import FBX, characterize the source and target with HumanIK, align reference poses, set the source character, preview the transfer and bake the approved result.

Can I retarget QuickMagic motion in Blender?

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.

Is facial retargeting automatic?

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.

Should I bake retargeted animation?

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.

What should I check after retargeting?

Check frame rate, character scale, root travel, pelvis height, shoulders, knees, hands, feet, contacts, loops, props and target-mesh deformation.

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