
Write or Refine
Start with “A person,” use concrete verbs, join short sequences with “and then,” and add direction, speed, posture or an ending pose. Use Refine/Polish or Sample Script when needed.
Describe a human action in plain language and turn it into editable 3D skeletal motion. Generate walk cycles, gestures, sports moves, combat actions, dance ideas and robot behaviors without filming a performer.
Try Now →Text to motion is generative animation that translates a written description—such as “walk forward confidently, stop, turn left, then wave”—into one or more plausible 3D skeletal-motion sequences. It creates a new performance rather than reconstructing a recorded actor.
QuickMagic's open-beta workflow lets you refine a prompt, choose duration and candidate quantity, compare generated takes, select an export preset and download the chosen source motion. Retargeting and contact cleanup remain separate production steps.
These are launch-page limits. Plans, presets and interface limits may change; check the current product interface before production.
Move from one clear human-action prompt to an exportable motion candidate in three steps.

Start with “A person,” use concrete verbs, join short sequences with “and then,” and add direction, speed, posture or an ending pose. Use Refine/Polish or Sample Script when needed.

Choose a duration that fits the action, set the number of alternatives and select the closest target skeleton or export preset before generating.

Check prompt alignment, balance, root trajectory and contacts. Export the best source motion, preserve an untouched copy, then retarget and refine it.
Write observable movement rather than appearance. A strong prompt names who moves, what happens in sequence, how fast it happens and where the motion finishes.
A person steps back with the left foot, blocks high with both arms, and then pivots forward into one controlled right-leg kick before returning to a balanced guard.

| Weak prompt | Why it is unclear | Stronger motion prompt |
|---|---|---|
| A heroic fight. | No physical action, side or sequence. | A person steps forward, blocks with the left forearm, throws a right cross, and returns to guard. |
| Walk nervously. | The emotion does not define body mechanics. | A person walks forward with short hesitant steps, shoulders raised, and pauses to look over the left shoulder. |
| Cool dance. | Style, timing and body parts are undefined. | A person steps right, rotates the torso, swings both arms outward, and finishes in a wide low pose. |
Variation is expected: one prompt can describe several valid performances. Generate alternatives before spending time polishing one clip.
Turn written choreography into motion candidates when an actor, studio or suitable reference clip is unavailable. Test different pacing and performance ideas before committing to manual animation.

Create drafts for locomotion, idles, gestures, dance, sports and combat. Retarget the chosen skeletal motion to compatible game characters, digital humans, MMD models or VTuber avatars.

Language can describe several valid performances. Generate alternatives, compare action order, direction, timing, balance and root movement, then select the most useful candidate.

Export animation for compatible Blender, Unreal Engine, Unity, Maya, Mixamo, MMD, iClone and humanoid-robot workflows. Retargeting and final contact cleanup may still be required.

Explore generated action drafts and downstream character, MMD and humanoid-motion workflows.
It is an AI motion-generation workflow that turns a natural-language action description into a time-based humanoid skeleton sequence for preview, retargeting and editing.
Video mocap reconstructs a specific performance visible in footage. Text to motion synthesizes a plausible new performance, so the same prompt can produce multiple valid results.
Name the subject, sequence of actions, direction, speed, weight, mood and ending pose. Avoid relying on visual appearance because the output is motion data.
The June 5, 2026 launch information lists a free allowance of 15 generated seconds per user per day. Current product limits and plans are the final source of truth.
The open-beta launch interface supports up to 10 seconds for one animation and up to 10 candidate animations per project.
QuickMagic describes multilingual prompt input. Refine/Polish can rewrite an instruction into a clearer motion-oriented format, although results may vary by language.
No. It generates skeletal motion data or animation for an export preset. Character modeling, rigging, skinning, materials and rendering are separate.
It is best for motion ideas and drafts. Use video mocap or manual keyframing when exact performance, trajectory, timing or contact must be reproduced.
The launch interface shows presets including FBX characters, Mixamo, Unreal and BIP. The broader QuickMagic product supports additional workflow-specific formats; availability varies.
Often yes. Review balance, root movement, foot and hand contacts, retargeted pose, loops, props, terrain and target-character deformation before production use.

Turn any video into editable 3D animation for Blender, Unreal, Unity and more.
Learn More →
Generate human-motion data for humanoid simulation and behavior design.
Learn More →
Capture precise full-body movement from ordinary video without suits or sensors.
Learn More →
