Record · Configure · Generate · Refine · Export · Retarget

QuickMagic AI MoCap Beginner Guide: Create Your First 3D Motion

Learn what QuickMagic generates, how to record a trackable video, choose body, hand and face options, select Original/T/A-Pose, frame rate, physical optimization, in-place motion and a target format, refine visible errors, and retarget the exported animation to a rigged character.

Published March 2, 2026 · Updated July 15, 2026 · QuickMagic Editorial Team

QuickMagic beginner workflow from video recording to motion generation, refinement, export and retargeting
Direct answer: For a first QuickMagic test, record a 5–10 second full-body clip with the performer and feet visible, upload the original file, select Full Body, Original Pose or the pose required by your retargeter, 30 FPS, FBX and the desired In-place setting, generate the motion, inspect feet and root travel, use 2D Refinement when available, export the file, and retarget it to a compatible rigged character in Blender, Maya, Unreal, Unity or iClone.

Current Free-plan facts

Monthly allowance50 V Coins
Maximum mocap clip30 seconds
Maximum upload100 MB
Free exportFBX
Queued videos2
Asset storage15 days

Checked against the QuickMagic pricing page on July 15, 2026. Plan limits, credits, formats and storage rules can change.

QuickMagic beginner video tutorials

These creator tutorials provide a complete visual walkthrough of generating and using QuickMagic motion. Use them as demonstrations, then confirm settings in the current QuickMagic interface.

Quick Magic AI Video Motion Capture Tutorial

A general introduction to the video-to-motion process and beginner workflow.

Open video on YouTube

QuickMagic AI Mocap Tutorial — Blender, Unity, Mixamo

Shows how target presets and retargeting affect Blender, Unity and Mixamo workflows.

Open video on YouTube

Both players use static YouTube iframes and require no runtime JavaScript. If a browser, region, network or local file viewer blocks embedded playback, use the red direct-link buttons. All article images are embedded in this HTML file.

What does QuickMagic create?

QuickMagic analyzes standard video and estimates editable 3D motion. Depending on the workflow, that can include full-body or upper-body skeletal motion, hand movement, facial blend-shape data, multiple subjects, static or moving-camera footage and text-generated motion.

Motion data is not the finished character. QuickMagic does not eliminate retargeting. Your production character normally needs a compatible skeleton or facial rig, an appropriate reference pose and target-specific cleanup after the motion is transferred.
Original QuickMagic beginner-guide screenshot showing supported software and output labels
Original QuickMagic beginner-guide screenshot. Some labels are file types, while others are target skeleton/software presets. Availability varies by plan and version.

1Record a trackable source video

  • Keep the required body parts inside the frame.
  • For full-body capture, keep the feet and visible floor in frame.
  • Use bright, even lighting to reduce motion blur.
  • Choose clothing that separates the limbs from the background.
  • Use a stable camera unless the selected workflow supports camera movement.
  • Avoid long periods of crossed limbs, hidden hands or people overlapping.
  • Upload the original camera file rather than a compressed social-media copy.
MotionRecommended framingMain risk
Walk, turn, gesturesStable full-body shot at 30 FPSCropped feet and weak floor contact
Dance or fast actionWide framing, bright light, 60 FPS when supportedBlur and self-occlusion
Upper-body actingWaist-up, hands and face clearly visibleHands crossing the torso
Face captureCloser view, even facial lightingWide full-body shots contain little face detail
Multiple peopleEach subject continuously visibleIdentity swaps during overlap

2Upload and trim the source

  1. Sign in to QuickMagic and open the Video-to-Motion workflow.
  2. Upload the original video.
  3. Confirm the correct subject and frame range.
  4. Trim unused setup or exit frames when the current interface provides trimming.
  5. Keep the first test short enough to review quickly.
  6. Use a descriptive project title without sensitive information.
Start with 5–10 seconds. A short clip is enough to validate the target skeleton, frame rate, pose, root-motion behavior and import workflow before spending credits on a long take.

3Choose capture and output settings

QuickMagic beginner settings diagram covering body scope, reference pose, in-place motion and output
Choose settings from the destination backward: target software, target skeleton, root behavior and timeline should determine the QuickMagic export.

Capture scope

  • Full Body: use when legs, feet and global travel matter.
  • Upper Body: use for dialogue gestures and framed performances.
  • Hand: requires visible, sufficiently large hands and low blur.
  • Face: requires clear facial detail and a compatible target facial rig.

Frame rate

The current Free plan uses 30 FPS. Current paid-plan options include 24, 30, 60 and 120 FPS with shorter maximum durations at higher rates. Match the destination timeline instead of automatically choosing the highest value.

Physical Optimization

Physical Optimization is intended to improve body mechanics and common contact artifacts. It is still necessary to inspect the result on the final target character, because different proportions can create new foot or hand errors after retargeting.

In-place Motion

  • OFF: preserve walking, running or performance travel.
  • ON: keep the character near the origin for locomotion loops and navigation systems.

Original Pose vs. T-Pose vs. A-Pose

These options control the starting/reference pose included in the generated output. They do not mean every target character will automatically retarget correctly.

Original QuickMagic interface showing Original Pose, T-Pose and A-Pose selection
Original QuickMagic screenshot showing the reference-pose selection in the generation interface.
OptionChoose it when
Original PoseYou want the source motion to begin from its observed pose or the target pipeline does not require a standardized neutral pose.
T-PoseThe target retargeter or skeleton profile expects horizontal arms.
A-PoseThe target character—such as many production/game characters—uses arms angled down.
A T-pose/A-pose mismatch often causes raised shoulders, rotated wrists and poor arm retargeting. Correct the reference pose before trying to smooth the animation.

4Generate and review the motion

Review the generated result before downloading:

  • The intended performer remains selected.
  • Left and right limbs do not swap.
  • The character faces the correct direction.
  • Root travel matches the source or the selected In-place behavior.
  • Feet and hands maintain plausible contact.
  • There are no major jumps, collapses or missing body regions.
  • The animation duration and frame rate are correct.

The original beginner page states that the mocap preview video cannot be downloaded and only motion data files are available. Treat the current product interface as the final authority if preview/download behavior changes.

5Sync 2D Refinement to the 3D motion

QuickMagic's current pricing table lists 2D Refinement for Starter and Professional plans. Use it when a visible joint or limb is tracked incorrectly in specific frames.

  1. Open the 2D Refinement editor.
  2. Locate the incorrect frame range.
  3. Adjust the affected 2D keypoints rather than moving unrelated body parts.
  4. Use interpolation where appropriate.
  5. Save the changes.
  6. Create or regenerate the motion from the corrected data.
  7. Compare the new 3D result with the previous result.
Original QuickMagic 2D Refinement screen showing saved changes and recreate action
Original QuickMagic screenshot showing a saved 2D correction and the action used to recreate the motion.
Correct the source, not only the target rig. If a limb is visibly wrong in the QuickMagic preview, correcting the source motion is usually more reusable than fixing the same error separately on every target character.

Choose the correct format and target preset

The current QuickMagic public pages list FBX and multiple workflow-specific outputs, including Unreal, Mixamo, BIP, VMD, OnlyFace, Unity Anim, C4D, CC&iClone, Roblox and additional formats such as BVH on supported workflows.

DestinationRecommended starting outputWhat to verify
BlenderFBX/Mixamo or BVHScale, armature, reference pose and retarget add-on
MayaFBXHumanIK/target mapping, axis, units and frame rate
Unreal EngineMatching UE presetUE skeleton version, IK Rig chains and root motion
UnityUnity Anim or compatible FBXHumanoid Avatar, Animator and Root Transform settings
3ds Max BipedBIPBiped structure and figure proportions
MikuMikuDanceVMD-TDABone names, scale, IK and morph compatibility
Character Creator/iCloneCC&iClone presetCharacterization and motion root
Cinema 4DC4D preset or FBXCharacter Definition, axis and baked skeleton
RobloxRoblox presetTarget avatar hierarchy and FBX animation import

The current Free plan lists FBX. Starter and Professional list FBX, Unreal, Mixamo, BIP, VMD, Only Face, Unity Anim, C4D, CC&iClone and Roblox. Export availability can change, so check the current plan and export screen.

OnlyFace and ARKit-compatible facial motion

QuickMagic's beginner documentation describes OnlyFace as an ARKit-compatible 52-blendshape workflow. The output represents facial deformation channels rather than a universal character face.

Your target needs one of these

  • Matching ARKit-compatible blend shapes
  • A mapping from ARKit names to the target's custom blend shapes
  • A joint/control rig that can be driven from the expression coefficients
A target with different expression names, neutral shape, ranges or corrective shapes will require facial retargeting. Body FBX and facial animation may also be separate outputs.

6Retarget the exported motion to your character

  1. Import the QuickMagic source skeleton and animation.
  2. Import or load the rigged target character.
  3. Map hips, spine, neck, head, arms, hands, legs and feet.
  4. Match the source and target T-pose/A-pose.
  5. Preview before baking.
  6. Correct root travel and target-specific contacts.
  7. Bake the approved motion to the target rig.
  8. Export or integrate the target animation.
The target must be rigged. The original QuickMagic beginner page correctly notes that motion data cannot drive an unrigged character. A mesh needs a skeleton, skinning and a compatible retarget setup.

Five beginner rules that improve results

  1. Keep the subject visible. Visibility usually matters more than camera brand.
  2. Use bright light. A faster shutter reduces motion blur.
  3. Test the real target early. A clean source can still fail on a mismatched rig.
  4. Correct major source errors before export. Do not hide an identity swap with broad smoothing.
  5. Preserve the source file. Keep original video, raw motion and final target animation separately.

Common beginner problems

ProblemLikely causeRecommended fix
Feet disappear or slideFeet cropped, poor floor visibility or root mismatchReshoot wider, refine the source and correct root/contact after retargeting.
Arms twist on the targetT-pose/A-pose or skeleton preset mismatchChoose the correct reference pose and target preset before smoothing.
Character travels when it should stay stillIn-place Motion is offRegenerate with In-place enabled or remove root travel downstream.
Character does not move after importWrong skeleton, animation disabled or incompatible formatVerify the exported clip and characterize/retarget the source skeleton.
Face remains neutralBody-only output or missing facial mappingUse OnlyFace/face processing and map the channels to the target rig.
2D corrections do not appearMotion was not recreated after savingSave the corrected keypoints and regenerate/create a new motion.
Desired format is missingCurrent plan, workflow or product version does not include itCheck the active export menu and current pricing page.
Old guide says results cannot change formatThe product workflow may have changed since publicationUse the current interface as the source of truth; regenerate when required.

Frequently asked questions

What does QuickMagic AI motion capture do?

It estimates body, hand and facial movement from video and converts the result into editable 3D animation data. The output still needs a compatible rig and retargeting.

Is QuickMagic free for beginners?

The current Free plan provides 50 V Coins, low-priority processing, two queued mocap videos, a 30-second maximum clip, a 100 MB upload limit, FBX output and 15-day storage.

Which export should a beginner choose?

Start with FBX and choose the target-specific skeleton preset required by the destination. A generic FBX may require more manual characterization.

What is the difference between Original, T and A Pose?

Original preserves the chosen source pose, T-Pose uses horizontal arms and A-Pose angles the arms down. Match the pose expected by the target retargeter.

What does In-place Motion do?

It keeps the animation near the origin by removing or reducing global travel. Leave it off for traveling cinematics or root-motion gameplay.

How does 2D Refinement affect the 3D motion?

Adjust visible 2D body keypoints, save the corrections and regenerate the motion. The current pricing page lists 2D Refinement for Starter and Professional plans.

What is OnlyFace?

QuickMagic describes OnlyFace as an ARKit-compatible 52-blendshape facial workflow. The target needs compatible blend shapes or an explicit facial mapping.

Can I upload my own character to the mocap module?

The original beginner page states that custom-character upload was not supported in that workflow. QuickMagic primarily exports motion for retargeting in external software. Check the current product interface because this feature may evolve.

How long are assets stored?

The current pricing comparison lists 15 days for the Free plan and ongoing storage for Starter and Professional. Consult the current Privacy Policy for retention details.

Related QuickMagic guides

Create a short test before processing a full performance

Record a 5–10 second clip, validate the format and target skeleton on your real character, then reuse the confirmed settings for longer motions.

Start with QuickMagic AI Motion Capture →

Official references and video sources