Retargeting QuickMagic Markerless AI Mocap in Blender using Auto Rig Pro| Sabbirz | 3d Learning Blog

Retargeting QuickMagic Markerless AI Mocap in Blender using Auto Rig Pro

Retargeting QuickMagic AI MOCAP using Auto Rig Pro in Blender

How to Transfer QuickMagic Markerless AI Mocap to Any Character in Blender using Auto Rig Pro

Best Blender Addons Blender Add-ons Motion Capture Blender Markerless Mocap QuickMagic to Auto-Rig Pro retarget animation Blender QuickMagic AI Tutorial Auto-Rig Pro Animation Workflow character animation Auto-Rig Pro remapper QuickMagic mocap 3D Character Pipeline Auto-Rig Pro retargeting FBX FBX Import remap animation Blender mocap to character QuickMagic

Markerless motion capture solutions like QuickMagic AI provide incredibly detailed animations with just a video.

But how do you apply that raw mocap data to your own custom character in Blender? 🤔

That's where the magic of retargeting comes in, and the Auto-Rig Pro addon for Blender is one of the best tools for the job.

This guide will walk you through the entire process, step-by-step, to transfer a motion capture animation from QuickMagic AI onto your character using Auto-Rig Pro.

Let's get started! 🚀

Pre-requisites

Before we begin, make sure you have:

Step-by-Step Retargeting Guide

Step 1: Import Your QuickMagic AI Mocap Data

First things first, you need to bring your animation into the Blender scene.

  • Go to File > Import and select the appropriate file format for your mocap data (usually .fbx).
  • Navigate to your downloaded QuickMagic AI file and import it. You will see a new armature appear in your scene.

quickmagic mocap fbx import settings Import the quickmagic Mocap in Blender

Step 2: Adjust Armature Visibility

To make the mocap armature easier to see and work with, let's adjust its display properties. This helps you see the bones through your character's mesh.

  • Select the imported mocap armature.
  • In the Properties panel, go to the Object Data Properties tab (the little green running man icon).
  • Expand the Viewport Display section.
  • Change Display As to Stick.
  • Check the box for In Front. This ensures the bones are always visible. ✅

Change Armature Display Setting to In Front

Step 3: Open Auto-Rig Pro Remapper

Now, it's time to fire up the tool that does the heavy lifting.

  • Open the Auto-Rig Pro main panel (usually in the "N" panel on the right side of the viewport).
  • Expand the Auto-Rig Pro: Remap section. This is our main workspace for the retargeting process.

Step 4: Select the Source Armature

The "Source Armature" is the skeleton that has the animation you want to copy. In our case, this is the armature we imported from QuickMagic AI.

  • In the Remap panel, click the eyedropper icon next to Source Armature.
  • Select the imported QuickMagic AI armature in the viewport.

Selecting the imported QuickMagic armature as the Source Armature in Auto-Rig Pro.

Step 5: Select the Target Armature

The "Target Armature" is the skeleton of your character that you want to apply the animation to.

  • Click the eyedropper icon next to Target Armature.
  • Select your character's rig.

Selecting the character's rig as the Target Armature in Auto-Rig Pro.

Step 6: Build the Bone List

This crucial step tells Auto-Rig Pro how to match the bones from the source armature to the target armature.

  • With both the Source and Target armatures selected, press the Build Bones List button.
  • Auto-Rig Pro will analyze both skeletons and automatically create a mapping between them based on bone names. You'll see a list of corresponding bones appear.

The generated list of mapped bones from the source to the target armature.

Pressing the 'Build Bones List' button in Auto-Rig Pro.

Step 7: Select the Correct Mapping Preset

To improve the accuracy of the bone mapping, Auto-Rig Pro uses presets for common mocap sources.

  • Click on the Mapping Preset dropdown menu.
  • Find and select the preset that matches your mocap source. For QuickMagic AI, you might use a general Humanoid or Mixamo preset, depending on the skeleton structure.

    Experiment if one doesn't work perfectly.

Choosing a mapping preset for the imported motion capture data.

Step 8: Set the Root Bone (Very Important!)

You must correctly identify the "root" bone of the source armature. This is the main parent bone that controls the entire character's position in space (usually located at the hips or pelvis).

  • In the bone list, find the root bone of your source armature (often named Hips or Root).
  • In the dropdown next to it, make sure it is set to Root. If not, the character may float away or animate incorrectly.

Correctly setting the 'Hips' bone as the Root bone in the bone list.

Step 9: Retarget the Animation! ✨

This is the moment of truth!

  • Click the Re-Target button.
  • Auto-Rig Pro will process the animation frame by frame and bake it onto your character's rig. This may take a few moments depending on the length of your animation.

Clicking the 'Re-Target' button to begin the animation transfer process.

Step 10: Check the Results

Once the process is complete, your character should be performing the motion capture animation perfectly. Play the animation to see it in action!

The character successfully performing the retargeted animation.

Step 11: Clean Up Your Scene

Now that the animation data has been transferred and baked onto your character's rig, you no longer need the original mocap armature.

  • You can safely select and delete the imported QuickMagic AI armature to keep your scene clean and organized.

Deleting the original QuickMagic armature after successful retargeting.

Conclusion

And there you have it! 🎉 You've successfully taken a complex motion capture performance from QuickMagic AI and applied it to your custom character in Blender using Auto-Rig Pro.

This workflow is incredibly powerful for bringing your characters to life with realistic, fluid movements.

By mastering this process, you can dramatically speed up your character animation pipeline. Congratulations on completing the tutorial!

Final result showing the character animated within the Blender scene.