Quickmo

3dcinetv in Rigging


QuickMO — Workflow & Button Reference

All buttons have been commented. If you'd like to know what a button does in the N panel, enable .py comments in Blender preferences. I've included a quick reference here as well:

Setup: have your mocap FBX imported into the scene, and your target Rigify or RIG2U5 rig present. Open the QuickMO panel in the View3D N-panel.

1. Source Motion Capture

Dropdown at the top of the panel selects the mocap profile:

  • UNREAL 5.6+ — QuickMagic AI / Unreal Engine 5.6 Mannequin (also covers native UE5.8 exports, see below)
  • QUICKMAGIC RIG — QuickMagic's native Boy/Girl avatar (3ds Max Biped skeleton; body, fingers and face in one export)
  • MIXAMO — standard Mixamo skeleton, original captures or QuickMagic-via-Mixamo
  • MMD (VMD / PMX) — MikuMikuDance, PMX skeleton + VMD motion
  • SuperTK — modern fighting-game character skeleton (G_/GD_/GS_ prefixes)

2. Source (Mocap Rig)

  • Rig — your imported mocap armature
  • Anim — the action/take to retarget
  • Status lines confirm the mapping: "Torso driven by: …" and "Profile match: N/M bones"

3. Target (Rigify Rig)

  • Rig — your Rigify or RIG2U5 control rig
  • Status line: "Rigify match: N/M bones"

4. Options

  • Add Twist Bones — also retarget UE5 twist bones to Rigify's tweak controls
  • is UE5.8 Native — check this only for a direct Unreal Engine 5.8+ export, where frame 1 is already mid-pose rather than a clean A/T rest. Other UE5.6+ sources should leave it unchecked.

5. The core workflow, in order

  1. Match Size — scales and floor-plants the mocap to your target rig automatically (works on both a life-size Rigify rig and a RIG2U5-scale rig, no manual input needed)
  2. Match Pose — calibrates and previews the alignment before committing
  3. RETARGET — applies the live retarget (button relabels to REMOVE RETARGET once active, letting you toggle off)
  4. Scrub the timeline to check the result
  5. BAKE ACTIONS — bakes the retargeted motion to actions in the Bake Queue section (press LIST MOCAPS first to populate it; each row lets you set Bake Name, in/out frame, and NLA mode)
  6. Clear — resets the panel and releases the rig for a fresh retarget
  7. Reset Rig +FK/IK — restores the target rig's default pose and IK/FK state if needed

6. Facial Mocap (separate panel)

  • Source (Mocap Face) / Target (Your Face) — pick the source and target face mesh with the 51 Arkit blendshape keys
  • Bake As — output action name
  • BAKE FACE MOCAP — bakes the shape-key animation
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Details
Blender Extension Compatible Yes
Dev Fund Contributor
Published 1 day ago
Blender Version 4.3 - 5.2
Extension Type Add-on
Render Engine Used Cycles, Eevee
License GPL