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Library/CAD & 3D/Reallusion Character Creator

CAD & 3D / Reallusion

Reallusion Character Creator

Build rigged, textured 3D characters from a morphing base mesh and send them straight into a game engine or a render package.

Version 5.02.0923.1
Size 6.34 GB
Edition Pipeline, pre-activated
Updated 2 weeks ago
Downloads 104 371
Rating 4.6 / 5

Overview

Character Creator solves the part of 3D work that eats the most time on a small team: producing a believable human that is already rigged, already weighted and already ready to animate. You start from a base mesh, push morph sliders for proportion, face shape, age and body type, and end up with topology that deforms properly because it was authored to.

Clothing and hair are handled as fitted assets rather than modelled from scratch. Garments conform to whatever body shape you dialled in, with a physics layer for cloth and hair that can be simulated in place or exported as bones for engines that will not run cloth at runtime. The skin system uses a layered material with subsurface response, micro detail normal maps and separate control over eyes, teeth and lashes, which is where most cheap characters fall apart under a close camera.

The Pipeline configuration in this package is the one that matters for anyone downstream, because it opens the export paths. Characters go out to game engines with their rigs intact, to standard 3D packages for further work, and to motion capture and animation tools with the facial blend shape set preserved. Auto rigging on imported meshes lets an existing model be brought into the same system rather than rebuilt.

What it does well

Morph based bodies

Full body and facial morph sliders over topology built for deformation, so extreme proportions still bend correctly at the joints.

Fitted clothing and hair

Garments and hair conform automatically to the current body shape, with a physics layer that simulates in place or bakes to bones.

Layered skin materials

Subsurface response, micro normal detail, and separate shaders for eyes, teeth, lashes and nails for close camera work.

Auto rigging and retarget

Bring in an outside mesh, rig it against the standard skeleton, and retarget existing motion onto it without rebuilding the animation.

Pipeline export

Send finished characters to the major game engines and 3D packages with rig, weights, materials and facial blend shapes preserved.

Changes in this build

  • Facial blend shape set expanded for finer lip and brow control on close shots.
  • Cloth simulation solver reworked for fewer intersections on layered garments.
  • Skin shader updated with better subsurface response under coloured lighting.
  • Auto rigging improved on meshes with unusual limb proportions.
  • Export presets refreshed for the current game engine versions.

What is in the package

  • Character Creator installer, 64-bit
  • Base character meshes with full morph libraries
  • Starter clothing, hair and material asset packs
  • Pipeline export modules for engines and 3D packages
  • Multilingual interface files, 6 languages

System requirements

ProcessorIntel or AMD 64-bit, six cores or more recommended
Memory16 GB minimum, 32 GB for heavy asset libraries
GraphicsGPU with 6 GB VRAM, 8 GB or more for real time rendering
Storage40 GB free, solid state strongly recommended
Display1920 x 1080 minimum
SystemWindows 10 or Windows 11, 64-bit

Installation

  1. Extract the archive to a drive with room for the asset libraries as well as the application.
  2. Run the main installer first and let it finish completely.
  3. Install the bundled asset packs afterwards, they register into the content library.
  4. Apply the included configuration step before launching.
  5. Open the sample character once so shaders compile before real work.

Before you start

The content library grows quickly, keep it on a large drive and not on the system disk.

Export presets assume a current engine version, older engines may need the rig adjusted after import.

Turn off automatic updates so the installed configuration is not replaced.

Questions about this title

Which configuration is this?

Pipeline, which unlocks the export paths to game engines and outside 3D packages.

Can I bring in my own model?

Yes, auto rigging fits an imported mesh to the standard skeleton so existing motion can be retargeted onto it.

Do facial blend shapes survive export?

Yes, the expression set is preserved for engines and animation tools that read it.

Is cloth physics exportable?

Simulation can be baked to bones for engines that will not run cloth at runtime.

About this listing

This entry was checked on a clean install of Windows 10 / 11 (64-bit) before it was published, and it is rechecked whenever the package is rebuilt. The figures on this page come from the site index rather than from the publisher, so the download count is what people here have actually pulled.

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