

Michael Deliso / Deli Productions
I’m Michael Deliso, a Previs Supervisor and the creator of the YouTube channel Deli Productions. For the past eight and a half years, I’ve worked in the film and television industry, helping directors, cinematographers, and VFX supervisors bring their ideas to life through previs. I’ve had the privilege of contributing to projects such as Star Wars: The Mandalorian, Star Wars: Ahsoka, Predator: Killer of Killers, and many more.
I started Deli Productions to demystify the world of animation and cinematography, creating easy-to-follow tutorials that break down the same workflows and creative philosophies I use in professional productions. I also love exploring new software and tools—like from Reallusion—that empower animators to build custom assets faster and focus on what matters most: TELLING GREAT STORIES!

Character Creator 5: My First Impressions
Character Creator 5 is a software that allows you to create custom characters using things like morphs, and allows you to drag and drop outfits. Their entire ecosystem is pretty cool, and the release of CC5 has addressed my main gripes with Character Creator 4 seems to have been addressed. When I first launched CC5, it looked almost exactly the same as Character Creator 4, which is a good thing.

The ActorMIXER: MetaHuman-Style Customization
One of the things that they added is something called the ActorMIXER Plugin. It’s very similar to the MetaHuman feature, where you can choose a couple of different people or presets and then slide in between.

In the ActorMIXER plugin, we have character, head, and body options. You can target specific head features—like eyes, nose, mouth, chin, ears, and forehead—for fine detail adjustments. For the body, you can separate the body ratio and the body shape itself.

You can drag and drop new features from the HD anatomy set—like a goblin or a heavier-set person—into the mixer. Hitting Start Mixing gives you a dot to move around, combining traits to favor, say, a little bit of goblin and a little bit of heavy set. You can refine the body by separating the body ratio from the muscles to keep the muscle definition intact while changing the overall proportions.
Sculpting with Morphs and Subdivisions
The morph button up top lets you use morph targets (basically blendshapes) to click and drag directly on the character, adjusting arms, neck width, or nose size.

One of the big new things that addresses my main gripe is subdivisions. In CC4, the wireframe was light but lacked detail, which meant fine details from my custom sculpts wouldn’t transfer over. Now, under the modify tab, you can go up to Subdivision 2, which becomes really dense and is great for capturing fine sculpting detail. These subdivisions allow us to use something called HD morphs. Under “HD body”, I can scroll down and give the character finely detailed abs, especially visible if we go up to Subdivision 2.
Optimizing Detail with Baked Normals
Using a higher subdivision makes the rig heavier. The best animation workflow might be to animate on the lighter Subdivision 0 and swap to the detailed Subdivision 2 when rendering.
However, CC5 added a way to keep the detail on the lower subdivision by baking your subdivisions into a normal map. The normal map is an image that allows light to interact with the model in finer detail, making it look much better than a heavy character, especially if you have many characters in a scene.
To do this, go to create and select bake subD normal maps. You can choose to bake from the SubD source to SubD0 or SubD1. I recommend a minimum of 4K texture size for a main character, or 8K if your computer can handle it. After applying, the SubD0 character looks pretty damn good with all the normals baked in.

Extended Plus Facial Profile and Unreal Integration
They also added the Extended Plus Facial Profile. This adds corrective morphs that limit how much the mouth moves during animation, preventing it from looking unrealistic and dialing it back into more realism. Crucially, I got confirmation from Reallusion that this Extended Plus Facial Profile does transfer over to Unreal.

I mainly use Character Creator with Maya. I reached out to Advanced Skeleton (which I use for my rigs), and they’ve recently updated—so it should hopefully work with CC5 now. Bringing this into Unreal feels great. I’ve also made a dedicated tutorial video on how to use it.
Unreal Workflow
In CC5, Export the FBX clothed character using the Unreal UE5 skeleton preset. You can select your desired subdivision level here.
- Install the Reallusion auto setup tool and the Character Creator control rig plugin from Fab (Unreal’s marketplace).
- In Unreal, drag the FBX in. In the import window, select the HQ shader and ensure Import Morph Targets is checked, or your facial rig won’t work.
- Once imported, right-click the skeletal mesh and select Create CC Control Rig. This separates the body and head into a blueprint like a MetaHuman.
- Drag the new rig BP into a Level Sequence, and your character is ready to animate. One thing to note is that you can check the Delete Hidden Faces option during export in CC5 to prevent skin from popping through the clothes
One thing to note is that you can check the Delete Hidden Faces option during export in CC5 to prevent skin from popping through the clothes


Final Thoughts and Next Steps
This was a brief overview of Character Creator 5. I’ll definitely be doing more tutorials for:

- Pitting a CC5 character versus a MetaHuman.
- An updated process for setting up your character rig in Maya.
- The process of creating an HD morph.
- Experimenting on getting the character into Blender.
So I am definitely recommending this software to users who are looking for a time-saving character workflow. Stay tuned for more of my channel and videos, and let’s create something cool and fun together in 3D!
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