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Turning Podcasts into Animations with Cartoon Animator

Lucky Planet

Lucky Planet is a crowdfunded popular science project dedicated to producing engaging and educational animated films. Founded by LuckyOne, the project aims to make scientific concepts accessible to a general audience, fostering a culture of scientific thinking and contributing to informed public discourse.

At the heart of Lucky Planet’s mission is the belief that rationality, curiosity, open-mindedness, and a passion for learning are essential tools for navigating the complexities of today’s world. These core values shape the content and approach of every project.

Lucky Planet’s content is meticulously researched and held to high standards of accuracy and quality, inspired by educational pioneers like Bill Nye the Science Guy and the Kurzgesagt YouTube channel. Through these animated films, Lucky Planet strives to become a trusted source of reliable information and to inspire audiences to embrace science and critical thinking.

“ With my previous 3D software, I’d spend about 80% of my time on technical stuff and only 20% on creative work. With Cartoon Animator, it’s the complete opposite!”

LuckyOne – Lucky Planet 2D Animation

Cartoon Animator for Education

If you’re fascinated by the wild facts of modern science, join Lucky Planet on their journey of transforming podcasts into animated shorts that are both educational and entertaining. In this interview, we delve behind the scenes with Lucky Planet to learn more about their creative process and how they craft animations that attract over a million views. With the help of Cartoon Animator and 2D animation, they’ve created a whole new approach to producing animated series.

In this journey through animation, Lucky Planet showcases how Cartoon Animator has revolutionized the way they create, allowing them to focus on storytelling and creativity while producing captivating content. With engaging visuals and powerful messages, they continue to inspire audiences worldwide.

Q: Hi Lucky Planet. Can you begin by telling us about a bit more about yourself and your work?

I’m Lucky Planet, an animator from Thailand with over 10 years of experience in 2D/3D animation. As well as my role as an animation director I am also a producer. I was fortunate enough to be a winner at SIGGRAPH USA and was nominated at the Annecy Animation Festival.

Q: How did you first discover Cartoon Animator and how did it become your 2D animation choice to create your content?

My journey to Cartoon Animator was unexpected. I was a 3D animator working with MAYA for many years, but then I had an accident that required me to have eye surgery. After recovering from the surgery, I found that the interface of 3D software became really challenging for my eyes to navigate. 

But my passion for animation hadn’t dimmed, so I started searching YouTube for software that could solve my problem – something with a clean, large user interface that focused on animating and could be learned in a few weeks. That’s how I discovered Cartoon Animator. I challenged myself to start a project animating a science podcast I love, aiming to produce an animation while learning the software. This challenge turned into a project I’ve happily worked on for three years now.

Q: Can you tell us more about the great work you are doing with Cartoon Animator?

I’m a big fan of the science podcast called Witcast, one of Thailand’s first podcasts since 2012. While listening, I often imagine fun science facts as wacky animations, like the life cycle of fig wasps, sun sneeze reflex, or the physics of Kaiju. I pitched my idea of visualising these stories to the podcasters. They loved the concept of taking their 3-hour podcast episodes and distilling them down to a vibrant 3-minute animation which presents the key message. Since my first time working with Witcast, we’ve been best friends and collaborators ever since.

Q: Do you find the process of creating characters and content for Cartoon Animator easy and enjoyable?

It’s incredibly fun. I can forget about all the complex tasks like graphs and attribute numbers from high-end 3D software yet still produce high-quality animation. It’s like stripping away all the unnecessary arsenal and keeping just one rocket – it’s all I need to launch into the sky.

“Cartoon Animator is incredibly fun. I can forget about all the complex tasks like graphs and attribute numbers from high-end 3D software yet still produce high-quality animation. It’s like stripping away all the unnecessary arsenal and keeping just one rocket – it’s all I need to launch into the sky.”

LuckyOne – Lucky Planet 2D Animation

Q: Do you have your favourite Cartoon Animator tools or features that you enjoy working with most?

The automatic lip-sync, animation clips, and spring bones features are my absolute favorites. They’re not only easy to use but also save me tons of time in my workflow. As a solo creator, this allows me to focus more on the creative aspects. With my previous 3D software, I’d spend about 80% of my time on technical stuff and only 20% on creative work. With Cartoon Animator, it’s the complete opposite!

“In Cartoon Animator, the automatic lip-sync, animation clips, and spring bones features are my absolute favorites. They’re not only easy to use but also save me tons of time in my workflow. As a solo creator, this allows me to focus more on the creative aspects.”

LuckyOne – Lucky Planet 2D Animation

And although I haven’t sold any content in the 2D Marketplace yet, I am eager to learn more about it and plan to join soon.

Q: Can you give us some insight in to the projects you are currently working on using Cartoon Animator? 

I’ve completed 25 episodes of my science animation series, which you can watch here:

https://linktr.ee/LuckyplanetS1

Currently, these episodes are in Thai, but I’m working on adapting them into English to reach a global audience, as some of these episodes have already reached over a million views!

Q: Do you have any advice for inspiring animators who are dreaming of creating animations that attract as many views as Lucky Planet?

I focus on science content, which isn’t huge, but I think finding your niche is key. Its important to make stuff that clicks with people. Don’t stress about pleasing everyone, that’s practically impossible. Getting attention isn’t always great. I still get negative comments, but if you’re passionate about your ideas, seek out those who share your vision. I’m a believer in “If you build it, they will come.”

Follow Lucky Planet

Email:
wonderlugia@gmail.com

YouTube:
https://www.youtube.com/luckyplanet

Twitter X:
https://x.com/LuckyPlanet_One

YouTube (Thai)
https://www.youtube.com/playlist?list=PLnngDzPu334B_eheKSeGv0L9NzhkhSLlf

Discord:
http://discord.gg/U8beU5UTmV

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In this article, artist Francis Bon Vun Hong shows us how to create a winning Blender Character for the 2024 Reallusion 3D Character Contest using AccuRIG.

Winner Select: Animating Blender Character with AccuRIG

In the Reallusion 2024 3D Character Contest, artist Francis Bon Vun Hong was among the winners in the “Best AccuRIG Character” category. In this article, he takes us through the workflow that brought his winning entry, “Azura (Combat Bunny)”, to life.

FRANCIS BONG VUN HONG

Hello, I’m Francis, a recent graduate with a Bachelor of Arts with Honors in Creative Digital Media, completed over three and a half years. My journey into the 3D industry began during my studies, where I discovered a passion for animation, character design, and digital storytelling.

In September 2023, I joined Betapuru Digital Studio as an intern, immersing myself in a professional environment to hone my skills and gain hands-on experience. Now, I am continuing to build my career in 3D and animation, aiming to create visually captivating content.

Francis’ YouTube Channel

Blender Character Design

I designed “Azura” with a cyberpunk, bunny-inspired style, aiming for the intricate detail of an in-game character. I used Blender, Marvelous Designer, and Substance Painter to bring her to life, and AccuRig ActorCore helped streamline the rigging process, making her movements fluid and lifelike.

Inspiration

My character design was inspired by stylized games like Valorant, Deadlock, Apex Legends, and Overwatch, which combine striking visuals with rich backstories. I admire how games like Overwatch and League of Legends use cinematic storytelling to develop characters, and this blend of design and narrative drives me to create visually engaging characters with strong connections to their worlds.

Design Process

I’ve been using Blender for about 3–4 years, starting back in my studies. I find human anatomy particularly challenging when it comes to sculpting. Estimating proportions accurately is tough, so I rely on various online references to help me adjust body proportions while working on my characters.

Blender Character Sculpting

I start my sculpting process with a basic cube, then apply a multiresolution modifier. This lets me subdivide the mesh like the subdivision surface modifier, but with the added benefit of editing each subdivision level directly in sculpt mode.

Body Sculpt

The Multires modifier allows me to subdivide my mesh to add more detail during sculpting without altering the base mesh, similar to subsurf. Unlike Dyntopo, which generates extra geometry and can result in messy topology, Multires helps me maintain a clean model by preserving a lower-resolution base while I add high-resolution detail. I can also bake this detail into normal or bump maps, allowing me to keep my viewport low-poly while still achieving high-quality renders.

Hair Modeling

For hairs, I used curves in Blender, which I found to be the most effective method for creating stylized hair. With plenty of tutorials available, it wasn’t difficult to master.

For accessories like clothing, I turned to Marvelous Designer. It’s a highly efficient tool that simulates clothing in real time, offering a more streamlined process compared to baking garments in Blender, which can be time-consuming.

Cloth Modeling and Simulation

I only get to explore Marvelous Designer when I come across this competition. So I would say this competition has also urged me to learn new software which would greatly increase the efficiency of workflow.

For accessories like clothing, I turned to Marvelous Designer. It’s a highly efficient tool that simulates clothing in real time, offering a more streamlined process compared to baking garments in Blender, which can be time-consuming.

The Inspiration

The image above features characters from the anime “Cyberpunk Edgerunners”. Their clothing is designed in a typical cyberpunk style, reflecting the genre’s aesthetic. The design is futuristic and edgy, with high-tech elements such as illuminated or glowing patterns, panels, and logos, emphasizing the cyberpunk theme. Additional details like zippers, buckles, and integrated gadgets or armor further enhance the tech-inspired look.

Texturing

As for texturing, instead of using textures, I mostly hand painted the character, including her outfits and accessories in substance painter so it would look more stylized. Therefore, colors come into play and I have to make use of fancy bright and neon colors that would enhance the cyberpunk-inspired look of the character.

Rigging, Posing, and Animation

When I joined this competition, I had just started using AccuRIG and ActorCore. I first became familiar with Reallusion during my internships at Betapuru, where I attended Mr. Aydeen’s Reallusion workshop in Sri Aman. After a deeper understanding of the tools, I discovered that you can actually achieve more with the AccuRIG from Character Creator. These are truly great software tools.

Besides Actorcore, there are also Reallusion’s content store and marketplace which allows you to find similar characters that you could take references from or purchases for use.

AccuRIG does provide an automated rigging process, which is super nice and I also find various poses online. I took down the walking poses while most of the free poses may not fit my character well so I have to pose them myself in Blender. However, all these animations and poses are really time-saving if it becomes a fit with your character.

Recommended Blender Addons

1) Wiggle Bones

The Wiggle Bones add-on is a simple yet powerful tool that allows you to easily add physics-based motion to bones in your rig. With this add-on, you can assign specific bones a dynamic, jiggly-wiggly effect, bringing more life and realism to your animations with minimal effort.

2) QuadRemesher

The QuadRemesh command quickly creates clean quad-based meshes from surfaces, existing meshes, or SubDs. It uses a smart algorithm to make the mesh easier to work with, which is great for things like rendering, animation, simulations, and reverse engineering. This makes it simple to get high-quality results for various projects.

3) CC/IC Pipeline

This plugin is mainly used to retarget the downloaded animation from the ActorCore website to my character.

On Improving Skills

I wouldn’t call myself a professional 3D artist just yet — there’s still so much to learn in the 3D field, and many software tools I’ve yet to explore. In my opinion, the more software you master, the better your work can be. It’s not just about saving time — different programs excel at different tasks. For example, Marvelous Designer is great for creating realistic clothing, Houdini is ideal for VFX, and AccuRig makes rigging and posing easier. By streamlining your workflow with the right tools, you can focus less on repetitive tasks and spend more time enhancing your character in other creative ways.

Final Thoughts

Streamlining Your Character Creation

Character Creator excels at quickly generating high-quality, customizable characters. It’s perfect for speeding up the character creation process while still allowing for detailed control, saving you a lot of time compared to starting from scratch.

Seamless Integration

Character Creator works well with other 3D software, like Blender, Maya, or Unreal Engine. Take advantage of this compatibility to integrate characters smoothly into your larger pipeline.

Being Great for Beginners and Pros

Whether you’re a beginner looking for an easy way to create characters, or a more experienced artist looking to streamline your workflow, Character Creator offers tools that can help you focus more on creative choices and less on technical hurdles.

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Click through to learn more about the winners’ portfolios and judge comments

Winner Select – Secrets revealed for Hammer Jack ZBrush AccuRIG workflow

DIGITAL 3D SCULPTOR ÓSCAR FERNÁNDEZ

Hi artists! My name is Óscar Fernández, and I am a digital sculptor. My work typically centers on figures for 3D printing and collectibles. It’s an honor to be selected as a winner in the 2024 Reallusion 3D Character Contest, and I’d like to demonstrate my workflow for my winning entry – *The Hammer Jack*. Creating something unique for the contest was a joy, and I’m excited to share that experience with Reallusion readers.

In the 2024 Reallusion 3D Character Contest, I eagerly submitted several entries. Participants had access to free CC3 base characters, fully rigged and ready for animation, letting us focus on crafting unique characters, which was ideal for ZBrush enthusiasts. On the other hand, the arrival of AccuRIG has been a game-changer, allowing me to rig a character created from scratch in ZBrush in just 10 minutes. This category was where I felt the most excitement. I didn’t even sketch out the character beforehand; I simply started with an idea in mind: a pirate hammerhead shark. Let’s see how it turned out!

Oscar Fernandez’s ArtStation

Block Out Phase

I intended to create a stylized character, so I started with a typical modular blockout to define the character’s proportions and overall look. Using basic shapes with a low polygon count, I defined the character’s volumes. This system allowed me to easily adjust the proportions without getting caught up in the details and losing focus.

Using Dynamesh ZRemesher

During the blockout, I performed a dynamesh to merge all the meshes, begin defining the anatomy, and establish the primary shapes. Once I defined the main shapes, I applied a ZRemesher and added subdivision levels. This system allowed me to switch between lower subdivision levels, which still supported substantial changes to the basic shape, and higher levels that enabled the addition of finer details. After finalizing the character’s shape, I subdivided it once more and continued increasing the level of detail with folds and secondary forms.

ZBrush Polypaint Process

Using the skin shade material, I began manually adding color with Polypaint. I didn’t want the separation between the white and blue parts to be just a gradient, so I blended the transition with an alpha. After applying the base color, I used a system similar to painting the real figures. I simulated zenithal lighting by brightening areas that would be more exposed to light from above and darkening areas more hidden from that light direction. To refine this, I used ambient occlusion or cavity masks to adjust the darkness or brightness of specific areas. For the eyes, I employed radial symmetry and an alpha to achieve a look similar to the real eyes of a hammerhead shark. When the character had eyes, it seemed to start coming to life.

Making Teeth

For the teeth, I simply sculpted a basic shape, turned it into an insert mesh piece, and applied it directly to the surface of the mouth. To check if everything worked well, I proceeded with my first rigging test. Before bringing the character into CC4, I opened Character Creator and exported a base mesh as an OBJ, which I then imported into ZBrush to adjust its size. (Although this can be done using Character Creator Pose Tools, I opted for this method.)

After unwrapping the UVs for each Subtool, I brought the character into CC4 using the new GoZ plugin, which automatically generated the Normal and Diffuse maps, as long as the UVs were set up beforehand. With a simple click, the character was sent to CC4. I imported everything as a prop, and that was it. Then, I performed a quick AccuRIG check with the walking animation, which revealed that the tail was not attached to the body. I defined it as an accessory and attached it to the hips so it moved with them.

Making Hard Surface Accessories

To begin adding storytelling elements to the character, I attached a rudder that the shark always carries on its back. I used ZModeler to define the basic shape, applying ZRemesher as needed, with polygroups to help guide the program in creating a suitable topology. Once the basic shape was complete, I unwrapped the UVs to allow for subdivision and sufficient resolution to apply a wood grain texture.

Since the alpha for the wood grain was horizontally oriented, I aligned the UV islands accordingly to ensure the grain followed the correct direction. After finalizing the sculpt, I moved on to polypaint, following the same process as for the body. I applied base colors, highlights, and shadows, and used cavity and ambient occlusion masks to enhance depth and detail.

Making Clothing

The next step was dressing the character with boots. I chose a simple design to maintain a stylized look, opting for a low polygon count. To keep the mesh structure straightforward, I defined the boots in three parts: the sole, the main boot, and a separate mesh for the folded-over section. For the metal detail, I returned to ZModeler and created a basic shape to use as an insert mesh brush. This approach allowed me to adjust the projection strength so the metal detail aligned seamlessly with the boot’s shape.

After duplicating the mesh for the body, I used “Slice Curve” to make a couple of cuts defining the pants. I smoothed the edges, reduced the polygon count, and completed the basic shape. To create a more natural drape for the garment, I applied physics to let the program handle some of the adjustments automatically. I masked the waist edge and the area around the knees, then fine-tuned the settings and used cloth brushes to add some extra wrinkles for realism.

Making Accessories

For the remaining accessories, such as the waistcloth, belts holding the anchor, and the pistol, I extracted them from the original body mesh, adjusted them, and ran them through ZRemesher. The hard surface elements were created simply with ZModeler. By separating the faces into different polygroups, I quickly achieved the desired shapes, combining ZRemesher and “Polish by Groups” to maintain volume and ensure smooth, clean shapes.

I wanted the accessories accompanying the character to help tell their story, so I decided to design a gun that shoots anchors, with the anchors dragging enemies to the depths. The design of the gun was developed on the fly, drawing inspiration from various sources and refining it repeatedly until I arrived at a shape I was satisfied with.

I wasn’t much of a fan of the Knife Curve tool, as it usually caused the program to crash. However, I started experimenting with it for the metal parts protruding from the weapon’s body, and I really enjoyed the creative freedom that the knife curve tool set offered.

Exploring CC AccuRIG

Next up was the rigging process. When I created a character in an A Pose, I tended to give it a more natural pose. I noticed that AccuRIG worked much better when the arms were fully extended, more or less in the same plane as the back. The hands also performed better when they were in a more rigid position, with a flat palm and fully stretched fingers. So, I modified the character using “Transpose Master to find that more rigid position that AccuRIG seemed more comfortable with.

Once I had all the accessories with the Polypaint done and the UVs extracted, I sent everything directly to CC4. The plug-in extracts both the normal maps and the color information, allowing everything to be displayed in high quality in CC4. By sending all the parts that would move with the character, such as pieces of clothing, I avoided any issues with their behavior, as they adjusted to the rigging of the body. For the rigging, I selected the character and started placing the joint points in the right spots. Thanks to the help of diagrams, it was super easy, even for someone who had never done it before.

Then, I sent the accessories even though there were several Subtools for each one. It wasn’t necessary to merge them, as all those parts could be grouped into a single element. I adjusted the position of the accessories and linked them to the corresponding body parts, like the spine for the helm.

Since the anatomy of this character was a bit unusual, I could define variations in the base posture, such as the separation of the arms and legs or whether the character was more or less hunched over, to improve the behavior of the animations and poses. To add the gun, I followed the same process I used for the helm.

Posing with AccuRIG

Next was the most fun part of the whole process. Anyone who has posed in ZBrush knows it can be a real ordeal. It’s a slow process, and you have to think carefully before moving your character. What I loved about this workflow was that we could do a lot of tests in just minutes. By taking a pose from the Pose Library or selecting a specific frame from a particular animation, we achieved dynamic poses quickly and in a fun way. It wasn’t the real sacrifice that posing in ZBrush can be.

The hand position is another gem within this workflow. The Character Creator Library likely has almost any pose we need. By taking a pose from the library, we can still manually adjust it to make it unique or achieve a better result. This applies to both hand positions and body poses. Next, I grabbed my little figure and started playing around.

The new feature in GoZ Plus allows us to combine it with Character Creator Pose Tools. When we bring our characters back to ZBrush, we activate the “relink mesh changes” in a new layer box, as well as the “current pose” box. The process then executes automatically. In ZBrush, everything stays as it was—Subdivision Levels, Polypaint, etc.—and we also get a new layer with the information of our pose.

With Character Creator Pose Tools, we can store all the positions in the rack simply by pressing the “Convert Layers to Pose” button. This way, we can have all the poses of our character in a single project and access them with the press of a button. Since each pose is just a layer, we only need to activate the “Edit Current Pose” button, which puts the layers of all the Subtools corresponding to that pose into recording mode. From there, we can continue manually adjusting the anatomy or adding wrinkles to the clothing that would only appear in that pose, without affecting the others.

If we wanted to add fabrics to our character that move independently with the character’s movement, we would simply send it to CC4 as a flat plane. They shouldn’t have thickness, and once the weights are defined using a mask, we’re done. However, in this case, I created the fabrics as I normally would—with their thickness, folds, etc.—then added a layer, naming it according to the specific pose, and adjusted it manually.

Final Render in Marmoset Toolbag

On this occasion, I rendered in Marmoset Toolbag 4 and took my laziness to the absolute extreme. I exported the high poly mesh of each pose directly as an FBX file. With the Subtools organized by materials, so I could modify them directly in Marmoset. I created a new material for each group of materials and took advantage of the Polypaint we had already done in ZBrush. 

By selecting vertex color in the albedo map, I was able to get all the color information. Then, I adjusted other parameters like roughness, metalness, SSS, etc., for each material manually, or modified some of the existing materials from the library. After setting up the lights and adjusting both the position and the settings of each one, we were ready to render. And here’s our final look!

Related Posts

Click through to learn more about the winners’ portfolios and judge comments

VFX Studio Transforms Virtual Production with iClone & Unreal

Filmworks/FX, founded in 2001, specializes in virtual production, significantly speeding up the filmmaking process. Utilizing tools like iClone and Unreal Engine, the company can produce high-quality content rapidly, exemplified by a commercial featuring William Shatner, completed in just two hours. This technology revolutionizes filmmaking, making it more accessible and cost-effective for indie creators.

Revolutionizing Filmmaking: How Virtual Production with iClone and Unreal Engine Transforms Visual Effects Companies

Ken Locsmandi – Director, Producer, Visual Effects Supervisor, Writer

Ken Locsmandi – Owner/Founder of Filmworks/FX, Inc.

Founded in 2001 by Ken Locsmandi, Filmworks/FX, Inc. is a boutique visual effects company with a strong DIY ethos and a determined, underdog spirit. Their team of artists is known for a world-class work ethic, expertly handling diverse tasks while maintaining high standards for quality visual content.

Locsmandi’s career includes work on iconic films like The Matrix, Fight Club, and The Cell. Since its establishment, Filmworks/FX has delivered visual effects for major studios. They contributed to projects such as Geostorm, Gone Girl, Blue Bloods, and House of Cards. Originally, the company combined digital and analog workflows, including a Kodak-certified color film lab. With the rise of digital technology, they transitioned fully to digital VFX in 2007.

As Filmworks/FX evolved, it forged new partnerships and expanded into television production with a facility in New York. There, the team completed nearly 3,000 visual effects shots for major series like Blue Bloods and Hap and Leonard. The company has embraced virtual production to offer greater flexibility and efficiency, adapting to industry trends and client needs.

At the core of Filmworks/FX’s virtual production pipeline are Character Creator and iClone, which integrate seamlessly with Unreal Engine. These tools enable the team to produce high-quality, real-time animations and digital characters with remarkable speed and cost-effectiveness. Character Creator and iClone streamline production. They also elevate creative possibilities. This positions Filmworks/FX at the forefront of innovation in the visual effects industry.

“With Character Creator, iClone, and Unreal Engine, we create stunning visuals. These visuals would have taken us months. We are now doing them in hours sometimes. What would have cost $100,000 is now costing $10,000 or less. You actually get to be more creative. This is because you’re not spending all your time on laborious technical tasks.”

Ken Locsmandi – Director, Producer, Visual Effects Supervisor, Writer
https://www.filmworksfx.com/ourwork.html

Filmworks/FX, Inc., a boutique visual effects company

I started doing computer graphics in the late 1980s. I used software applications like 3D Studio (DOS), which became Max. I also used Wavefront, the precursor to Maya. At the same time, I concurrently did traditional darkroom film processing. In 1991, I completed my first CG animated commercial. From there I was hooked on the technology.

By 1995 I helped produce a full-length feature shot on 8 mm film. We employed the use of model miniatures and all the effects were achieved in-camera. The use of computers and computer graphics was still costly and cumbersome. However, I knew they would ultimately be the means to create the stories I wanted to tell.

In the late 1990s, the computer VFX industry began to take off. At that time, I ran a small company out of my apartment with home-built PCs. Massive, well-funded VFX companies dominated the industry using expensive SGI computers. Nevertheless, business growth provided opportunities. We were able to do visual effects on films such as The Matrix, Fight Club, and The Cell. Doing films of this caliber out of an apartment on PCs was unheard of at the time.

Leaving what was considered the “garage VFX shop” scenario, I formed Filmworks/FX, inc. in 2001. The name stemmed from Filmworks Laboratory, a cinema processing facility, from which we were renting space. A few years later Filmworks/FX, Inc. purchased Filmworks Laboratory. This was a unique scenario. It was one of the few places in the world. It handled photochemical processing, digital VFX, telecine, film scanning, and digital intermediate (color grading).

Filmworks/FX, Inc. eventually became producing partners on several feature films. They continued to generate VFX work on projects like Apocalypto, Terminal, Knight and Day, Star Trek: Picard, and Blue Bloods. They also contributed to hundreds of additional television episodes and films.

Recently the company has moved into virtual production workflows. We developed a virtual production system that is portable and versatile. We can move the system to any stage and are able to use it outdoors. We employed the system on the film, Flight Risk, directed by Mel Gibson.

Virtual production tools to redefine traditional filmmaking

Characters play an essential role in our work. This includes our in-house projects and service-based client work. iClone, Character Creator, and Unreal have become the core of our virtual production pipeline. The term virtual production will fade away soon, and will just be synonymous with production.

With these tools, Character Creator, iClone, and Unreal Engine, we create stunning visuals. These visuals would have taken us months. We are now able to create them in hours sometimes. What once cost one hundred thousand dollars is now ten thousand or less. You also get to be more creative because you’re not spending all your time on laborious technical tasks.

The Shatner Collection using Character Creator and iClone

The Egard Watch Company asked me to write, produce, and direct a commercial with William Shatner. The commercial featured a watch co-designed by Mr. Shatner.

The commercial would have cost over $120,000 dollars if done traditionally. It would have involved a 10 to 12-hour shooting day. Additionally, a month of post-production and 2 weeks of preparation would be needed. In this case, we did 3 days of “prep”. We shot a two-and-a-half minute interview and the thirty-second spot in 2 hours. Before wrapping, we had a rough edit of the commercial to view. This was remarkable.

“If done traditionally, the commercial would have cost over $120,000 dollars. It would require a 10 to 12-hour shooting day, a month of post, and 2 weeks of preparation. In this case, we did 3 days of “prep”. We shot a two-and-a-half minute interview and the thirty-second spot in 2 hours. Gus, the grey alien, was constructed in about 15 minutes using Character Creator in conjunction with ZBrush. “

Ken Locsmandi – Director, Producer, Visual Effects Supervisor, Writer

The spot involved a full CG warehouse with Shatner’s fictitious space collection. This included such items as The Space Shuttle, lunar rover, satellites, astronaut suits, and of course Gus, the grey alien.

Most VFX artists know how time-consuming it is to build, rig, texture, and animate a character. Gus, the grey alien, was constructed in about 15 minutes using Character Creator in conjunction with ZBrush.

Using a base human model in Character Creator. I simply used the procedural sliders to get Gus’s overall shape. Some minor adjustments couldn’t be done easily in Character Creator. Tasks such as completely smoothing the ears to the skull were done in ZBrush. The GoZ bridge function inside Character Creator enables quick modifications. You can modify the ears in ZBrush and send them back to Character Creator. This process completes in about a minute. The Base model in Character Creator is already rigged. You can modify the model in ZBrush without needing manual re-rigging or binding. The software just does it all behind the scenes. It is phenomenal!

To make Gus’s human skin tone grey, the hue saturation sliders inside Character Creator were used. The other amazing thing about the Character Creator model is that all the facial targets are already made. You can immediately bind mocap or use the iClone AccuLIPS text-to-speech function to the character.

We didn’t have the exact animation placement or dialogue for Gus while shooting. Once we had the final dialogue and staging it took about an hour to adjust it using iClone.

Bronson Beak – reducing costs with the right tools

Bronson Beak is a film project that I wrote many years ago. The project was optioned by three of the major studios in Hollywood. For those who don’t know, an option lets the studio hold onto your project for a minimal fee. They do this until they figure out if and how they want to make it.

This process can take years to iron itself out. In the case of Bronson Beak, it took years for the options to expire till the project rights reverted back to me. The film is an action-adventure comedy. Initially, the plan was to photograph real animals. Then, VFX would place them into the environment and make them speak. We did several tests this way, fairly successfully.

Doing the film this way though would cost about 60 million dollars. My desire was to do the film independently, at a 60 million dollar budget was gonna be a tall order. Any independent filmmaker will contest how hard it is to raise funds.

“Here comes the magic of Reallusion and Unreal. We did tests and it blew my mind. We were able to take CG animals and bound them through ActorCore AccuRIG. Then, we immediately applied motion capture to their bodies and face. Again, my head just exploded when I watched these tests.”

Ken Locsmandi – Director, Producer, Visual Effects Supervisor, Writer

Real-time body and facial capture was being applied to the characters with near real-time rendering. Using our virtual production system I could operate a camera just like filming in the physical world. This allowed us to have instant editorial versions. We just produced a month of work in 45 minutes to an hour. KAPOW! Did I happen to mention my head exploded?

“Because of the Reallusion tool sets and Unreal, we decided to go into production on the project. The company will self-fund initially and then bring on partners. This 60 million dollar film could now be done for less than 1/10th of that original budget, because of these tools. VFX studios not employing these tool sets will not be able to compete in the future. In the right circumstances, iClone and Character Creator will increase your productivity by ten to twenty fold. Time always boils down to dollars.”

Ken Locsmandi – Director, Producer, Visual Effects Supervisor, Writer

To all those filmmakers like me, with no connections or money to make a project, these tools may be just the thing to allow your vision to become a reality. Are there technical skills needed to work these applications? Yes, but they are exponentially easier to use than the industry standard software applications.

My career in filmmaking and VFX has been long. There were eras that were not enjoyable. It became a “grind” to make good stuff. Innovative applications like iClone and Unreal have made this now, the most exciting and fun time.

Follow Filmworks/FX, Inc.

Website:
https://www.filmworksfx.com/

LinkedIn:
https://www.linkedin.com/company/filmworks-fx-inc./

Vimeo:
https://vimeo.com/user6398229

Instagram:
https://www.instagram.com/filmworksfx

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Empower Blender Character Creation with Enhanced Auto Setup

Reallusion, a leader in 3D animation and character creation software, announces a powerful upgrade to its free Blender Auto Setup (BAS), now optimized for Blender 4.2. This update allows seamless integration between Character Creator (CC), iClone, and Blender, moving beyond the constraints of FBX file transfers. The new “Data Link” feature ensures reliable bidirectional data synchronization. The free Auto Setup also includes automatic assignment of CC digital human shaders, advanced character editing tools, scene tools, compatibility with Rigify control rigs, and support for both Eevee and Cycles render engines.

Data Link – Character & Prop Live Synching with Blender

The new Data Link feature streamlines the process of synchronizing characters, poses, morphs, motions, and live sequences between CC, iClone, and Blender with a single click. This eliminates the need for exporting and importing FBX files, making the workflow more efficient. It also allows lighting and camera setups to sync from CC and IClone to Blender, ensuring visual consistency across platforms.

For complex scenes like crowd simulations, the “Send All” option simplifies the process by transferring the entire scene—including props, characters, lighting, and cameras—to Blender with a single click. Mocap and motion director recordings from iClone can also be seamlessly synchronized into Blender.

Enhanced Character Editing Experience for Blender

Blender Auto Setup auto-configures sculpt mode and the multiresolution modifier, making character sculpting effortless. Once sculpting is done, the one-click “Bake & Apply” function finalizes the base shape and sends it back to Character Creator. The proportion editing feature allows direct adjustment of the character’s bone scale, offering precise customization options.

BAS integrates hair spring rigs and cloth physics, enabling adjustments to cloth collision, weight maps, and simulation baking. For hair, it supports bone spring rigs, allowing tweaks to bone parameters and hair binding for more dynamic, realistic movement.

Ultra-Realistic Digital Human Shader

The Blender Auto Setup takes full advantage of Character Creator‘s (CC) Digital Human Shader, automatically generating optimized Blender material graphs for photorealistic rendering. These shaders bring characters to life with ultra-realistic details, supporting customizable parameters for various features, such as skin tone, wrinkles, hair, eyes, and teeth.

Scene Tools and Support for Blender EEVEE and Cycles Rendering

To streamline the lighting and rendering process, Auto Setup includes 12 built-in scene light presets, enabling quick changes to different lighting environments. Additionally, with a one-click transition to Cycles render, users can optimize their workflow for both real-time previews in EEVEE and final high-quality renders in Cycles, boosting efficiency while maintaining visual fidelity.

Advanced Animation and Rigify Control Rig Integration

BAS ensures precise animation transfer from CC and iClone to Blender and generates a Rigify control rig. This feature allows fine-tuning of character movements with Inverse Kinematics (IK) and Forward Kinematics (FK), and automatically retargets motions. It enhances flexibility and control over animations in Blender and allows the rig to be sent back to CC or iClone for further editing.

This revolutionary tool is available for free and can be downloaded by registering as a member on the Reallusion website. This release reaffirms Reallusion’s commitment to enhancing the creative workflow for Blender users, making it easier than ever to bring characters and animations to life.

Related resources

Blender Auto Setup – Download for free

Character Creator – Enjoy a 30-day free trial

iClone – Enjoy a 30-day free trial

Winner Select: Building Characters Fast with CC and Perfecting with ZBrush GoZ

Overview

Jeet Shah shares his creative journey with Character Creator 4 (CC4), crafting a stunning 3D character while discovering the efficiency and creative freedom that advanced tools provide. His success in the 2024 Reallusion Character Contest highlights both his dedication and CC4’s capabilities as a powerful tool for 3D artists.

Jeet Shah, From IT to 3D career

Jeet Shah’s story is one of passion and determination. Hailing from Rajkot in India, Despite Jeet’s IT academic background, his heart was set on an entirely different path — 3D art. 

“I’ve always been fascinated by the CG effects in movies and games”, Jeet shares. After completing his degree, he took a year off to teach himself 3D art and honed his skills using software like 3ds Max, Maya, and later ZBrush.

His efforts paid off, landing him his first job at a VR and mobile game company in 2016. Since then, Jeet has advanced through various roles. Once a team leader, and now as a technical artist, he combines love for character art with a deep appreciation for the technical aspects of rigging and animation.

Jeet Shah’s ArtStation

Discovering Character Creator

Jeet’s interest in Character Creator was sparked by the 2024 Reallusion 3D Character Contest, where he secured 3rd place in the realistic character category. Despite being a newcomer to the platform, he was impressed by its intuitive controls and non-destructive character creation process.

Character Creator 4 introduced a refreshing approach to 3D character creation with hundreds of sliders for full-body modifications”, Jeet explains. “I could easily experiment with new proportions and ideas without worrying about losing the original version. This flexibility was a game-changer.”

“If you’re making large changes to body parts like the eyes or limbs, it’s best to do it within CC4, as it preserves the skeleton hierarchy better than ZBrush”. He continues to emphasize that the built-in GoZ pipeline for fine-tuning, combined with the strengths of both platforms, enabled intricate detailing.

CC GoZ for detailing

Notable was the integration of ZBrush with the GoZ pipeline, which allowed him to send models back and forth between Character Creator 4 and ZBrush, leveraging the unique strengths of each tool.

“I must have transferred the model between ZBrush and CC4 at least 10 to 15 times”, he says. “CC4’s built-in facial and body rigging enabled me to refine the primary shapes quickly, while ZBrush helped me achieve the detailed sculpting that CC4’s sliders couldn’t”.

Jeet found the roundtrip process fast and effortless, as he also utilized CC4’s powerful facial rigging and morphs for detailed expressions. He would further refine these expressions in Maya for precise control over the final look.

AccuRigging armor and clothing

For his Reallusion contest entry, Jeet transformed a concept by George Redry into a lifelike 3D character. Starting with Marvelous Designer, he crafted the base clothing before moving the model to ZBrush to add burnt, battle-worn details. For the arm, he sculpted individual pieces using DynaMesh.

Jeet then rigged the character’s clothing and armor with AccuRig, CC4’s automatic rigging plugin. “It was incredible how quickly AccuRig rigged my character. What would normally take me a few days of manual skin weight painting was done in just a few seconds”, he recalls. As stated, the tool provided a “90%” usable rig, which he refined in Maya, adding custom bones and adjusting skin weights for complex areas like the shoulder pads and skirt.

A great learning opportunity

Participating in the 2024 Reallusion 3D Character Contest provided Jeet with an opportunity to learn new tools and techniques. “After the competition, I feel like my art skills have leveled up,” Jeet reflects. “CC4 was an eye-opener for me, and I’m excited to include it in my skill set moving forward.”

He is grateful to Reallusion for organizing the contest and for making advanced tools like CC4 accessible through trial subscriptions, which allowed him to explore its full potential. “It was a fantastic opportunity, and I encourage other artists to take part in such contests. It’s a great way to push yourself, expand your portfolio, and grow as an artist”.

Learn more

Character Creator – Enjoy a 30-day Free Trial

GoZ Plus

Jeet’s Full WIP of “Hard Battle”

Related Posts

Click through to learn more about the winners’ portfolios and judge comments

Advanced Motion Technology Reinvents 3D Animation

Experience Prop-Paired Animations and Motion with Facial Expressions, Exclusively on ActorCore.

ActorCore, the premium online content store for 3D productions, releases new types of mocap animations: Prop-Paired Animations and Motions with Facial Expressions. With over 3,600 professional motion assets, many of which stand out in the market, such as Hollywood action sequences and hand-keyed cartoon animations, ActorCore’s latest offerings demonstrate its strength in delivering unique content. This expansion continues to simplify workflows and boost productivity for game, film, simulation, and visualization productions.

World’s First: Prop-Paired Animations & Motion with Facial Expressions

ActorCore is renowned for its expertise in 3D motion, offering a vast array of high-quality assets that cover a wide range of themes, all while leveraging advanced technology in the digital content market. The latest release includes:

Prop-Paired Animations

This mocap animation synchronizes human motion with animated props, enhancing visual fidelity and simplifying data handling. It allows characters to interact seamlessly with props without the need for separate loading, animation, or manual alignment. Users can experience this firsthand with the Skateboard motion pack, which features professional skateboarding moves that automatically synchronize the skateboard with the character’s animations. Additional motion packs featuring animated props, such as biking, will be released in 2025.

Motion with Facial Expressions

ActorCore provides motions that incorporate facial expressions, enhancing interactions by maintaining eye contact during conversations, expressing excitement while watching sports, and conveying situational awareness. This type of motion adds depth and authenticity to scenes, bringing them to life with expressive, lifelike movements. Explore how digital actors are enhanced with natural facial and body motions in the Group Sit & Chat, Group Stand & Chat, and Idle Sit and Stand motion packs.

Evolving 3D Motion Technology

From the outset, ActorCore has provided high-quality mocap motion while offering professional hand-keyed motion. Initially focused on single-character performances, ActorCore also delivers dual and multi-character interactions, further enriched with facial expression and animated prop integration. The solid advancement in motion technology is designed to simplify 3D production for users while enhancing precision and realism in their projects.

In addition to Prop-Paired Animations and Motion with Facial Expressions, special content can be found in the ActorCore 3D motion store:

  • Hollywood-caliber Mocap Animation: Collaborating with top stunt actors and leading mocap studios to deliver incredible performances, ActorCore provides top-notch mocap animations in a wide range of themes for action-film productions, game design, and scene simulations.
  • Handkey Animation: Tailored hand-keyed animations breathe life into diverse 3D cartoon characters, showcasing unique body types and vibrant personalities. Existing projects can be elevated with dynamic, fluid movements that capture the essence of each character.
  • Group Animation: Paired motions for two or more characters illustrate interpersonal relationships or communication, such as those between a parent and child, friends, lovers, and co-workers.

Perfectly Matched Motions and Props

Virtual actors no longer perform empty-handed! Hundreds of 3D props and accessories are now available on ActorCore. With the Related Content feature, it is easy to locate the most suitable props to complement selected motions, or vice versa, and preview them alongside the actor. This intelligent matching process allows for convenient access to relevant content, saving significant time on searching and verification.

Additionally, Related Content allows for the application of different props to either hand. Furthermore, the same or different props can be applied to each hand of a group of characters, effortlessly creating variety for crowd scenes, such as street protestors, concert audiences, and sports spectators.

Custom Download

In addition to downloading individual content, it is possible to combine the selected character, motion, and prop from the inventory to create a single FBX file. This allows the character to directly interact with the needed prop in motion after importing to different platforms, eliminating the hassle of manually combining assets in 3D animation software.

Easy Crowd Simulation Facilitated by iClone

With a large bank of lightweight characters, 3D motions, and props from ActorCore, crowd simulations can be easily achieved by implementing the powerful crowd generation features of iClone.

  • Dynamic crowds of any size can be effortlessly generated, engaged in a range of activities such as sitting, standing, conversing, walking, or jogging, all animated to reflect appropriate styles for different genders and age groups. 
  • ActorCore motions and props are accessible directly inside iClone, allowing for the pairing of accessories through motions or vice versa, using ActorCore’s Related Content feature.
  • Motions are auto-loaded with animated props, such as a skateboarding motion that includes the skateboard inside iClone. 
  • Motion and prop animations can be exported from iClone to all major 3D production tools.

Find Any Motion in ActorCore

ActorCore currently offers over 3,600 motions, all compatible with major 3D programs including Unreal Engine, Unity, Maya, MotionBuilder, Blender, 3ds Max, Cinema 4D, Omniverse, and iClone. Step-by-step guides and tutorials are available for each program, along with optimized Auto Setup plugins and Import Presets to streamline workflow. Visit ActorCore today to access a large selection of premium 3D motions.

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Winner Select: Mastering Mysterious Character with ZBrush Face Tools

Overview

The 2024 Reallusion 3D Character Contest was a major success, attracting 267 creative and skillful submissions. The contest featured three main categories with Artist Konrad Hetko securing first place in the “Character Design” category with his submission called “The Last Entry”. Just what inspired his intriguing character concept and what gave him the edge in this competition? Take a deep dive into his masterpiece and discover how he leveraged Character Creator, GoZ, and ZBrush Face Tools to win the contest.

Character Artist – Konrad Hetko

Hailing from Poland, Konrad Hetko is a character artist who has spent over 15 years working with different areas of digital art — from photo bashing and painting to video editing and animation. While he originally set out to become an animator, a university project sparked his love for 3D character design, completely shifting his focus. Now, he is putting his skills to work at Teyon, a Polish game studio, where he was part of major projects like Robocop: Rogue City.

Driven by his passion for both the craft and cutting-edge tech, Konrad constantly pushes boundaries, experimenting with new workflows and tools like Character Creator 4 (CC4). Lately, he’s been hooked on the GoZ pipeline, which seamlessly connects CC4 with ZBrush, allowing him to bring characters to life faster than ever.

Konrad’s ArtStation

The Concept of “The Last Entry”

Konrad’s entry, “The Last Entry”, for the 2024 Reallusion 3D Contest drew inspiration from H.P. Lovecraft. His character, an old investigator, has uncovered terrifying truths about ancient, mythical creatures — knowledge that slowly drives him mad. He documents these horrors in a journal marked with the Elder Sign, a mystical symbol meant to shield his writings from the lurking dangers of the unknown.

H.P. Lovecraft.


Konrad intentionally moved away from realism in this piece, explaining “I wanted to focus on a more intriguing stylization”. His inspiration for this shift came from the “Bad Travelling” episode of Love, Death & Robots; Fascinated by the stylized character designs, he sought to evoke a similar feel, blending the dark, psychological atmosphere of Lovecraft with a distinctive and captivating visual style.

Benefits of Character Creator x ZBrush GoZ pipeline 

A key part of Konrad’s workflow was the smooth integration between Character Creator 4 and ZBrush, thanks to the GoZ feature. This made it easy for him to transfer his character model back and forth between the two programs for ongoing refinement. 

“Reallusion’s tools were a game changer, especially the ease of switching between Character Creator and ZBrush using GoZ,” he explains. With GoZ, he sculpted intricate details in ZBrush and could instantly bring them back into Character Creator for further tweaks. This seamless interaction allowed him to efficiently achieve the stylization he envisioned while maintaining detail and precision.

ZBrush Face Tools – Empower the Character Expressions

For “The Last Entry”, Konrad dedicated most of his effort to designing the character’s face and expressions. This entailed creating several variations, with each iteration bringing him closer to the visuals he envisioned.

Face Concepts
Mix of number 1 and 4 gave me the final base.

All the versions were stored in layers, allowing him to mix and match different elements to refine the face. Once satisfied with the results, he transferred the head back into ZBrush and used Face Tools to sculpt the necessary expressions and dynamic wrinkles.

All of the sculpted expression layers

“That’s probably my favorite tool in Character Creator,” Konrad stated, “Face Tools handle the most tedious aspects of working with morphs and dynamic normals by automating everything with just one click,” he shared during the creation process of expression morphs and conducting dynamic wrinkles tests in CC.

Instead of manually creating and baking wrinkles, Face Tools streamlined the process, giving Konrad more time to focus on the creative aspects of the project. Then he was able to refine the expressions and overall look, enhancing both its depth and realism.

Personal Aspirations

Konrad’s journey doesn’t end with the contest. He’s eager to explore more of what Reallusion’s suite of tools, including iClone and Unreal Engine, has to offer. “I’m already planning a personal project where I’ll integrate the best aspects of Character Creator with MetaHuman in Unreal Engine,” Konrad reveals. Though he remains tight-lipped about the details, his passion to push the boundaries of 3D character creation is palpable.

Final Thoughts

Konrad’s thoughtful approach to character design, combined with his mastery of tools like Character Creator 4 and ZBrush, earned him first place in the realistic character category of the 2024 Reallusion 3D Character Contest. His ability to merge Lovecraftian themes with stylized art, while utilizing cutting-edge technology, made his entry truly stand out.

Reflecting on the contest, Konrad notes how it helped him grow as an artist. “I’m really happy I participated”, he says. “The contest motivated me to finish a project, learn new tools, and push my artistic boundaries”. Konrad’s work shows how Reallusion’s tools enable artists to create immersive characters while streamlining the technical side. With new projects ahead, we look forward to seeing more impressive creations from this talented artist.

Learn more

Character Creator – Enjoy a 30-day Free Trial

ZBrush Face Tools

Konrad’s Full WIP of “The Last Entry”

Related Posts

Click through to learn more about the winners’ portfolios and judge comments

AI SMART SEARCH : A Natural Way to Find Your Ideal Assets

Introducing AI Smart Search, the latest in AI-powered features added to iClone, Character Creator, and Cartoon Animator. It’s a new way to find the perfect gems among countless models and motions on offer in the Reallusion Content Store, Marketplace, and ActorCore. 

Simply use natural language or input images to prompt the search model and discover ideal scenes, props, characters, or effects. It’s also an excellent tool for exploring content while supporting the discovery of up-and-coming developers from around the world.

With seamless in-app integration and access to both official and independent content across the Reallusion platform, Smart Search is an efficient, versatile gateway to choose, sample, and purchase the perfect content to bring your projects to life.

New Feature Highlights

DEEP SEARCH

Deep Search is crafted for ease of use, offering intuitive search functions with category-based filtering. Drag in images, describe what you’re seeking in natural language, or retrieve similar items — all powered by an AI model trained to catalog countless digital assets in the Reallusion ecosystem to deliver highly relevant, visually matching results.

Text Input

Natural language support lets you type in a brief description like “historical figure” or “modern high heels” and get precise results in seconds. Deep Search also understands more than a hundred different languages, so foreign language queries work just as well as their English counterparts!

Natural Language Support

100+ Languages

Image Input

Drag in or paste images from the clipboard to find visually matching results. It’s an easy way to find content that is relevant to pictures and graphics of props, characters, and backgrounds.

Drag and Drop

Copy and Paste

Find Similar Content

Deep Search allows for the quick discovery of closely related assets. It’s easier than ever to find alternatives that align with existing collections and projects, ensuring consistency for your workflow and organization.

By Search Results

From the Scene

Via Content Manager

Filter by Category

Filter search results by categories like cloth, hair, character, or motion. By narrowing the search results, you can find ideal matching assets with accuracy and speed. Refine your search results by using the “Exclude” feature to filter out any items that don’t meet your preferences.

Filter by Category

Exclude Unwanted Results

KEYWORD SEARCH

Other than Deep Search, Keyword Search is still available as a straightforward way to find reliable results. Just input text to match assets by name, description, tag, or author.

Name, Tag, or Description

Match by Author

Search Motions

How to Access AI Smart Search

Starting from November 4, AI Smart Search will be included with the latest software updates. Simply greenlight pending updates in Reallusion Hub to access the new Deep Search features from the toolbar or the plugin menu.

Upcoming Features

We are excited to announce more upcoming features, including:

  1. Deep Search For Custom Assets
    Locate your custom assets with the same intuitive Deep Search functionality.
  2. Deep Search For Motion Files
    Find motions by using natural language, pose references, or motion samples.
  3. Easy Purchase and Instant Download
    Acquire assets effortlessly across stores, with fast, convenient download.

Help Us to Make It Better

We invite you to share feedback on AI SMART SEARCH to help us enhance this beta tool. Your insights are key to refining features that better serve creators and developers. Click the link to share your thoughts!

>> Start The Survey

Empowering Developers with Greater Content Visibility

The Embedded Smart Search Engine provides an efficient pathway to address user needs throughout the creative process. Discover how content developers like you can gain exposure and remain competitive by following the best practices outlined in the Developer Guidelines.

>> Developer Guidelines

Supported Products

Digital Access for AI SMART SEARCH