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Christo the Civilized Barbarian is an award-winning animated series with iClone and Rokoko tools. The motion capture and 3d workflow introduced helps filmmakers deliver quality works within budget.

Feature Animation at 1% Cost: One Pixel Brush Founder Leverages CC & iC for Real-Time Filmmaking

‘Christo the Civilized Barbarian’ is an animated series about a sharp-tongued barbarian that has earned multiple global film festival awards. Created by Shaddy Safadi and Loic Bramoulle, the team navigated the complexities of motion capture and animation using iClone and Rokoko tools. They showcased their 3D workflow at the Barcelona Film Festival in February 2025.

Shaddy Safadi – Director of One Pixel Brush

Shaddy Safadi / One Pixel Brush

Shaddy Safadi is a Director, concept artist, and creative director with over 15 years of experience shaping the visual worlds of film and video games. As the founder of One Pixel Brush, he has led a team of elite artists in crafting concept art for some of the industry’s most iconic franchises, including The Last of Us, Uncharted, Call of Duty and 100’s of others. His ability to translate narrative themes into striking visual designs has made him a sought-after creative force in entertainment.

In addition to his work in concept art, Safadi is the director of Christo the Civilized Barbarian, a 3D-animated comedy series that reimagines the ancient world with sharp satire and high-concept storytelling. Bringing his extensive background in world-building and visual storytelling to animation, he continues to push creative boundaries, blending humor and artistry in fresh and unexpected ways.

One Pixel Brush’s ArtStation

Loïc Bramoullé

Loïc Bramoullé is an art & film director from France. Since 2010, after completing his graduation film at Melies Animation School, he’s been working in game and animation studios in Paris, like Ubisoft, Fortiche, UNIT & Supamonks. Since 2015 he’s been working mostly remotely as a freelancer, and in the last 3 years, he has specialized in indie motion capture cinematics using Blender.

Since he first tested the iPhone facial mocap with CC3 characters, he realized how easy it is for an animator to enhance raw mocap with Reallusion toolsets, and thus produce animation at unprecedented pace. His latest cinematic was for the upcoming Mars Attracts indie game, which was one of the most viewed trailers at Gamescom 2024 on IGN’s channel.

Loïc Bramoullé’s ArtStation

Loïc Bramoullé – art & film director

How Shaddy and Loic Integrated iClone and Rokoko for Cristo’s Animation

The Initial Dilemma: Choosing the Right Tools

During the early stages of Christo, we faced the difficult decision of selecting the right software pipeline. While many industry professionals advised using Maya due to its robust mocap capabilities and MotionBuilder integration, we chose Blender as the core animation tool for its versatility and growing popularity. And, frankly it’s the one 3D application we are familiar with due to extensive industry experience. However, relying solely on Blender posed challenges, particularly getting quick versions of the performance that can be instantly assessed and changed. Real filmmaking is about iteration and that’s where iClone became invaluable.

Overcoming Traditional Animation Hurdles

Traditional mocap workflows often involve multiple steps, including data cleanup, retargeting, and fine-tuning. By integrating iClone and Rokoko, we bypassed many of these hurdles. The Motion Live add-on for iClone made it very easy to quickly capture voice and face right onto the character and vet it instantly. We could record lines over and over again just sitting at a desk with no fancy gear besides an iPhone.

Then, because Shaddy did all the voices, he would do one character, then the second, then the third, and edit all the spaces between the talking in iClone so the conversation flowed. Then it was relatively easy to set up cameras in iClone to actually see the scene play out. Of course there was no body animation or backgrounds at this point but the voice, and facial data was there and it was good enough to send to colleagues for feedback. Only after that would we utilize the Rokoko’s suit doing our body performance to match the voice performance of each character. In this case, we recorded natively into the Rokoko application and just easily dragged it onto the character in Iclone and assigned the correct retargeting profile upon import. 

Another key advantage was cost-effectiveness. Unlike traditional mocap systems, which require expensive equipment and large studio spaces, the iClone-Rokoko setup offered a budget-friendly alternative without sacrificing too much quality. With animation you can get 85% of the way there for 1/10th the budget, so that was our goal. Make it good enough to sell the intention of the scene but not to noodle it into Pixar quality animation — as we didn’t have 100 million dollars.

Enter iClone and Rokoko: A Game-Changing Combination

Recognizing the need for a more agile solution, we turned to Reallusion’s iClone and Rokoko’s mocap suit. This combination proved transformative for Christo, as it enabled rapid recording and editing of character movements but more importantly rapid vetting of performances and scenes. Additionally, iClone’s compatibility with Blender meant that Loic could relatively easily transfer mocap data for further refinement and rendering.

For the body suit part, it’s not that difficult.

Setting up the facial and body mocap

After a series of trial and error, we managed to set up the facial mocap with my iPhone and Live FACE. Here’s a catch: one must connect the iPhone with the Ethernet cable shown below. You can easily purchase it on Amazon, and it maintains superb stability for facial data capture without the latency — I highly recommend it!

Seamless workflow: AccuLips for Lip Sync Animation

Beyond technical efficiency, iClone enhanced the team’s creative freedom. Once the facial animation performance is recorded, we can bring that motion data in iClone, and combine it with the use of AccuLips to quickly set the visemes for the talking characters. Witty conversation is the cornerstone of Christo and so accurate facial capture is top priority.

Experimenting with different character movements and expressions in real-time allowed us to explore various storytelling possibilities — thanks to iClone’s built-in facial puppet and the Edit Facial panel. This flexibility was crucial for Christo, a project that demanded a high level of emotional engagement from its characters.

Leveraging iClone’s Asset Library

Moreover, iClone’s library of pre-built assets and animations provided a valuable starting point for many scenes. By leveraging these resources, we could focus more on fine-tuning and less on building animations from scratch. Even Christo and Gary’s base designs began with a purchased stylized character pack from the Reallusion store. This approach not only saved time but also ensured compatibility with the robust iClone, and eventually Blender Rigify, rigging systems.

A Revolution for Indie Animation

The integration of iClone and Rokoko was more than just a technical solution; it was a creative revolution! The streamlined workflow, cost savings, and enhanced creative freedom enabled the Christo Project to produce high-quality animation within tight deadlines and budget constraints. Loic’s experience in iClone highlights the potential of modern animation tools in democratizing film production, making professional-grade animation accessible to indie creators.

The Reallusion Blender addon even allows us to leverage each application’s power seamlessly. For example, having the ability to customize characters in both CC4 & Blender, and continue to work on the animation after it’s been exported from iC8. Another example is doing final animation polish on the Rigify version of the characters, while they are rendered in Blender.

Conclusion: Empower Your Indie Animation Project

Our creative path with Christo demonstrates how indie filmmakers can leverage modern tools like iClone and Rokoko to produce professional-grade animation efficiently. By following these steps, you too can revolutionize your animation workflow and bring your creative vision to life, even on a tight budget. With the first episode of Christo done and the next one near completion, we will continue to advocate this workflow in various events and film festivals worldwide. Innovative solutions like iClone, Live Face, and Rokoko, empower small teams like us to push the boundaries of what’s possible in independent animation.

Other News: Official Selection at BARCIFF

Christo the Civilized Barbarian had its first-ever festival screening at BARCIFF – Barcelona Indie Filmmakers Festival, a showcase for innovative and independent films from around the world. The festival, known for its diverse selection of bold storytelling, provided the perfect stage for Christo to make its debut in front of an international audience.

Following the screening, I had the chance to participate in a Q&A session where we discussed the revolutionary animation pipeline we developed using iClone and a Rokoko motion capture suit. This approach allowed us to streamline production while maintaining a high-quality, cinematic feel — an essential breakthrough for independent 3D animation.

As a director, one of the most nerve-wracking moments was waiting for the audience’s reaction to the first joke. But when the laughter came, it was a huge relief. Seeing people connect with the humor and the world of Christo made all the challenges of production worth it. The festival was not only an exciting launchpad for the series but also a validation of our unconventional, tech-driven approach to animation.

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Animate for Concept Art: The New Workflow Combining AI

Redefine Concept Art with Animation and AI Guidance

Jakub Kaźmierczak

Hello, I’m Jakub Kaźmierczak, a concept artist specializing in environments concept art and key frames. I have been in the industry for the past 7 years. In my professional career I work mostly for the movies and game cinematics. Some projects being: “Three Body Problem”, “Shōgun”, “Concord” and “Call of Duty BO6 Libertyfalls”.

Jakub’s ArtStation

Integrating iClone into Your Concept Art Workflow

As a concept artist specializing in environments and keyframes, I’m always on the lookout for tools that can streamline my workflow and help me deliver high-quality work to my clients. One such tool that has become indispensable in my process is iClone, a powerful animation software that complements Character Creator (CC). In this article, I’ll walk you through how I use iClone to create dynamic scenes, particularly for sequence keyframes, and how it integrates seamlessly with Blender to enhance my workflow.

Bridging the Gap Between Concept and Animation

iClone is primarily known as an animation tool, but as a concept artist, I don’t consider myself an animator. So, why do I use it? The answer lies in the growing demand for sequence keyframes in my professional work. Sequence keyframes involve creating multiple shots within a single location, and traditionally, this required setting up multiple cameras and manually copying characters across the scene to match each shot. It was a tedious and inefficient process.

With iClone, I can now set up simple animations, export them to Blender, and animate my camera to capture all the necessary shots. This allows me to deliver multiple shots to clients with ease, iterate quickly, and focus on the overall design without worrying about the characters’ movements. The best part? You don’t need to be an expert animator to use iClone. Reallusion has made the process so intuitive that anyone can integrate it into their workflow.

AccuPOSE: AI-Powered Posing Made Easy

One of the standout features of iClone is AccuPOSE, a posing assistant that uses AI to help you pose characters quickly and efficiently. In the past, I had to pose characters in Blender by moving each bone individually or importing animations and adjusting them manually. With AccuPOSE, whenever I move a bone, the rest of the body reacts to the adjustments, and eventually generates a naturally balanced pose. 

A subscription to AccuPOSE INFINITY offers tons of AI-trained pose presets across different themes that I can directly apply to my characters. This is especially useful for creating combat scenarios or other dynamic poses for keyframes. The result? A significant reduction in posing time, allowing me to focus on the bigger picture.

Creating Animations with iClone

To create animations in iClone, all I need to do is drag motion capture data from the content library onto my characters. I should also mention that Reallusion’s ActorCore offers a wide variety of motions to choose from, and they can all be further edited. 

If I need to include different animations for storytelling purposes, I can easily drag the next animation onto the timeline and blend the two together for smooth transitions. I can also break the animation and rotate it to change the direction, giving me full control over the scene’s dynamics.

For sequence keyframes, precision isn’t always necessary. I’m not creating a full movie — I’m presenting an idea. This flexibility allows me to experiment with different animations and camera angles without getting bogged down in the details.

Crowd Simulation: Bringing Scenes to Life

One of the most impressive features of iClone is its crowd simulation capability. In the past, animating multiple characters was a daunting task that forced me to repeat the process for each character, leading to repetitive poses and a lack of variety in the scene. 

With iClone’s crowd simulation, I can generate a navmesh from a ground plane, select the characters I want to include, and assign animation sets to them automatically. This creates a dynamic, lifelike crowd without the need for manual adjustments. The result is a scene that feels alive and avoids the monotony of repeated poses.

Seamless Integration with Blender

Blender Auto Setup has undergone a significant overhaul, making it easier than ever to link Character Creator with Blender. Gone are the days of exporting and reimporting files; Now, everything works as one cohesive system. With just a click, I can pose, edit, and dress my characters in CC and instantly see the changes reflected in Blender’s 3D viewport. This seamless integration has been a huge time-saver, allowing me to focus more on the creative aspects of my work.

Like Character Creator, iClone uses the same plugin to link with Blender. This allows me to export all my animations and see how they fit within the broader scene. The workflow is seamless, significantly speeding up my process and enabling me to make creative changes on the fly. Once the character animations are in place, I can set up simple camera movements, record the scene, and send it to my client for feedback. This iterative process ensures that the final product aligns with the client’s vision.

Refining and Delivering the Final Product

After setting up the scene and capturing the necessary shots, the next step is to refine the keyframes, render out the final images or short videos, and deliver them to the client. This streamlined process allows me to focus on the creative aspects of my work while ensuring that the technical details are handled efficiently.

Conclusion: Expanding Your Skillset with iClone

Integrating iClone into my workflow has been a game-changer. It has allowed me to experiment with new tools, expand my skillset, and deliver high-quality work to my clients more efficiently. As a freelancer, I don’t always have the luxury of sitting next to a director and discussing shots on the spot. Creating simple animations in iClone allows me to communicate my ideas more effectively, especially when working with clients in different time zones.

I encourage you to explore iClone and see how it can enhance your own workflow. Whether you’re a concept artist, animator, or somewhere in between, the ability to experiment with different creative tools can open up new opportunities and take your work to the next level.

I hope this article has given you some insight into how I use iClone in my workflow. If you have any questions or want to share your own experiences, feel free to reach out. Happy creating!

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Reallusion Magazine Earns #7 Spot in FeedSpot’s Top 100 Animation Blogs

We are excited to share that Reallusion Magazine has been recognized by FeedSpot as one of the Top 100 Animation Blogs, securing the #7 spot! This honor reflects our dedication to bringing valuable resources to the animation community.

From major updates in iClone, Character Creator, and Cartoon Animator to inspiring contests and artist features, we strive to keep the animation community informed and inspired. Our goal has always been to highlight technical advancements and the creative possibilities they unlock.

Our coverage includes the Reallusion Content Store, a comprehensive vault of 2D/3D assets, and ActorCore, the one-stop platform for 3D motions and characters. We also highlight the Marketplace with its 200,000+ assets and community rating system. In our Learning articles, we share insights from certified artists and developers.

Here is the list of the top 10 animation blogs in 2025 ranked by FeedSpot:

We extend our heartfelt gratitude to our readers and contributors. Stay tuned for more innovations as we continue to explore the evolving world of animation!

Check out the full list here: https://bloggers.feedspot.com/animation_websites/

Elevating Action with Legendary Heroes and Wire Stunt Cinematic Motions

Thrilling 3D motions coming to ActorCore and iClone for unparalleled animation productions

Mainstream action movies like Mission Impossible and the Marvel series often feature thrilling scenes with explosions, sling loads, and other high-risk stunts. Producing these complex sequences requires extensive resources, including hiring large teams, time-consuming setups, and managing the inherent dangers of stunt work. As a result, the demand for intricate action animations has significantly increased in the 3D motion market.

Reallusion, known for creating dynamic and stylish action movements, has stepped up to meet this growing demand.  Designed with the same level of planning and execution as big-budget productions, the company has combined advanced motion capture technology with keyframing techniques, as many superhuman actions are nearly impossible for real performers to execute safely. This innovative approach allows the company to bring extraordinary motion to life while maintaining authenticity and excitement.

Industry Experts, Multi-National Collaboration

Producing these projects required top-tier professionals from around the globe. In the U.S., Reallusion has worked closely with Motion Capture Orlando, whose expertise in dynamic motion capture is invaluable. In Asia, the company collaborated with Hong Kong kung fu stunt performers renowned for their mastery of wired stunt actions. This collaboration enabled Reallusion to capture a diverse range of complex motions, seamlessly blending Western superhero action with Eastern martial arts precision. 

Exciting New Motion Packs Unveiled

In 2025, an exciting lineup of new animation packs will be available from ActorCore and iClone, including:

Legendary Heroes Hand-key Animation

Already released is the Legendary Heroes: Wall Crawler pack, featuring hand-keyed animation clips inspired by characters like Spider-Man and Tarzan. This pack enables fluid transitions from climbing to swinging to combat in one continuous shot. 

Another exciting addition is Legendary Heroes: Aerial Fighter, the first flying hero animation collection. Inspired by Superman, this pack allows animators to create thrilling mid-air fights and daring rescues with cinematic quality.

Wire Stunt Mocap Animation

Partnering with martial arts professionals to deliver top-tier kung fu stunt choreography and wirework, this collaboration has produced several dynamic motion capture packs. The first, Explosion Stunts, showcases intense reactions to bomb blasts and energy weapons, adding realism and excitement to any action-packed production.

The Swat Stunts* pack delivers breathtaking aerial stunts for non-superpowered heroes, featuring rappelling, crashing through windows, scaling buildings, and wingsuit flying. These animations are perfect for SWAT teams, special forces, secret agents, and extreme sports narratives.

Additionally, the Fight Stunts* pack offers high-energy martial arts choreography, including high-flying kicks, devastating punches, body throws, and brutal takedowns. This pack enables users to create thrilling fight scenes reminiscent of The Matrix and John Wick.

Hollywood’s Legendary Heroes Mocap Animation

Partnered with Motion Capture Orlando, the Legendary Heroes: Avenging Warriors* pack is inspired by Marvel movies. This collection features animations reminiscent of characters like Iron Man, Captain America, and Doctor Strange and more. Created by top stunt performers from Marvel Universe Live, these animations allow users to recreate iconic battle sequences.

Expanding on this expertise, the Legendary Heroes: Laser Swords* pack brings meticulously designed combat animations inspired by the Star Wars universe, enabling animators to stage epic duels across galaxies.

These new animation packs serve as versatile building blocks for creators to craft their own heart-pounding sequences.  Reallusion continues to revolutionize animation, providing users with unparalleled animation tools. With so many exciting releases ahead, now is the perfect time to explore the limitless possibilities.  Visit ActorCore 3D Motion today and experience yourself.

* coming soon

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Reach Targets for Beginners

Reach Targets can be either overlooked or a bit confusing for beginners as they are used for far more than just reaching for an object or item. One of the first problems encountered is the positioning of two hands on a shovel, weapon or other item. Since a prop can only attach to one hand, we use Reach Target dummies (Reach Targets) as the go between.

The Reach Target tool has been around for a long time through many versions of iClone and has seen some significant upgrades since its introduction. In the early days of iClone we had to make our own dummies but today’s Reach Target system in iClone creates dummies for us even if they are invisible when created. Visibility can be toggled, and a popup will remind you of that. The tutorials below will cover all this and more.

The Reach Target system steps in to not only link the second hand but also provides a method for us to place that second hand where we need it. As I said earlier there is much more to the Reach Target system than meets the eye.

As I alluded to earlier, two-handed animation is not necessarily the Reach Targets original task. It was just as the name implies a target for the character to reach something like a doorbell or light switch and lock on if needed. This also works for other two-handed applications like a steering wheel in an automobile. One hand is either attached to the prop or to a Reach Target and the other is attached to the other Reach Target which is attached to the prop.

As you will see the Reach Target Dummy is created with just a few mouse clicks within the Reach Target interface located in the upper area of the Animation tab. You need to select a character first then click EDIT REACH TARGET within the Animation tab. Below we will take a look at a couple of usage scenarios in the embedded tutorials and show some other examples of using the dummies.

Object Driven Animation

In this example we’ll be animating an alien pilot inside a cockpit to show movement of the joystick and throttle as you might expect from a pilot. In the tutorial I set up two target dummies. One for the joystick and the other for the throttle. This process is Beginners level with no difficult animation required.

I will be using a two headed iClone character which is actually two characters linked together using opacity to hide body parts of the second “head”.  Don’t let this confuse you if you notice two characters in the Scene Manager. Refer to my article on Multi-Headed Characters for more information.

NOTE: I’ll be changing the texture of the dummies so we can see them easily. This is NOT a step you need to duplicate unless you want to see the target more clearly. Once you set them as a dummy (as shown in the tutorials) their visibility is toggled off and they will not render.

Reach Driven Animation

Similar to the object driven animation in the earlier tutorial we will use the dummy to drive the animation instead of an object in the scene. Object driven animation uses a prop to drive the character animation, whereas Reach Driven Animation uses the dummy itself to drive the reach animation.

In this case it will be a character reaching and pressing a button on a wall console. A move that can be smooth and adjusted with little effort with the Reach Target dummy. If you have never used this method before, you may be surprised at how easy it is to get a fluid movement with just the reach targets that you are grabbing or releasing while moving down the timeline.

Note: These types of actions can be accomplished with the new AccuPose feature for more advanced animations. I wouldn’t recommend using both at the same time as you have Reach Target dummies working against the constraints of the AccuPOSE system.

Examples

Now that you’ve seen how a couple of basic Reach Target scenarios work, we will take a look at a few examples of simple uses for Reach Targets. This tool can reduce animation time and give you more time for other tasks while getting a confidence boost as iClone does most of the work.

Baseball Batter

The baseball batter uses one Reach Target for the upper hand while the other hand is attached to the lower section of the bat.  The dummy will keep the arm attached to the bat until released. This can also cause elbows to collapse if the character is too low poly. You might also have to make some adjustment to the position of the opposing shoulder in cases of extreme motion or bending.

You can see the dummy in place for the upper hand on the grip area of the bat. This dummy can be moved in any direction and the hand will follow and stay attached until released. The release can be animated in the timeline.

Two-Handed Staff Weapon

In this scenario we can use either one or two Reach Target dummies as it depends on if you are going to use the weapon to animate the arms or use a motion for animation. It is very important to make this distinction.

If you are going to use the weapon to drive the animation, then you can use two Reach Target dummies, but the weapon will remain in place and not react to any motions. To use motions, we need to only use one Reach Target dummy for the upper hand while attaching the weapon to the lower hand in the desired position.

TIP: If your Reach Target dummy is frozen in place it is because you did not attach it to the object you were reaching for or holding.

This video contains tutorial for the Two-Handed Weapon above and Driving Reach Targets below

Remember, if you use a motion use one Reach Target. If you are using the object to animate, then use two Reach Targets.

Two Handed – Select Target and Keep Current Pose Method

This method was introduced in a previous update and is much simpler to set up for a two-handed object as it does not use dummies and can lock limbs into position no matter how much the body is distorted. The trade-off is you lose the ability to animate the Reach Target dummies if you need to make simple edits or move hand positions. Both serve important functions when needed.

Guitar Player

This one isn’t so simple but can be done depending on how accurate you want the animation to be. As far as anchoring the hand on the fretboard one Reach Target works great. Like all Reach Targets you can use two and animate the dummies, but I would prefer to have guitar motions driving the strumming hand and a Reach Target for the fretboard.  

If you are looking for finger accurate animation, then good luck to you. I’ve never tried that as I’ve always had motions of some sort when needed but I would probably just move the upper dummy arbitrarily, if at all, to get some movement.

Two-Handed Sword

This weapon is a little different from others just like the guitar. It is a close to the body object that can cause limb distortion when too close. There is a sweet spot that you can find by adjusting the item distance from the body.

In this case I used only one Reach Target and all the two-handed “rules” we’ve explored so far apply here too. I’m sure you are tired of this but just to make sure… for motion use one Reach Target and use a motion for the other hand. For object-driven motions, use two Reach Targets and move down the timeline, then move the object both hands are attached to to animate the arms and upper body as demonstrated in the joystick and throttle tutorial above.

Steering Wheel

This example is basically the same as the joystick and throttle example too. The steering wheel is a separate object and both hands are attached via Reach Target dummies to their respective places on the steering wheel.

We then use the steering wheel to drive the motion of the arms and upper body. Since most of the body is stationary you can concentrate on animating the upper body with this method. Add a few head turns and bobs to add more motion.

See the last half of the video tutorial shown earlier under the Two-Handed Staff Weapon section for details about this driving set up

Summary

The added benefit of Reach Target Dummies versus the Select Target and Keep Current Pose method is the ability to animate the dummies on the timeline as I mentioned in the tutorials above. This means if you have dummies attached to each hand you can move the dummies on the timeline and animate hand or limb position changes. This is generally not something most beginners need to know to get started but I wanted to make you aware of it. If this makes no sense to you now, that is probably because you haven’t needed it yet.

As for myself, I use it much more as an anchor than to animate a reach. There are far more scenarios for Reach Targets than I could ever list, and it is one tool that is hard to overuse. The only problem I can think of would be if, as I stated earlier with AccuPOSE, the targets and locks interfered with each other.

Do not forget to attach the Reach Target dummy to the object. It is easy to maneuver the dummy into place then forget to attach it. Also keep in mind that you can twist and turn the dummy to move the limb in more directions than forward, back, up or down.

Reach Targets have their uses and if you are still new to animation and iClone in general then these Reach Targets will become another tool in your animation toolbox.

Below you will find a tutorial from Kai if you want to look into more advanced usage of the Reach Target feature.

MD McCallum - WarLord

MD McCallum – WarLord

Digital Artist MD “Mike” McCallum, aka WarLord, is a longtime iClone user. Having authored free tutorials for iClone in its early years and selected to write the iClone Beginners Guide from Packt Publishing in 2011, he was fortunate enough to meet and exchange tricks and tips with users from all over the world and loves to share this information with other users. He has authored hundreds of articles on iClone and digital art in general while reviewing some of the most popular software and hardware in the world. He has been published in many of the leading 3D online and print magazines while staying true to his biggest passion, 3D animation. For more information click here.

Creating a Stylized 3D Viking with Ease using CC4 and Blender Auto Setup

Mythcons

Greetings, my name is Peter Alexander. I am a character designer and 3D generalist who works with Character Creator 4 (CC4) and related pipelines. The recent updates of the Blender Auto Setup has made me more excited about CC4 character design than ever. Thanks to the brilliant developers, character design in Blender using CC4 assets is very streamlined and is a viable solution for those who do not have access to Zbrush or other licensed software. 

Visit Mythcons’ ArtStation

Send Avatar from CC to Blender with the data link

In fact, I have mostly switched over to Blender as my CC4 customization software. The power of Blender Auto Setup will depend on which options you choose when sending data over from Character Creator. I would recommend that you use the ‘Send Avatar’ function, as it will give you access to the Proportion Editor and the ability to sculpt in high resolution and transfer those details to your lower resolution mesh.

The proportion editing in the Blender Auto Setup mitigates the need to mush around the mesh, as you can move and scale the bones to get the desired proportions. My preferred method is to use the Proportion Editor, then sculpt once the bones are in place. 

The options listed under ‘Child Bones Inherit Scale’ refers to how the child bones (bones under the hierarchy of the current bone) are scaled in relation to the bone you are manipulating. ‘Full’ will make the child bones scale with the parent bone, and ‘None’ will leave the child bones unimpacted by scale. If you choose to send over the character as a Morph, you will have to use the sculpting tools alone to manipulate the character’s proportions, as you can see below.

If you have set up your workflow to use the ‘Send Avatar’ function, selecting ‘Go CC’ in the Blender Auto Setup add-on will send the data back to CC4 and provide you with the option to create a new project with the updates from Blender.

If you have set up your workflow to use the ‘Send Morph’ function, your data will be sent to CC4 as a new morph for your character.

Regardless of which method you use, you can take this opportunity to do some clean-up on the characters. I start by applying Mirror Symmetry, since this is a symmetrical character.

I also adjust any facial features, such as teeth, using the CC4 Proportion Editor. Selecting the ‘Face’ category will give you access to the bones of the Eyes, Teeth, and Tongue.

At this point I send an updated version of the character over to Blender for additional editing, including texturing and creating some hair and assets. While I usually texture my characters in a dedicated application like 3D-Coat, you can manipulate the textures within Blender using its native tools. 

UDIMs are supported (meaning you can paint across UV tiles), although I should note that you need to have the same channel selected for all materials – otherwise painting over the UV tiles will bleed into improper channels. If you are painting Diffuse (Color), you need to make sure each material is selected to the Diffuse channel. If you have made a change to the textures and want this loaded when the character is sent back to CC4, choose ‘Save All Images’.

Creating Assets

Everyone models differently with their own techniques, so I will not go into this subject too deeply. I will say that I like to keep my assets as low resolution as possible until I need to increase the detail. This allows for optimal control. I will often use a SubDivision modifier, especially if I am creating a hard surface.

I start with this shield piece of armor for his belly. I often use the Loop Tools (enabled in Blender add-ons) to create the loops I need and straighten out edges. Keeping the resolution low allows you to prevent unnecessary deformations when you are moving geometry. With higher resolution, more corrections will need to be made.

As you are creating assets, try to make a mental note of how they are going to interact with the character. I tend to keep assets on the simpler side because it does not make much sense to create elaborate details if they cannot be properly skinned as clothing and accessories. That is not to discourage elaborate asset creation, but it is something to keep in mind.

Creating Hair

As with clothing and other assets, be aware of the limitations of hair assets for CC4. While a wide variety of hairstyles can be achieved, longer hair can require more advanced solutions. I intended to create these braids and have them swing along with the character as he moved, but since spring bones do not collide with the mesh, these presented a challenge in many animations. However, iClone allows you to enable and disable spring bones and allow for frame-by-frame manipulation of such assets.

Texturing

For this demo I only gave the assets some basic color and shading after I UVed the meshes. There are great add-ons for Blender like UCUPaint which can provide you with a more advanced toolset without leaving Blender for texturing, and I highly recommend that you check them out.

Weight Skinning

Skinning items and hair can be a complex task, often requiring the expertise of specialized technical artists. In this context, ‘skinning’ refers to the process of assigning weights to an object in relation to the movements of its underlying rigging system or bone structure. The goal is to ensure that the object deforms naturally and convincingly during animation. Challenges arise when dealing with complex setups, such as a character with a large belly, a rigid shield covering it, and the associated straps and bolts. These elements require careful weight assignment to achieve realistic movement and deformation.

Getting everything to move properly is its own subject matter and involves applying several different animation clips, scrubbing through the animation player timeline, and making minute adjustments when there is any deformation issue or mesh poke-through. It is also good practice to save an initial copy of the item(s) in OBJ format, so that if you need to, you can reset the mesh to its default state if the skinning causes issues.

Facial Expression Editing

You can edit facial expressions in Blender, but the Pipeline add-on currently has limited support for it. As a result, I used the standard export method to edit the expressions in Blender. To achieve this, export as an FBX and choose ‘Mesh and Expression Sequence’. This will allow you to import the necessary data for editing the expressions in Blender.

Once in Blender, you can scrub through the timeline and see that all the expressions are there in sequence. When you go to your ‘Shape Key’ menu, you will see expressions activate. You can pin the shapekey you are working on and edit them without going through the timeline, but certain expressions use bones, such as the Jaw Open expression, so it is good practice to use the timeline.

Once you are finished editing, you need to export the FBX. Then, in Character Creator, initiate the facial profile editor and import the FBX with Expression Sequence. This will populate the expressions with the appropriate data.

Additional Features

I did not include some of the Blender Auto Setup features in this specific workflow, but I would like to include them so you can get an idea of how powerful and streamlined this add-on is.

Scene Lighting Presets

The Blender Pipeline allows you to easily cycle through many lighting presets. Aside from the rendering benefits, you can see how your character looks under various lighting, giving you the opportunity to adjust your character as needed.

Sculpting

The sculpting function has two main options: Body and Detail, specifically set up for the CC4 standard character. The ‘Body’ option is designed for shaping your character, while the ‘Detail’ is for adding delicate details, like skin pores, veins, sculpted hair, etc. This function will generate high-quality normal maps to your ‘Baked’ folder, which you can then add to your character in CC4 (I would suggest adding them using SkinGen).

Data-Link Options

The Data-Link options allow you to send a variety of data back and forth between CC4 and Blender. This is especially useful for checking poses and basic animations.

You can take it a step further and ‘Rigify’ the CC4 avatar, giving animators access to an advanced animation rig. Blender animators especially will be comfortable with this rigging and animation system. You can even squish and stretch the characters, which are not currently available inside iClone.

The Blender Auto Setup Pipeline has many other functions, but one of the most important is the ‘Skin Parameters’ menu. All the skin materials are linked, and you can make significant changes to the look of your character very quickly, in a non-destructive manner. The number of quality functions in this add-on cannot be overstated, and it is a free bonus for those who are dedicated to the Reallusion 3D ecosystem.

To Conclude

Reflecting on the process of creating my stylized Viking for CC4 using the Blender Auto Setup, I’m really impressed with how smooth and intuitive it felt. Switching to Blender as my go-to for CC4 customization has honestly been such a rewarding move. The Blender Auto Setup add-on, paired with CC4’s tools, just clicks for me. It’s like they were made to work together. 

There were moments that required some extra thought, like figuring out the skinning for the shield and straps or getting the braids to move naturally without clipping through the mesh. But even those challenges felt manageable because the workflow is so well thought out. I especially loved being able to tweak proportions in the Proportion Editor and then jump straight into sculpting details, which just feels natural. 

As for lighting presets and sculpting options; they’re total time-savers. For someone like me who’s always looking for ways to streamline without sacrificing quality, this setup has been a revelation. It’s exciting to think about diving into my next project, and I feel like the possibilities are endless with these tools in hand.

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Achieve Natural Interactions for Background Characters using iClone and Unreal Engine

iClone Crowd Simulation and Prop Interaction allow characters to seamlessly integrate into any environment.

José Antonio Tijerín

José Tijerín, digital illustrator and 3D sculptor, is the creator of the video game ‘Dear Althea’ on Steam and the content pack ‘We’re Besties’ available on the Reallusion Content Store. In this tutorial, he will show how to customize actions for multiple actors for the simulation scenario, enabling them to interact authentically with their environment using iClone Motion Director props (MD Props).

Bring scenes to life with iClone

People often notice the autonomous behaviors of characters in simulation games like Civilization or Age of Empires.  Animating the characters that inhabit 3D scenery, even if they are just background characters, is essential to showcasing good work. When a set is inhabited by characters that interact with it, it conveys a sense of authenticity and life that really makes a difference to the final result. 

The challenge for animators has always been the hours of work that would be required to animate hundreds of characters and they have been forced to find a balance between manual control and automation. This is no small effort, however, as it is necessary to achieve natural movements and behaviors in these characters.  The integration of advanced tools such as iClone Crowd Simulation and Prop Interaction (MD Props) have transformed the way we can address this challenge, offering innovative and accurate solutions to create more natural and realistic interactions in a very short time.

MD Prop: Expanding simulation possibilities

MD Prop stands as a revolutionary extension to iClone Crowd Simulation, providing a new tool that multiplies our possibilities in creating animations with objects. It gives us the ability to add realism and depth to multiple scenes or scenarios and it is an intuitive and efficient system.

5 MD templates are available to easily customize interactive props

The key to this tool lies in its ability to generate realistic reactions based on the proximity of props and context of the scene, allowing characters to dynamically adapt to their environment. If you create interactive worlds, you know that this system has been used extensively for background NPCs (non-player characters) in major video games. This system takes that idea and improves on it, allowing for fantastic customisation and a huge number of interactive possibilities with both portable and static objects.

Using Morph Animation in iClone to simulate the dynamic shapes of mud mixing

For example, being able to modify the emissive properties of an object’s material or its morphs allows us to find new ways of interacting with objects. Also, remember that you are not limited to iClone and that you can render the final result in game engines like Unreal, where these options look great. If you can, take a look at the final render of the tutorial to see the result without needing advanced knowledge in rendering or animation.

Different Object Animation types for prop interaction in iClone

The flexibility of iClone Prop Interaction technology also allows even non-animators who rely on movements from the ActorCore gallery to easily customize interactions. By doing so, they fit seamlessly into our scenes and with the objects that are needed. Whether it’s a modern construction project, a medieval marketplace or a futuristic city, this tool offers a scalable and efficient solution for populating scenes with believable background characters.

Using Hand Reach to create precise lamp light operation, and controlling the light intensity by altering the glow map strength

iClone Crowd Sim: Simulating crowds with precision

iClone Crowd Sim is a powerful tool that enables fast and efficient crowd simulation with surprising results. By integrating with MD Prop, it offers the ability to create complex scenes where background characters interact coherently with their environment and with each other, adding an extra layer of realism to productions.

One of the highlights of iClone Crowd Simulation is the system that allows you to define behavioral patterns for each character in the scene. This means that, instead of repeating preset movements, it creates a much more immersive visual experience.

Easily define behavioral patterns for each background character using iClone

Creating our own MD Props

Using the animations we already have in our motion gallery we can generate our own custom MD Props. As you may already know, these are moments of interaction with specific animations for different types of events within the simulation. Once we create an MD prop, we can scatter it around various places in various scenes in a smart way and with just a couple of clicks. Characters zoom in, blend in with the animations of our MD props, eliminating the rigidity of reprogrammed movements and brings an organic feel to scenes populated by large numbers of characters. I myself end up being surprised, when I start the simulation, at how a large number of characters move and interact with the scenery. When you see something like this, I can’t imagine what it would be like if you had to animate the characters individually and correct their animations to adapt them to the environment.

Smarter content search

In this way we save an enormous amount of time in the animation process, but we can also save time in the search for suitable resources, which is crucial. Tools like Deep Search in iClone facilitate this task, allowing us to quickly find characters, plug-ins and objects. This is really necessary when we manage large crowds and want to avoid the unpleasant feeling that all the characters are clones of each other and offer us a much-needed variety in the population we manage. This search optimization helps to speed up the workflow and maintain consistency in the quality of the resources used.

Deep Search also allows us to use images that ensure that the selected objects and characters perfectly match what we are looking for without wasting time. Thanks to its visual recognition algorithm, one can find items of specific aesthetics with a simple image search, making it an indispensable tool in the digital animation ecosystem.

Directly apply the result to the character using Deep Search in iClone

Integration for more efficient workflows

The synergy between iClone Prop Interaction, Crowd Simulation, and Deep Search creates an efficient workflow for animators.   Automating certain processes within these tools also frees animators to focus on the creative aspects, rather than spending time manually adjusting each background character. This not only increases the efficiency of the project, but also raises the overall quality of the animation.

The adoption of these advanced tools is redefining the standards of background character animation. These innovations not only improve visual quality, but also enrich the narrative experience, offering viewers more immersive and authentic worlds.  With the constant advancement of digital animation technology, tools such as these will continue to evolve to offer creators even greater flexibility in constructing vivid and realistic scenarios. 

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Content Creator Clones Himself in 3D with Character Creator 4

Content Creator with over 2 Million YouTube subscribers uses Character Creator to clone himself

Juan Cruz

Juan Cruz, known as JGCruz3D, is a Colombian 3D animator with a deep passion for video games, anime, and comics. With years of experience in the industry, he has built a following by sharing engaging content across platforms like TikTok, YouTube, and Instagram. His mission? To bring joy to people through animation. Currently Juan has over 2 Million subscribers on YouTube, with over 180,000 followers on Instagram to.

Recently, Cruz embarked on a unique project: cloning himself in 3D. Using Character Creator 4 (CC4) and its AI-powered Headshot plugin, he transformed a simple photo into a 3D version of himself—and even cloned his girlfriend for fun.

Juan’s YouTube Channel

“Character Creator is like playing The Sims, but in real life. You can make yourself look exactly like you—or turn yourself into a cartoon version. The level of control is amazing!”

Juan Cruz (JGCruz3d ) – 3D Animator, Content Creator

How Juan Cruz Cloned Himself in 3D

Creating a 3D clone might sound complex, but Cruz describes the process as surprisingly easy. All it took was one photo, Character Creator, and some digital magic. The Headshot plugin automatically converted his image into a detailed 3D model, generating a high-definition digital version of himself in just minutes.

Cruz compares the experience to using social media filters—except this time, it’s in full HD and 3D. But the real fun began when he customized every aspect of his clone, adjusting facial features, expressions, and even clothing.

The Workflow: Customizing a Digital Clone

Once the initial 3D model was created, Cruz fine-tuned the details:

  • Adjusting facial proportions (ears, mouth, cheeks, etc.)
  • Modifying hair, skin, and clothing
  • Creating custom facial expressions—from villainous smirks to surprised reactions

After finalizing his digital self, he exported the model to Blender, where he used Rigify to add a skeleton, making it fully animatable.

The entire process—from photo to fully rigged 3D character—was fast and intuitive, proving that anyone can bring themselves to life in 3D with the right tools.

Bringing Digital Clones to Life

Thanks to Character Creator 4 and Headshot, Cruz seamlessly cloned himself without the need for 3D sculpting or complex modeling skills. This technology allows artists to quickly generate lifelike avatars for animation, gaming, and virtual content creation.

And the big question: Who would you clone in 3D?

Follow Juan Cruz

Instagram:
instagram.com/jgcruz3d

Tiktok
tiktok.com/@jgcruz3d

Facebook
https://www.facebook.com/jgcruz3d

Twitter
twitter.com/jgcruz3d

Gumroad
jgcruz3d.gumroad.com

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Dom Fred’s The Drone: BMX Action with ActorCore Motion Capture

Dom Fred – Director / Producer / Editor / 3D Animator

Dom Fred – A Pioneer in 3D Animation

Dom Fred, a seasoned 3D animator and director, has spent decades redefining action storytelling through cutting-edge animation techniques. With a career rooted in television advertising, music videos, and documentaries, Fred has built a reputation for seamlessly integrating 3D characters into real environments, using special effects (SFX) to craft high-energy martial arts and acrobatic sequences.

As the founder of DOM ANIMATION STUDIO, Fred continues to push the boundaries of animation, bringing intense action sequences to life. His latest short film, The Drone, serves as a testament to his expertise in combining hyper-realistic character animation with high-octane stunt choreography.

By integrating Reallusion’s tools like ActorCore, Character Creator, and iClone with Unreal Engine, Fred was able to create a cinematic, high-fidelity action short film, delivering smooth, lifelike animations without the need for expensive motion capture suits or manual animation.

ActorCore’s BMX Pack gave us an incredible level of motion detail, making our BMX action sequences feel as intense as a big-budget Hollywood film. The special thing about the BMX Pack is that it works directly with any character in iClone, and the variety of stunts is impressive”

Dom Fred – Director / Producer / Editor / 3D Animator

The Inspiration Behind The Drone

The Drone is an action-packed short film set in a high-tech military base where combat drones undergo testing. When a system malfunction causes the drones to turn against their creators, a covert agent, Teddy, becomes the last hope for survival.

Surrounded by AI-controlled drones capable of overriding vehicle systems, Teddy must outmaneuver the threat using one key advantage: a BMX bike, which remains untouched by the drones’ hacking capabilities. His speed, agility, and expert stunts become his ultimate weapons as he battles against time to deactivate the rogue AI and rescue his trapped teammates.

This concept was inspired by Fred’s passion for martial arts, extreme sports, and futuristic storytelling, merging action choreography with high-quality 3D animation to create an immersive cinematic experience.

Bringing The Drone to Life with Reallusion Tools

To create a seamless blend of animation and action, Fred relied on Reallusion’s 3D animation tools, including:

  • Character Creator (CC) for hyper-realistic character design – Designing hyper-realistic characters with custom clothing and textures
  • iClone 8 (iC) for real-time animation and scene editing – Blocking action scenes and adjusting camera movements
  • ActorCore for high-quality motion capture – Sourcing professional motion files for seamless animation editing
  • Unreal Engine 5.5 for final production and rendering – Enhancing lighting, physics, and VFX for final production
  • Adobe Premiere Pro for post-production and editing – Assembling the final cut with high-quality effects

This powerful combination allowed Fred to previsualize complex stunts, optimize character movements, and render high-fidelity animation sequences efficiently.

Character Creation with Character Creator

All characters in The Drone were designed using Character Creator, leveraging its hyper-realistic avatars to enhance the believability of action sequences. Fred customized each character with detailed textures, clothing, and facial expressions, ensuring a lifelike appearance.

“Character Creator allowed us to create realistic actors that seamlessly integrated into the high-stakes action sequences of The Drone.”

Dom Fred – Director / Producer / Editor / 3D Animator

Animation and Previsualization with iClone

The next phase involved previsualizing and animating the action scenes in iClone. Fred used iClone’s real-time motion editing tools to establish the film’s pacing, camera movements, and character interactions before moving to full-scale production. “iClone 8 helped us shape the rhythm of the short film, ensuring each stunt and camera angle matched our vision before the final render.” – shared Dom Fred.

ActorCore BMX Content Pack: Motion Capture at its Best

One of the biggest challenges of The Drone was creating realistic BMX stunt sequences. To achieve this, Fred turned to ActorCore’s BMX Content Pack, a high-fidelity motion capture library specifically designed for BMX movements.

With this pack, Fred was able to:

  • Import dynamic BMX animations directly into iClone
  • Apply BMX stunts to any character model without complex rigging
  • Capture intricate details like jumps, spins, and landings with near-photorealistic precision

By utilizing ActorCore’s motion data, Fred ensured that The Drone’s BMX sequences maintained fluid, natural movement, keeping audiences immersed in the action.

Developed in collaboration with renowned motion capture specialists from Monkey Chow Animation Studios, each movement is captured with stunning realism and fluidity. All motions are 100% royalty-free and can be exported in FBX or BVH format, making them compatible with real-time game engines such as Unity and Unreal Engine, as well as mainstream 3D tools like 3ds Max, Maya, Blender, and more.

See the full motion pack introduction video and experience the magic of “BMX.”

https://actorcore.reallusion.com/3d-motion?orderBy=Relevance&keyword=bmx&asset=bmx_547110

The Future of BMX Action in 3D Animation

The Drone not only showcases Fred’s expertise in 3D action storytelling but also demonstrates the power of motion capture and real-time animation tools. By integrating Reallusion’s iClone, Character Creator, and ActorCore BMX Content Pack, he has set a new standard for animated action filmmaking.

Looking ahead, Fred plans to continue exploring innovative ways to push the boundaries of real-time animation, leveraging tools like AI-driven motion capture and interactive virtual production to further refine his craft.

“We had a great pleasure producing The Drone with an action quality so close to reality, and we look forward to exploring even more motion capture innovations with ActorCore and iClone.”

Dom Fred – Director / Producer / Editor / 3D Animator

Follow Dom Fred

Website:
https://www.domfredfilm.com/accueil

LinkedIn:
https://www.linkedin.com/in/dom-fred-films-81904194/

YouTube:
https://www.youtube.com/channel/UCaEVZPzkWUsg9Wti9Cao4Vw

Facebook:
https://www.facebook.com/profile.php?id=100063571358642

Vimeo:
https://vimeo.com/spaceagentsmysteriousax/videos

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