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How to Retarget ActorCore Motions to Unreal Engine 5 Mannequin

Aharon Rabinowitz – VFX / Mographer / Filmmaker / Software’er

Aharon Rabinowitz

With over 25 years of experience in filmmaking, animation, VFX, and software design, Aharon Rabinowitz is a respected name in the creative industry.

Through his work he has helped brands bring stories to life using cutting-edge tools. Formerly part of the leadership team at Red Giant/Maxon, Aharon is now the VP of Marketing at School of Motion.

His educational content has empowered thousands of artists worldwide, and in this detailed tutorial, he takes on a common challenge faced by animators and Unreal Engine users: retargeting ActorCore animations to the UE5 mannequin.

Why Use ActorCore for Animation?

ActorCore by Reallusion is known for its high-quality motion capture (mocap) animations, covering a wide range of realistic movements—from idle stances and walks to complex combat and interaction sequences.

These animations are:

  • Professionally captured and cleaned
  • Featuring a broad range of motions
  • Cost-effective and accessible
  • Offering ready-to-use FBX formats
  • Compatible with real-time engines like Unreal Engine 5

Despite their quality, retargeting ActorCore motions directly onto UE5’s skeletons can create issues when using the auto-retargeting system in Unreal.

The Challenge: Auto Retargeting Doesn’t Work Perfectly

While Unreal Engine 5 features a robust auto-retargeting system, there are incompatibilities between the ActorCore skeleton and UE5’s SK_Manny mannequin. Aharon demonstrates that a simple retarget results in unnatural poses, with issues like:

  • Bent spines
  • Incorrect foot placement
  • Misaligned arms and shoulders

These issues stem from differences in bone hierarchy, particularly in the spine and limbs. So, how do you fix it?

Step-by-Step: Retarget ActorCore Motions to UE5 Mannequin

1. Set Up ActorCore and UE5 Skeletons in Unreal Engine

Import your ActorCore animation library into Unreal Engine 5. Locate your ActorCore skeleton (e.g., MotionDummy_Male) and the UE5 mannequin (SKM_Manny).

2. Create IK Rigs for Both Skeletons

IK (Inverse Kinematics) rigs allow Unreal to interpret skeleton movement more accurately. Here’s how:

  • Right-click on the ActorCore skeleton and select Create > IK Rig
  • Inside the rig, use Auto-Create Retarget Chains
  • Click Save and exit

Repeat the above steps for the SKM_Manny skeleton.

3. Build a Custom Retargeter

Now that both skeletons have IK rigs:

  • Right-click on your animation folder
  • Choose Retarget Animations > IK Retargeter
  • Save the retargeter at the root level and name it something like AC_to_UE5

4. Assign Source and Target IK Rigs

Open the new retargeter file and set:

  • Source IK Rig to MotionDummy_Male
  • Target IK Rig to SKM_Manny

In the Preview Settings, adjust the Target Mesh Scale (e.g., 1.05) to align the character heights visually.

Manual Corrections to Fix Retargeting Errors

Even with IK retargeting, some bone misalignments can persist. Here’s how Aharon adjusts them:

Adjusting the Legs and Feet

  • Select Right Thigh and set rotation offset (e.g., 2.5°)
  • Repeat for Left Thigh
  • For feet, rotate to a natural standing position (e.g., -5° on both)

Adjusting the Arms

  • Lower Arms may require a -20° rotation to straighten
  • Upper Arms can be lifted slightly (e.g., rotation)

These edits are not perfect but produce significantly improved results.

Finalizing and Testing Retargeted Animations

Once your manual tweaks are in place:

  • Save your IK retargeter
  • Go back to the animation folder
  • Right-click > Retarget Animations
  • Select SKM_Manny as the target and choose AC_to_UE5 as the retargeter

You’ll see the animation now preserves the original motion with improved posture and realism.

Tips for Finessing Animation Retargets

Aharon recommends the following:

  • Compare the Retarget Animation window side by side with the IK Retargeter
  • Use mirror rotation settings for symmetrical limbs
  • Use small adjustments (e.g., -10°, +8°) to fix interpenetration issues (like hand crossover)
  • Always save your work at each stage

While you won’t get a perfect match every time, you’ll achieve production-ready quality without complex scripting or re-rigging.

Advantages of This Workflow

Professional Mocap Library: ActorCore offers affordable, industry-grade mocap.

Customization Control: Manual retargeting allows for precision edits.

Real-Time Ready: Seamlessly integrates with Unreal Engine 5 for interactive media, games, and virtual production.

Reusable Assets: Create a reusable retargeter for future projects using the same skeletons.

Time Efficiency: IK Rig + Manual Tweaks > Rigging from Scratch

Other Software Mentioned

While the focus is on Reallusion ActorCore and Unreal Engine 5, this pipeline can also integrate with:

  • iClone for real-time animation and preview
  • Character Creator to generate characters with precise bone structures
  • Blender or Maya for additional mesh cleanup

Conclusion

If you’re a 3D animator, game developer, or content creator using Unreal Engine 5, Reallusion’s ActorCore animations are a powerful, professional resource. With Aharon Rabinowitz’s step-by-step process, you can overcome retargeting challenges and bring high-quality motion data into your UE5 projects with ease.

Start building your retargeter today—unlocking more control, better realism, and faster workflows for your animations.

Follow Aharon Rabinowitz

YouTube:
https://www.youtube.com/c/aharonrabinowitz

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

LinkedIn:
https://www.linkedin.com/in/aharonrabinowitz

IMDb:
https://www.imdb.com/name/nm1176390/

FAQ

What is ActorCore?

ActorCore is a mocap animation platform by Reallusion offering ready-to-use animations compatible with various 3D software.

Why doesn’t Unreal’s auto-retargeter work with ActorCore?

Differences in skeleton hierarchy, especially in spine and limbs, lead to misalignment. Manual IK retargeting fixes these issues.

Can I use this retargeter for future projects?

Yes, once you’ve built a custom IK retargeter for the ActorCore and UE5 skeletons, you can reuse it.

Is this workflow suitable for games?

Absolutely. The final animation is compatible with UE5 and can be used in real-time game environments.

Does ActorCore work with MetaHumans?

Yes, but it may require similar IK retargeting adjustments to align with MetaHuman rigs.

Related Posts


Reallusion Officially Launches Character Creator 5, Powering the Next Generation of HD Character Creation

Reallusion officially releases Character Creator 5 (CC5), a major upgrade that brings the character creation ecosystem into the HD era. Its powerful subdivision workflow bridges game-ready 3D characters with film-quality rendering. This release includes all-new HD Morphs, anatomically accurate human bases, the next-gen ActorMIXER PRO plugin, and an advanced HD facial animation system. Step into the future of expressive, lifelike, production-ready digital humans.

With CC5, existing users can upgrade their legacy characters to HD quality, unlock Extended+ or HD facial profiles, and immediately benefit from enhanced facial animation capabilities. All previously purchased CC plugins and iClone software will also receive free upgrades to ensure full compatibility with CC5.

Raising the Bar for Real-Time HD Character Creation

Since its 2015 debut, Character Creator has become a leading solution for professional 3D character development. With the release of the next-generation CC5, Reallusion raises the bar once again by introducing a powerful new HD character base that supports up to 16 times more mesh detail with one-click subdivisioning.

Paired with enhanced shaders, high-resolution eyes, whole new eyelash system, and full displacement map support, CC5 delivers cinema-quality visuals with real geometric depth (even for real-time editing). Whether for film-quality close-ups or performance-optimized game development, CC5 offers the fidelity and flexibility needed to meet the demands of any creative pipeline.

The system also includes HD morphs that add layers of anatomical detail without altering the character’s bone structure or main proportions. It’s a revamp that allows the same base mesh to become slimmer or fuller, define feminine curves or muscular forms, or even portray graceful aging. 

With these advancements, CC5 redefines what’s possible for instantaneous character design, making it the ideal creative hub for Blender, Maya, and other major solutions.

Next-Gen Facial Animation for True-to-Life Expressions

Facial expressions are key to believable character performance, and CC5 takes them further with a completely overhauled HD Expression Profile. Each expression now drives an expanded set of blendshapes, enabling precise micro-expressions that capture subtle emotional shifts. From a smirk to a furrowed brow or the twitch of an eyelid, every nuance can be rendered for greater impact. In total, artists gain finer control over emotional detail, helping to enhance storytelling across games, film, and other forms of media.

A newly introduced Corrective Expression System ensures that all blended expressions remain within anatomically accurate ranges, preventing visual distortion while maintaining facial structure. While non-linear animation curves and mesh elasticity empower realistic motion details such as sticky lips, squints, and tension in the brows. The entire system will be fully supported in iClone, with updates to facial mocap tools for iPhone, AccuFACE.

ActorMIXER, the Smarter Character Generator

Introduced with Character Creator 5, ActorMIXER is a revolutionary character blender that enables non-destructive mixing and matching of entire characters, facial features, and head shapes to create unique appearances. Whether combining stylized elements with realistic traits or recombining parts from different characters, it preserves full rigging and animation compatibility. ActorMIXER empowers rapid prototyping and creative exploration without compromising control or quality.

For professional artists, the ActorMIXER PRO plugin unlocks advanced features and the full ActorMIXER CORE Library, providing deeper customization and expanded asset access. Any character can be made “mixable” by converting it into Mixer sliders and skins. With one-click randomization, diverse characters can be generated; or use the ActorMIXER Packager to create and share custom Mixer assets that are built for collaboration and commercialization.

Seamless Integration with Major Industry Pipelines

Maya & Marmoset Toolbag

CC5 expands its Auto Setup ecosystem to include Maya Arnold and Marmoset Toolbag, offering automatic shader assignments and facial rig compatibility for streamlined character transfer, animation editing, and final rendering.

Professionals can now combine cinematic-level character creation in CC5, intuitive face and body animation editing in iClone 8, and ready-to-use motions and assets from Reallusion to accelerate animation and lookdev productions.

ZBrush Subdivision Workflow

CC5 integrates seamlessly with ZBrush via GoZ, enabling high-resolution sculpt data to be baked directly onto subdivided characters. Artists can convert sculpted detail into normal and displacement maps, maintaining fidelity throughout the sculpt-to-animation process.

The upgraded Face Tools now support wrinkle-to-displacement baking and 8K textures, giving ZBrush users powerful tools to enhance expression realism and fine-tune facial surface detail with precision.

Blender Support

The latest upgrade to Blender Auto Setup adds support for both Eevee and Cycles render engines, along with adjustable material-based displacement maps, allowing you to fine-tune displacement strength directly in Blender.

CC5 characters can be exported with HD facial animations and wrinkle displacements, including controls for wrinkle intensity and playback speed. HD iClone animations can also be imported into Blender, fully compatible with the HD Face Board that utilizes MetaHuman-style facial controls. These features work seamlessly with both standard and extended facial profiles.

Unreal Engine and MetaHuman Interoperability

For Unreal developers, CC5 introduces a suite of enhancements to streamline animation and character deployment. CC characters can now be exported with skeletons optimized for Unreal Engine 4 and 5, including bind poses tailored for MetaHuman and UEFN formats, ensuring precise motion retargeting and real-time gameplay control.

CC5 HD characters and MetaHumans now share the same skeleton structures and facial control standards compatible with the Auto Setup plugin. Characters can swap directly with MetaHuman counterparts in Unreal Sequencer, allowing the direct application of MetaHuman animations without tedious motion retargeting. This update makes CC characters fully compatible with Unreal’s MHA facial capture, body mocap, and audio-to-face syncing, delivering a unified animation workflow inside Unreal Engine.

For iClone developers, the new Unreal Live Link update adds UE5 skeleton, enabling one-click character and motion transfer to UE5.5/UE5.6. MetaHuman facial animations can also be imported for realistic talking performances, with matching HD Face controls available as a free download for high-definition facial refinement and seamless MetaHuman data compatibility.

CC5 Deluxe – UNLEASH THE FULL POTENTIAL OF Character Creator 5

Harness the full power of Character Creator 5, the centerpiece of next-level character creation. CC5 Deluxe enhances your workflow with ActorMIXER PRO, the full ActorMIXER Core Library, and a collection of HD skins. Refine every detail with the HD Ultimate Morphs Pack, and receive the HD Human Anatomy Set (valued at $990) as an exclusive bonus. Whether you’re a seasoned artist or just getting started, CC5 Deluxe is the best starter kit to instantly elevate your creativity to a pro level.

HD Ultimate Morphs Pack

Step into a new era of realism with the HD Ultimate Morphs Pack. Featuring 152 meticulously organized body morphs and 20 head types across 12 core body styles, each slider allows for precise refinement—from facial micro-details to full-body adjustments—all without altering base proportions. Powered by the Subdivision workflow, this system offers sculpting freedom like never before. For optimized performance, HD morphs can also be baked into normal maps at lower subdivision levels without compromising visual quality.

HD Human Anatomy Set

The HD Human Anatomy Set includes 12 fully rigged, animation-ready characters built from high-resolution 3D scan data, with both 2K and 4K texture options for real-time and cinematic use. Every character is ActorMIXER-ready and fully modular—allowing users to mix and match faces and bodies by simply dragging elements into the Mixer Wheel and previewing results instantly. This set maximizes the power of ActorMIXER and is exclusive to CC5 Deluxe buyers.

Join the “#MyFirstCC5” Event for Prizes

To celebrate the launch of Character Creator 5, Reallusion invites creators worldwide to join the My CC5 Foray event. This month-long celebration lets creators share their first CC5 character on the Reallusion Forums and Instagram using the hashtag #MyFirstCC5. From September 1 to 27, 2025, weekly winners will be selected on both platforms to receive exclusive HD Ultimate Morphs content, and forum participants will also earn a limited-edition badge.

Ready to showcase your first CC5 creations and win prizes? Join the discussion on the Reallusion Forum, start your 30-day free trial of Character Creator 5 and ActorMIXER PRO today and experience the full creative power of real-time HD character design.

SIGGRAPH 2025: AI Interactive Agents & Character Creator 5 in Vancouver

SIGGRAPH 2025 in Vancouver

SIGGRAPH 2025 returned to Vancouver with a spectacular showcase of cutting-edge technology for computer graphics, interactive techniques, and 3D innovation. Known as the world’s premier conference for visual computing professionals, SIGGRAPH brought together artists, developers, and technology leaders to explore the future of creativity.

Among the highlights this year was Reallusion, who partnered with Dell Technologies and NVIDIA to debut its latest Interactive Agents and Character Creator 5.

These technologies ran seamlessly on Dell’s Pro Max Tower T2, powered by the groundbreaking NVIDIA RTX PRO 6000 Blackwell Series GPUs, delivering unmatched real-time animation performance.

Reallusion’s Presence at SIGGRAPH 2025

Over the course of the three-day event, Reallusion’s team, with Director of Marketing, Enoc Burgos, and Academic Sales Director, Kai Deneve, welcomed hundreds of attendees to experience firsthand the company’s latest innovations.

Visitors to the Dell booth were excited to demo Interactive Agents, Reallusion’s customizable AI-driven characters designed for businesses, creators, and developers. These agents are not rented or generic… they’re fully owned and tailored by their creators, making them ideal for a wide range of industries including education, entertainment, and enterprise.

Reallusion also unveiled its highly anticipated Character Creator 5 (CC5), the next evolution of its acclaimed character design platform. CC5 introduces hyper-realistic digital humans, enhanced animation-ready meshes, advanced facial rigging, and tools for stylized or realistic character workflows. Together with the NVIDIA-powered Dell workstations, CC5 delivered blazing-fast rendering and real-time animation performance, leaving visitors in awe of the possibilities.

Showcasing the Latest Interactive Agents

Reallusion’s Interactive Agents stole the spotlight at SIGGRAPH 2025. Unlike many AI avatar solutions that lock users into subscription models, Reallusion empowers creators to fully customize, own, and deploy their agents. These virtual personalities can:

  • Answer questions in real time.
  • Act as interactive brand representatives.
  • Function as virtual assistants for websites, apps, or immersive experiences.
  • Engage audiences across multiple platforms without third-party restrictions.

This approach resonated with the SIGGRAPH audience of animators, production studios, and developers looking for flexible, scalable AI tools.

Character Creator 5: Redefining Digital Humans

Character Creator 5 pushed the boundaries of digital human creation. New features include:

  • HD Character Technology: Advanced skin shaders and dynamic detail bring lifelike realism.
  • Optimized Game Export: Streamlined workflows for Unreal Engine, Unity, and other platforms.
  • Facial and Body Rigging Enhancements: Expanded compatibility with mocap and animation tools.
  • Stylization Tools: Support for both photoreal and stylized avatars.

The live demos highlighted how CC5 seamlessly integrates with pipelines for film, games, and virtual production. Attendees were especially impressed by how CC5 characters could be animated instantly using motion capture and real-time rendering powered by NVIDIA RTX GPUs.

Connecting with Partners and Friends

SIGGRAPH was also a valuable networking hub. Reallusion reconnected with longtime partners including NVIDIA, Dell, VICON, XSENS, Qualisys, Bones Studios, Meshcapade, and The Sawmill Studios. Each partnership highlighted the growing ecosystem of tools that integrate with Reallusion software for motion capture, animation, and AI-driven workflows.

Special Presentation at VICON Booth

One of the highlights of the event was Enoc Burgos’ guest presentation at the VICON booth. At the talk, he introduced the latest VICON profile plugin for iClone’s Motion LIVE platform, alongside the new iClone Timecode plugin for synchronizing multiple real-time capture sources. This breakthrough allows animators to capture, align, and animate data from different mocap devices in perfect sync, unlocking powerful possibilities for studios working with complex pipelines.

Reallusion’s Digital Aaron at SIGGRAPH

Another exciting moment came when Canadian actor Aaron Gagnon, who was previously scanned as a Character Creator 5 avatar, visited the convention center. Attendees watched as his digital twin was animated live on stage with CC5 HD Character technology. Seeing a performer witness their own hyper-realistic avatar in action was a powerful demonstration of the future of digital identity in animation and storytelling.

After-Hours Mixers and Industry Connections

Beyond the exhibition floor, the Reallusion team joined several after-hours mixers hosted by Epic Games, NVIDIA, the Society for Game Cinematics, and others. These informal events provided opportunities to reconnect with game developers like Nick Romick, as well as meet new collaborators and exchange ideas with industry leaders. These networking sessions reinforced Reallusion’s place at the heart of the animation and interactive media community.

Looking Ahead: Reallusion Thanks Its Community

SIGGRAPH 2025 was a resounding success for Reallusion. From unveiling Interactive Agents and Character Creator 5, to collaborating with partners like Dell and NVIDIA, the event underscored the company’s mission to empower creators with innovative, real-time animation tools. Reallusion extends a heartfelt thank you to its partners, collaborators, and fans who visited the Dell Technologies booth and participated in live demos. The team looks forward to sharing even more groundbreaking technology in the near future.

FAQ

What are Reallusion Interactive Agents?

Reallusion’s Interactive Agents are fully customizable AI-driven virtual characters that businesses and creators can own and deploy across multiple platforms.

What’s new in Character Creator 5?

CC5 introduces hyper-realistic HD characters, improved facial rigging, optimized export pipelines, and support for both stylized and realistic designs.

How does Reallusion work with NVIDIA and Dell?

At SIGGRAPH 2025, Reallusion partnered with Dell’s Pro Max Tower T2, powered by NVIDIA RTX PRO 6000 GPUs, to deliver ultra-fast, real-time performance.

Can Reallusion tools integrate with motion capture systems?

Yes, iClone’s Motion LIVE platform integrates with VICON, XSENS, and Qualisys, and now features a new Timecode plugin for multi-device sync.

Who is Aaron Gagnon in relation to Reallusion?

Aaron Gagnon is a Canadian actor scanned into Character Creator 5 as a digital avatar, showcased live at SIGGRAPH 2025.

Related Topics

Level Up with AI-Generated Animated Backgrounds in iClone

Layering different shots and media have been around for a long time. Many beginners don’t realize the extent to which some productions rely on compositing and not filming the entire scene as it happens. After Effects is a compositing program that elevated this type of production by making it available to the masses. There is a reason Adobe identified After Effects as an effective software solution way back in 1994 when it purchased the company, CoSA – Company of Science and Art, to make it part of Adobe.

According to Wikipedia:

Compositing is the process or technique of combining visual elements from separate sources into single images, often to create the illusion that all those elements are parts of the same scene. 

To be clear, iClone is NOT compositing software. However, it can be used as such when you consider we have the workspace background, image planes, image billboards and image layers to take the place of actual layers like we have in After Effects, Photoshop and similar applications. In fact, I use the workspace background and image planes more than anything and it can add a dramatic and cinematic touch to a simple scene.

The Workspace Background

We can access the workspace background by going into the Project tab and looking for background which can be a solid color, image or video. All you have to do is drag and drop the AI generated video onto the project background area in the Project tab or even faster just drag and drop it visually to workspace background. It should map the background space and play with the regular playback controls.

It is recommended you line up the 3D workspace with the background where the grid matches the ground plane of the video. This starts the process for a smooth working experience. This doesn’t mean you need to angle the grid to match a road, which you can do, but it’s more important to line up the grid to the viewport at background horizon level.

Dragon Slayer Breakdown

Let’s take this simple dragon slayer example and break it down. It only has one character (the Knight), five particle effects, both legacy and PopcornFX, along with an AI-generated background. This background is from the new video generation service from Midjourney based on an image of a Dragon challenging what is in front of it.

To be clear, the background was first generated as an image with Midjourney then animated by pressing a button. You can have Midjourney choose what to animate in the image and how it will animate which isn’t always right the first time. There are ways to control this with manual prompting versus the automatic animate feature. We can also set the beginning and ending frame to the same image in Midjourney to stop most camera movement.

This type of scene can draw a viewer deeper into the story with the visuals even when it only lasts a few seconds. It can immediately set the tone for whatever follows, and it is beginners level work in this example. While there is a lot of movement in the scene it boils down to those canned motions dragged and dropped onto the Knight character while the animated background does the rest.

The particle FX are optional but are easy to use and add more flair to the scene. In a manner of minutes, you can put together a scene like this. It will most likely take more time in Midjourney or the AI video generator of your choice than you will spend in iClone.

Dust Off

 This example like the Dragon slayer above is a simple scene that only involves a few more characters (all duplicated from the original character) with different poses. The two standing characters watch the aircraft lift off and depart by looking at it and following an invisible box dummy that moves with the aircraft to mimic that character following the aircraft lift off with their heads.

Don’t overcomplicate things.

As beginners we already have a lot to keep up with when we work with the feet or lower legs of the characters in full view. This can turn into a chase-our-tails task where we fight one little problem only to create another trying to meld the 2D video background to the 3D assets. Keep the ground plane contact with character’s feet OFF SCREEN. Place the feet or props in positions that don’t show the full contact point of 2D and 3D assets. Problem solved and no chasing our tail.

The goal is to have the viewer not even realize you have used a video or where that video may start compared to the 3D work in the scene. The tutorial also shows how to hide parts of the background footage with props to cover up any strange AI-related happenings like a person walking in the background with their head backwards. Hiding and eventually masking these anomalies will become a common tool or skill if it doesn’t improve.

Both the demo and tutorial videos have one thing in common. Without the animated background they are not usable. They are not even a scene.

Quick and Dirty Color Grading (Color Matching)

A big problem with using different media in iClone is the sharp contrast in the color pallets of the media. We aren’t always able to use or find assets in the same color pallet, so we use Color Grading which on the pro level is a skill in itself. We don’t need pro level color grading so much as we need blending of colors along with color overlays like image layers that match the main color of the scene.

This is an old-school work-around that has been around since digital art existed and can come close to color grading which didn’t exist back then. It’s a simple concept to tie disparate media together for continuity. I’ve written about this method before in various contexts over other articles.

For example, we take a stock piece of footage for the animated background, and it has an orange tint to it. Then we add iClone characters that may have a brown tint to them. Adding props makes this even more complicated as each prop could have a different colored “look”. A purplish piece of furniture along with green tinted lamps or floors.

I don’t mean the lamps or floors are green. I mean they have normal colors but have a slightly green tint or palette compared to assets that are around them.   These assets all need to have the same overall tint to them so we can use overlays as a quick and dirty method of achieving this effect.

LUTs are another important piece to the puzzle as they keep the image layer color from bleaching or washing out the image. These are effects that use images to project a color or combination of colors. While a color based image layer can work in most cases, lighter colors can washout the scene if dialed up too much.

In the color grading example below, I show you what it looks like in native iClone lighting, what it looks like with just an image overlay and the final look with is a combination of three LUTs and the image overlay to achieve the dusty look I wanted. The demo also shows some variations between the LUT layers as they are turned on.

While true color grading is an advanced skill, we can use this much simpler method to get more continuity of color. Color grading can be a hard a concept to explain as all props and characters have their own colors so the short tutorial below should help to visualize this.

The tutorial covers this quick and dirty color grading/matching process using the same scene as in the above tutorial.

New AI Render Beta Plugin Now Available

Not only can we use AI-Generated and animated backgrounds we can also try out the new AI Render plugin now in open beta. I will cover this exciting new plugin in a future article but for now the future looks very bright for iClone rendering with the power of AI. Like other iClone features this plugin can be as simple as just using it right out the box following directions or you can jump off into the deep end of data and customize your own look.

This is an integration of ComfyUI for the ability to use almost any model with the AI Render. The potential is huge. If you have no idea what I’m going on about… don’t worry. There will be tutorials and discussions to get all of us up to speed on AI rendering.

AI models included with the plugin are:

  • Photorealism Image
  • Cinema Image
  • Films Image
  • 2D Manga Image
  • 2D Anime Image
  • 2D Brushwork Image
  • 2D Game Visual Image
  • 3D Anime Image
  • 3D Cartoon Image
  • 3D Concept Art Image
  • 2D Clean Line Image
  • Photorealism Video
  • Cinema Video
  • Films Video
  • 2D Manga Video
  • 2D Anime Video
  • 2D Brushwork Video
  • 2D Game Visual Video
  • 3D Anime Video
  • 3D Cartoon Video
  • 3D Concept Art Video
  • 2D Clean Line Video

Reallusion has automated the ComfyUI install to the point where almost anyone can do it without AI experience. Its all packaged up in a nice little installer that takes care of all the tech nerd stuff that makes the magic inside our little boxes. While that is a bit flowery it is the truth as Reallusion has made the plugin ridiculously easy to install. You’ll need about 80 Gigs of space if you download all the models provided.

Summary

One thing I’ve covered many times is the little bits of easy-to-produce eye candy like these AI-animated background scenes that can make a lot of difference in getting and keeping the attention of viewers. Whether we are just starting out as animators or are seasoned pros… A few easy seconds of eye candy can go a long way to filling in gaps while maintaining the focus of the viewer.

It doesn’t have to be Midjourney as they are new to video generation for consumers as of this writing. Any AI video generator will work if they have compatible resolutions or close enough to look smooth.

Compositing is still the lifeblood of moviemaking. Nothing may be what it seems after it comes out of the hands of a good compositor. Might as well start picking up on this technique now so you will be prepared for it in the future as your animation skills grow.

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.

From 2D to 3D: Building My First Custom Character in CC4

Animation Journey: From Drawing Cartoons to 3D Worlds

This article is the third installment of my Garry’s ongoing journal series, From 2D to 3D. If you haven’t read previous posts, then we recommend starting there:

In the first post, I shared the pivotal moment that led me to transition from a decade of 2D work into the world of 3D animation. In the second, I explored the tools, challenges, and creative breakthroughs that shaped my early steps. Now, in this third entry, I take on my biggest test yet—building my first fully custom 3D character from scratch.

Entry 3 – Make or break 

By now, I’d played with my new toys, iClone and Character Creator (CC4). I’d clicked all the buttons just to see what they do. I’d binge watched every Youtube tutorial Reallusion had ever posted, and I’d even reached out to some of the pros for advice.But the honeymoon phase was over. It was time to knuckle down and see if I could actually make something. A full 3D actor. From scratch. By myself.

I opened up Character Creator 4 and took a deep breath. I knew I wanted to create a stylised character that kept the look and personality of the 2D actors I have made. A cartoon character with exaggerated features, custom proportions, and a head that looked like it belonged in a Pixar short.

I generated a 3D head model in the AI software Meshy, saved it as an FBX file and applied that skin mask to the HeadShot 2.0 base model. And even hearing myself say that sentence out loud puts a smile on my face and demonstrates just how far I have come in such a short space of time, because a couple of months ago, none of that would’ve made the slightest bit of sense to me. 

The decision to do as much of the heavy lifting as possible directly inside Character Creator was the right decision for me, because the more I used CC4 the more comfortable I was using it. Processes became more instinctive, although there were still plenty of times I needed to refer back to the tutorials and I now use ChatGPT so much that we are best friends. 

With the help of CC4s morph sliders I was able to make instant changes to my characters look, both for his face and body. And when I had maxed out the sliders and needed to push the extremes, I had tools on hand like the Proportion tool and Edit Mesh which allowed for precise control of even the smallest details. 

Working in 2D character design requires hours of drawing and redrawing mouth shapes and eye sprites. Now I found myself modelling my actors face to accommodate these shapes, making sure that his teeth were in the correct position when he smiled and that his eyes stayed in his sockets when they rotate. The biggest advantage of working in 3D was the opportunity for more subtle face movement as well as the most extreme. I already had the feeling that if I could see this character through to the end that he was going to be more expressive and have more personality than almost any character I have been able to make in 2D. 

I had named my first 3D actor Carl. Carl now had a face, but he was going to need a body. Naturally, I started with the default male base in Character Creator. He was tall, chiseled, and clearly went to the gym more than I ever have. But this wasn’t going to be that kind of character. I wanted to create something stylised. So instead of chasing perfect anatomy, I decided to do something much more cartoony and goofy.

This is where the morph sliders and the Proportion tool in CC4 came into play, both of which are incredibly powerful. You start with a few innocent tweaks, like bringing the waist in or rounding out the shoulders. But then you start exceeding the parameters of the sliders like a mad scientist just to see what your character would look like with a giraffes neck or six foot long legs. Whatever you do, there is nothing more fun than seeing your changes happen in real time. 

I wanted a 3D cartoon style version of my own 2D characters. Something that could live in the same exaggerated world as my 2D characters but still feel grounded in reality.

The morph sliders let me dial in specific details like a softer jawline, broader nose, flatter chest, slightly hunched shoulders. The Proportion tool helped me fine tune the overall body shape including a shorter torso, longer arms, slightly bowed posture. 

I was building a custom character in 3D that felt like mine. Not just in style, but in shape. He wasn’t a template anymore. He was starting to feel like a cartoon reflection of my style. I wasn’t just learning the tools, I was connecting to them.

What followed was hours of experimentation, frustration, small wins, and spectacular failures. Sliders were pushed. Meshes were mangled. Eyeballs were accidentally deleted. But slowly, something began to take shape. I wasn’t just clicking anymore, I was making choices. The chin needed to be wider? I could do that. The ears a little lower? Too easy. Make the eyes match my style and vision, not just a generic preset? Done.  Suddenly, I was no longer following the tutorial, I was breaking away from it.

I decided to export my actor into Blender to start tweaking the mesh. Ten minutes later, I was questioning every life choice I had ever made and quickly went back to CC4. Blender was going to have to happen, but not today. 

The lesson I learnt at this point in my journey is that it’s not about perfection, it’s about commitment. I told myself “You’re going to finish this actor, no matter what. No backing out. No abandoning the file in a WIP folder that you never open again.”

I have a long way to go. And so does Carl. But he was starting to take shape and my first steps into the 3D world were more than exciting enough to make me keep going.

This image has an empty alt attribute; its file name is Garry-Pyes-profile-image-edited.jpg
Garry Pye – 2D/3D Animator, Cartoonist, Content Developer

Garry Pye – 2D/3D Animator | Content Developer

Garry Pye is an Australian illustrator, animator, and Cartoon Animator instructor with over a decade of experience in the animation industry. Known for his unique blend of creativity and humor, Garry’s work spans from teaching animation techniques to creating innovative content that helps both novice and experienced animators improve their skills.

Garry’s enthusiasm for storytelling and animation shines through in all his projects, whether it’s creating animated shorts, preparing educational tutorials, or sharing his expertise by teaching. With a passion for making animation accessible and fun, Garry has built a community of learners who not only appreciate his knowledge but also his infectious sense of humor and dedication to his craft.

Follow Garry Pye’s iClone Page2D Animation Page2D Marketplace

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From AI to Animation: 3 Ways to Bring Hunyuan3D Characters to Life in CC4

José Antonio Tijerín

José Tijerín, a digital illustrator and 3D sculptor, is the creator of the video game “Dear Althea” on Steam and the content pack “We’re Besties” available in the Reallusion Content Store.

The world of digital sculpting is in a constant state of flux, and artificial intelligence is no longer a futuristic promise, but a revolutionary tool that is redefining the foundations of 3D creation. Far from replacing human creativity, generative AI accelerates workflows, allowing us to reach levels of complexity that previously required an exorbitant investment of time and resources. The real power lies not in a single tool, but in the synergy of a production pipeline that merges the speed of AI with the precision of professional tools.

At the epicenter of this new wave is Hunyuan3D, the 3D generation AI developed by Tencent. Its v2.5 version stands out for offering one of the highest geometric resolutions and texture qualities on the market, even generating Roughness and Metallic maps, essential for standard rendering. However, the AI-generated model is not the end of the road, but a formidable starting point.

In this article, we will explore three professional workflows that demonstrate how to transform an AI-generated 3D model into a fully functional, animation-ready character, using the Character Creator 4 ecosystem as a backbone.

The Starting Point: Hunyuan3D

Before diving into the workflows, it is crucial to understand the strategic distinction between the web version of Hunyuan3D v2.5 and its local installable counterpart. This is not a simple choice between quality and speed, but two complementary tools.

The v2.5 online version is the precision tool. Its ability to generate high-density meshes and PBR textures makes it the ideal choice for creating a model of maximum fidelity. On the other hand, the local version, especially its “Mini” model that requires only 3 GB of VRAM, is the engine of agility and creative exploration. Running it in seconds on our own PC, without relying on credits or internet connection, transforms it into a rapid prototyping machine, ideal for iterating accessory designs or frictionless armor components.

A crafty artist will use v2.5 to establish the main vision of their character at the highest quality, and will turn to the local version to populate that design with details, props and variations.

Workflow 1: Auto-rig AI-generated model with Advanced AccuRIG in Character Creator

This is the most direct and efficient method to bring to life an AI-generated model that already has a good humanoid form. It is ideal for when time is short and the goal is to have a character animated in minutes.

Step-by-Step Guide

Generation and Export: Create your character design in Hunyuan3D v2.5 with enough detail and volume to capture your intended concept. Once generation is completed, export the model as OBJ or FBX.

Import into Character Creator 4: Bring the exported model into CC4 and Advanced AccuRIG will analyze the mesh and automatically identifies the key anatomical points. In seconds, it generates a functional skeleton. The tool allows you to manually adjust bones, customize the structure for non-human proportions, and define finger articulation precisely.

Animate: After rigging with AccuRIG, you can easily animate your AI model with the motion in CC4.


Workflow 2: Sculpt CC Base from AI Reference Using GoZ and ZBrush

This workflow represents the industry standard and is designed to overcome the main limitation of AI models: their topology. AI-generated mesh is often dense, irregular, and not animation-friendly. Instead of directly animating it, we treat the AI model as a high-quality design reference.

By leveraging Character Creator’s well-balanced topology, we can reshape the base mesh in ZBrush and conveniently send it back via GoZ plus.

Key Steps

Sketch-to-3D Generation: Begin with a 2D sketch or concept art, and use Hunyuan3D to convert it into a high-detail 3D mesh. This allows for creative exploration while retaining the original silhouette and proportions.

Project AI Details: Import the Hunyuan3D model into ZBrush and use it as a reference. Using ZBrush’s projection tools, transfer proportions and sculptural details onto the CC4 mesh. The organization in polygroups of CC4 models is crucial here, allowing us to isolate and work with precision in areas such as the face or hands.

Send it back to CC4 with GoZ: Once the sculpting on the CC base is complete, send the character back to CC using GoZ. In CC, use the Adjust Bone Auto Position feature to realign the skeleton.

Head Morph and Final Sculpt: To handle the head shape, first deform the CC base head to roughly match the AI-generated head. Use CC’s Morph tools to further refine the head shape. Once the shape is close, send the character back to ZBrush using GoZ and finalize the head sculpt.

Enhance AI Textures: Hunyuan3D’s textures are a solid starting point but often lack resolution. To enhance them, capture orthographic views in Substance Painter and import them into a generative AI editor like Krita AI Diffusion or Photoshop.

By painting over the captures and applying low creativity strength (40–55%), you can add realistic detail while retaining control. The enhanced images are then projected back onto the model in Substance Painter to produce high-quality final textures.

Add Armor: Use the same technique—piece by piece—to generate armor components in Hunyuan3D. Import and fit each piece onto the character in ZBrush or CC4. This modular approach allows you to build a complete, poseable character fully equipped for animation.

The result is a clean, animation-ready mesh with the design fidelity of your AI concept.

Workflow 3: Convert AI-Generated Head to CC Character Using Headshot 2

When focusing on facial fidelity and expression, Headshot 2 is the ultimate shortcut. This AI-powered plugin of Character Creator allows you to generate realistic, animation-ready heads from a photo or 3D reference model.

Step-by-Step Guide

Generate 3D Reference Head: Use Hunyuan3D or other tools to produce a clean frontal view of the head.

Import to Headshot 2 in CC4: Load the model in Headshot 2 Pro. Align key points (eyes, nose, mouth, chin) during the guided setup.

Generate Head Mesh: Headshot 2 creates a clean, rigged head with functional blendshapes. Minor refinements can be made in ZBrush via GoZ.

You’ll end up with a head that has perfect topology, base textures, and full support for facial animation—without modeling or retopology.

A New Paradigm

The intelligent integration of AI into our production pipelines does not turn us into mere machine operators; it frees us to focus on what really matters: art, design, and storytelling. These three workflows demonstrate that AI and professional tools do not compete, but enhance each other. The barrier to entry into the 3D world has been drastically lowered, and for established artists, the creative possibilities have expanded to infinity. The revolution is here, and now is the time to master it.

FAQ

Can I animate a Hunyuan 3D model directly?

There are three professional workflows covered in this article:

  • Headshot 2: To convert an AI-generated 3D head into a CC-compatible head with full facial rig and generate a full body.
  • AccuRIG: For quick auto-rigging of humanoid meshes directly in Character Creator.
  • GoZ & ZBrush: To use AI models as reference and sculpt over clean CC topology for full control and deformation.

How to rig an AI-generated model?

You can use the built-in rigging functions from tools like Hunyuan3D or Meshy, but we recommend using AccuRIG in Character Creator for more accurate, customizable, and animation-friendly results

Does Headshot 2 work with stylized faces?

Yes, Reallusion Headshot 2 supports both realistic and stylized characters through its adjustable Pro Mode.

What if my AI model is not human-shaped?

AccuRIG allows manual adjustment for non-humanoid skeletons, giving flexibility for stylized or creature designs.

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Smart Search in iClone & CC: Test 3D Assets Before Buying

Alejandro de Pasquale – Motion Graphic Artist / 3D Animator / Filmmaker / Content Creator

Alejandro de Pasquale

Since the age of 9, Alejandro de Pasquale has been weaving stories across various mediums—from comics to motion graphics, filmmaking, and now immersive 3D animation.

Today, Alejandro leads his sci-fi series, The EVA Project, built in Unreal Engine and powered by Reallusion tools like iClone, Character Creator, and ActorCore.

His latest video review shines a spotlight on one game-changing feature that 3D animators, content creators, and indie filmmakers shouldn’t overlook—Smart Search.

What Is Smart Search in iClone & Character Creator?

Reallusion’s Smart Search feature, recently upgraded, bridges the gap between creative vision and production efficiency. Available directly within iClone and Character Creator, Smart Search lets users instantly preview and test thousands of assets from:

You can search via keywords or even images, then preview assets on your character before buying. It’s a huge leap from the days of static thumbnails and blind purchases.

“What it lets you do is visualize all the content from the Reallusion Marketplace right inside the program—either in iClone or in Character Creator.”

Alejandro de Pasquale

Visualize Before You Buy: Why It Matters

One of the biggest frustrations in 3D content shopping is asset mismatch. What looks great in a promo render may not work in your scene or fit your character.

Smart Search Solves This

  • Real-Time Previews: Try before you buy directly inside your project
  • Visual Matching: Match textures, colors, and styles with your existing scene
  • Filter by Compatibility: See what works with your base mesh or rig

“You don’t know if what you’re seeing in a photo will actually look good on your character… this approach solves that.”

Alejandro de Pasquale

Reallusion’s Return of iContent—Up to 70% Off

Another big announcement Alejandro covers is the return of iContent at massive discounts—up to 70% off.

If you’re someone who mainly renders inside iClone, this file format makes sense. Unlike FBX or USD formats for export, iContent is:

  • 🚀 Optimized for in-app use
  • 💰 More affordable
  • 🔄 Integrated into Reallusion’s content ecosystem

“For people who are just using iClone and don’t need to export stuff—it’s super convenient.”

Alejandro de Pasquale

ActorCore Integration = Smarter Motion

Alejandro highlights that Smart Search isn’t just for assets like clothing or props—it also extends to animations from ActorCore, Reallusion’s vast motion library.

  • Search and test motions instantly
  • Preview how ActorCore moves look on your character
  • Drag and drop into your iClone timeline

“I didn’t even need to buy it right away. I could test everything first.”

Alejandro de Pasquale

Enhancing Indie Filmmaking Workflows

Alejandro, known for creating cinematic scenes on limited budgets, is the perfect use case. In his EVA Project, Reallusion’s Smart Search and affordable .iContent gave him the flexibility to:

  • Build character wardrobes quickly
  • Customize and test assets in context
  • Save time on rigging and compatibility fixes
  • Seamlessly blend into Unreal Engine via CC/iClone-to-Unreal pipeline

Tools Mentioned in the Review

  • iClone 8
  • Character Creator 4
  • ActorCore
  • Reallusion Marketplace
  • Reallusion Content Store
  • MetaHuman (considered, but opted against)
  • Unreal Engine (for final production)

Who Should Care About Smart Search?

This workflow benefits:

  • 🎞️ Filmmakers creating pre-viz or final renders
  • 🧑‍🎨 3D artists who need fast iteration
  • 💼 Studios looking to reduce pipeline bottlenecks
  • 🧪 Indie creators juggling limited budgets and tight timelines

Alejandro’s own creative journey—from no-budget shorts to building the EVA universe—demonstrates how powerful tools like Smart Search and .iContent can be leveraged for high-end results.

Conclusion

Alejandro de Pasquale’s review reveals how Reallusion’s Smart Search is more than just a new feature—it’s a workflow revolution for 3D creators. From easy content previews to discounted iContent, Reallusion continues to lower the barriers for professional-grade animation and indie filmmaking.

Whether you’re working in Unreal, iClone, or Blender, Smart Search helps you make faster, smarter creative decisions.

Explore Smart Search for yourself in iClone or Character Creator, and transform how you find, test, and use 3D assets. Visit Reallusion Marketplace and try it out today.

Follow Alejandro de Pasquale

https://www.youtube.com/user/alerendersoc

https://www.facebook.com/aleRENDER

https://www.instagram.com/alerender_ae

https://www.artstation.com/alerender

FAQ

What is Smart Search in Reallusion tools?

Smart Search allows users to find, test, and preview marketplace and content store assets directly within iClone or Character Creator.

How does Smart Search benefit animators?

It saves time, money, and hassle by showing you what assets look like on your characters before purchase.

What is iContent and why is it back?

iContent is a proprietary format for iClone/CC. It’s optimized for internal use, now offered at discounts up to 70%.

Can I use ActorCore animations with Smart Search?

Yes, Smart Search supports motions from ActorCore, allowing you to preview animation clips live.

Is Smart Search available for MetaHuman?

No, Smart Search is part of Reallusion’s ecosystem and works within iClone and Character Creator.

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iClone Delivers Production-Level Control for AI Generation

Industry Pros Explore Next-Gen AI Rendering Pipeline with iClone

Max Thomas and James Martin from Georgia State University’s Creative Media Industries Institute (CMII)—both faculty members and active industry professionals—have been working with Reallusion to develop advanced AI production workflows. Their latest focus is the AI Render plugin for iClone and Character Creator, which integrates seamlessly with powerful AI generation in ComfyUI.

In their early experiments, they built custom workflows using high-end models like Flux1Dev and FusionX. By incorporating structured 3D inputs—lighting, animation, posing, and camera angles—they achieved far greater control over AI output. Moving beyond prompt-only workflows, their goal is to bring AI image generation closer to the precision and reliability expected in professional animation production.

FREE AI Render Webinar on Aug 22 — Learn more & register HERE

From Film Sets to AI Pipelines

Based at CMII in Atlanta, Georgia, Max and James stand out for bringing real-world production experience into their academic roles. Their expertise stems from their work with Actor Capture Studio, where they’ve collaborated with Hollywood-caliber productions and gained valuable industry insight.

Their experience includes work on The Electric State (Netflix), Lyle, Lyle, Crocodile (Sony Pictures), The Suicide Squad (Warner Bros.), and Replicas (Entertainment Pictures). Beyond film, their work has also played a key role in viral media—most notably Cardi Tries, featuring Cardi B and Offset, which has amassed over 6.8 million views.

Now, the duo is leading Actor Capture’s exploration into AI-assisted production, developing new workflows that combine real-time CG tools like iClone and Character Creator with generative AI platforms such as ComfyUI, Flux, and RunPod. Their long-term goal is to make AI generation viable for live performance capture in a way that is accurate, directable and scalable.

Seamless Integration of 3D Guidance into ComfyUI

Under the hood of AI Render, Reallusion’s custom nodes in ComfyUI handle the heavy lifting. They create a direct link between the 3D scene in iClone or Character Creator and the AI render setup in ComfyUI. These nodes ensure that every element of the scene, including animated characters, lighting, camera angles, and even facial expressions, is accurately translated into the final AI-generated image.

Using the AI Render Panel, creators can export key data for AI processing (such as depth, pose, canny, and normal maps) from the 3D viewport. These maps are then passed to Reallusion’s custom nodes in ComfyUI, providing the generative AI with structured visual input. This helps reduce hallucinations and improves accuracy and consistency in the final image output.

“You’re not just describing a scene in words anymore, you’re staging it in CG—and seeing that flow directly into your AI output.”

Max Thomas, AI Specialist / Creative Technologist

Auto-Generate LoRA Datasets for Character Consistency

Character Creator has long been the perfect environment for building IP characters—offering simple yet powerful tools to design unique faces, outfits, and personalities. Now, those same characters can be brought to life as realistic actors for AI-generated films or commercials.

To ensure they keep their signature look across different scenes, styles, and outputs, the best approach is LoRA (Low-Rank Adaptation) training. Max and James use iClone to generate clean, structured training datasets tailored to each character’s design, enabling LoRAs to accurately replicate key visual details—such as facial features, expressions, and costumes—across varied AI-generated images.

This is done by exporting a custom set of 26 staged images per character, capturing various angles, lighting conditions, expressions, and costumes, all rendered directly from their 3D scenes.

These images are then captioned using ChatGPT for clear, descriptive metadata, and trained via FluxGym on RunPod. The result is a lightweight, reusable LoRA that maintains identity, style, and facial structure across varied prompts.

Guide AI Through Real-Time Scene Direction

In one of the team’s showcase tests, a character named Camila is created entirely from scratch in Character Creator (including facial structure and wardrobe to skin texture and hairstyle). She is then animated in iClone, where the team sets up the scene with lighting, props, camera angles, and motion.

Once the shot is ready, it flows directly into ComfyUI through Reallusion’s AI Render plugin, which injects a structured prompt stack and layered ControlNet maps (depth, canny, pose) to guide the final AI output in Flux1Dev.

The result is a cinematic-quality render in the form of a hero frame that captures the artist’s original vision without relying on traditional rendering pipelines. Naturally, this structured approach is already proving valuable for pitch decks, content branding, product visualization, and any workflow that demands high-quality concept frames with quick turnaround.

Precise Interaction Powered by a Massive Motion Library

Multi-character interactions have traditionally been difficult to achieve using prompts alone. To address this challenge, the Actor Capture team leveraged detailed imaging data with WAN FusionX to enable consistent AI video generation.

The process began by blocking out the scene in iClone, animating each actor with motions from ActorCore’s library of tens of thousands of animations. Users can simply drag and drop these motions onto characters, making it fast and easy to stage complex interactions. Once animated, the team exported synchronized poses and depth maps for multiple characters—ensuring clear interactive motion, controlled silhouettes, and precise facial expressions in the final AI-generated output.

Maintaining consistency in identity, pose, and spatial coherence across frames has long been a challenge for traditional prompt-based generation. To address this, the team generated short-form cinematic sequences that preserve structure throughout, achieving a level of continuity that overcomes these common limitations.

Flexible Deployment: Local and Cloud Ready

The Actor Capture team found it effective to use NVIDIA RTX 4090 GPUs for testing, previewing, and small batch rendering. Once a test shot is finalized, they offload the video rendering tasks to cloud-based compute farms like RunPod to achieve faster turnaround times.

The size and complexity of a project determine the kind of computer power needed. For example, creating detailed high-resolution images, long video clips, or training AI models like LoRA requires a lot of memory and processing ability. Cloud-based services with specialized graphics processors available online have large memory capacities that can handle these demanding tasks better than typical local computers. This allows them to run advanced AI tools like Flux Realism and WAN FusionX smoothly, with fewer slowdowns or errors.

Shape the Future: Join AI Render Beta

Reallusion is inviting CG creatives from all industries to try AI Render through an open beta program. Whether you’re a professional or an avid dabbler, this is a unique opportunity to provide valuable feedback that will help shape AI Render’s development. Our goal is to create a tool that’s not just cutting-edge, but also a true extension of your creative expression.

What’s more, Max Thomas and James Martin will be hosting a series of live Reallusion webinars on advanced AI-integrated workflows, with the first session kicking off on August 22.

Registration is now open for our first AI Render webinar, happening Aug 22, 2025 (PST/PDT)! In this session, we’ll show you how to set up Flux 1 Dev on cloud GPU and connect it with iClone, unlocking production-level AI image generation with precise 3D guidance. Learn more & register HERE .

Upcoming Webinar Topics

Image Generation WorkflowsLearn how to build structured pipelines in ComfyUI using Reallusion’s custom nodes, ControlNet, and LoRA for precise image generation.
LoRA Training WorkflowExplore how to create training datasets in Character Creator and iClone, then train identity-consistent LoRAs using RunPod.
Video Generation WorkflowsDiscover how to build structured AI video pipelines in ComfyUI, using motion, depth, and pose data from iClone for multi-character control.

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Dom Fred Unveils Cutting-Edge 3D Animation at Cannes 2025

A Visionary in Action: Dom Fred at Cannes Film Festival

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

Dom Fred, a seasoned 3D animator, director, and producer, continues to reshape the future of digital storytelling. With deep roots in television advertising, music videos, and action-packed documentaries, Fred has forged a career out of fusing technical excellence with creative boldness. This year, his innovative spirit was spotlighted at the Cannes Film Festival, where the Africa Pavilion hosted ANIMATION DAY, a special digital focus session highlighting the convergence of animation and emerging technologies.

Invited to speak and present his latest short film, UNI-T Extinction, Fred took the stage to share insights on virtual production, AI in animation, and real-time workflows. The event, themed Animation & Technology: AI, Virtual Production & the Future, celebrated voices like Fred’s who are redefining how stories are told in the age of intelligent tools and real-time rendering.

From showcasing cinematic fight scenes built in MAYA to integrating Reallusion’s Character Creator, iClone 8, and ActorCore 3D motion packs, Dom Fred’s approach demonstrates what’s now possible for today’s character designer or independent studio.

“We are at the heart of technological innovation. These Reallusion tools don’t just help us animate—they help us imagine bigger.”

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

How Dom Fred Leverages New-Age 3D Animation Software

Fred’s DOM ANIMATION STUDIO has built a reputation around blending traditional storytelling with cutting-edge 3D animation software. Whether you’re looking to create your own character from scratch or need a human creator solution that integrates seamlessly into Unreal Engine, Fred’s workflow is a blueprint for success.

For UNI-T Extinction, Fred leaned heavily on Reallusion’s ecosystem:

  • ActorCore motion packs, such as martial arts and SWAT stunts, streamlined high-energy combat choreography.
  • Character Creator helped establish a realistic character base, enabling detailed avatars ready for real-time animation.
  • iClone 8 powered the animation pipeline with precision controls and facial animation tools, ideal for lip sync animation.

These tools allowed Fred to complete a 9-minute action short in record time—without sacrificing quality. He demonstrated how this production model reduces overhead and increases creative flexibility, making it a powerful case study for indie creators and larger studios alike.

Spotlight on UNI-T Extinction: Real-Time Production in Action

The star of Dom Fred’s Cannes presentation, UNI-T Extinction, is an experimental animated short blending action, sci-fi, and futurism. The film was met with enthusiastic reception during its screening at the Cannes Film Market and Africa Pavilion.

Using real-time workflows from Character Creator to Unreal Engine, Fred’s team achieved:

Accurate lip sync animation using facial mocap and AI-driven dialogue tools.

Fast pre-visualization with realistic characters and environments.

Dynamic camera work traditionally seen in high-budget productions.

The entire project illustrates how today’s 3D character animation is no longer limited by render farms or outdated pipelines. Instead, artists now wield tools that empower them to iterate, test, and deliver cinematic-quality animations faster than ever before.

Why Reallusion Tools Are Revolutionizing the Character Designer Workflow

One of the highlights of Fred’s panel was his demonstration of how Reallusion tools elevate the work of any character designer. With Character Creator, users can design detailed humanoid avatars with intuitive sliders and customization options. These characters can then be rigged, animated, and exported directly into iClone or Unreal Engine, forming a streamlined workflow.

The addition of ActorCore’s motion packs allows for plug-and-play action sequences—saving time and money without compromising realism.

Fred emphasized that this model is perfect for creators who want to:

  • Build a character base that’s reusable across projects.
  • Rapidly create your own character for games, films, or VR experiences.
  • Integrate mocap and lip sync animation tools into a real-time production pipeline.

Empowering the Next Generation of Digital Storytellers

Fred’s message at Cannes resonated with creators from across Africa and beyond. His ability to merge storytelling with technology serves as an inspiring reminder that with the right tools and vision, global filmmakers can stand alongside major studios on prestigious stages like the Cannes Film Festival.

His session concluded with a heartfelt thanks to Karine Barclais, Reallusion’s Director of Partnerships Enoc Burgos, co-producer and screenwriter Alick Macaire, and the many technicians who support DOM ANIMATION STUDIO’s ambitious projects.

As Fred put it: “We are at the heart of technological innovation. These tools don’t just help us animate—they help us imagine bigger.”

Conclusion: A New Era for 3D Character Animation

Dom Fred’s Cannes appearance signals a broader shift in the animation world—where artists equipped with 3D animation software and innovative workflows can achieve world-class results. His use of tools like Character Creator, iClone, and ActorCore exemplifies how modern filmmakers can create their own characters, control their production pipeline, and deliver content ready for the global stage.

As Fred continues to champion this movement, one thing is clear: The future of digital storytelling is here—and it’s powered by creators like him.

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

FAQ

What software did Dom Fred use for UNI-T Extinction?

He used a combination of MAYA, Reallusion’s Character Creator, iClone 8, ActorCore motion packs, and Unreal Engine.

What is Character Creator used for?

Character Creator is a powerful tool to build custom 3D avatars. It serves as a base for further animation in tools like iClone and Unreal.

How does ActorCore help in 3D animation?

ActorCore offers high-quality motion capture animations that plug directly into iClone or Unreal, ideal for realistic character movements.

What is lip sync animation in this context?

Lip sync animation is the process of matching animated mouth movements with dialogue audio, made easier by iClone’s AcuFace and mocap tools.

How can indie studios benefit from this workflow?

Indie studios can reduce time and costs by adopting real-time workflows, empowering them to produce high-end content without a Hollywood budget.

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