TL;DR:
- Antony Evans of Digital Puppets streamlines stylized 3D character creation using Character Creator 5 with Headshot 3.
- The workflow integrates AI image generation for concept art and precise Headshot 3 refinement tools for non-realistic proportions.
- Characters are automatically rigged with advanced HD Facial Profiles, ready for animation in iClone 8.
- Leverage AccuFACE 2 and iClone Video Mocap for efficient facial and full-body motion capture directly from video input.
This article details a professional workflow for generating animation-ready, stylized 3D characters using Headshot 3, an AI plugin for Reallusion’s Character Creator 5 (CC5). It explores how Antony Evans of Digital Puppets transforms AI-generated concepts into fully rigged models, ready for real-time animation with iClone 8, demonstrating a complete, efficient pipeline for indie developers, freelancers, and studios.
“Even though Headshot 3 was trained on realistic human features, it can still work with stylized characters. You can push out bigger eyes, bigger features, and those kinds of proportions.”
ANTONY EVANS — Co-Founder of Digital Puppets / 3D Animator

Introduction
My name is Antony Evans, Co-founder of Digital Puppets, a UK-based animation studio specialising in character design, animation, and virtual avatars. We work across a variety of projects, from games and real-time experiences to television and virtual production, so having a flexible character creation workflow is really important for us.
Over the years, Character Creator has become the foundation of our character pipeline. I’ve used a lot of different tools and workflows during my career, but what keeps bringing me back to Character Creator is the balance between speed and creative control. It allows me to get a character up and running quickly, but still gives me the flexibility to push the design further when I need to.
For this project, I wanted to explore the latest updates to Headshot 3, Character Creator 5, and AccuFACE 2, and see how they could fit into the type of work we do at Digital Puppets. Rather than creating a realistic digital human, I wanted to focus on a stylised character. This is much closer to the kind of work we normally produce, but it also presents a different challenge. Stylised characters often don’t follow realistic anatomy—they have exaggerated proportions, unique shapes, and a lot more personality built into their design.
“That’s probably one of the things I like most about Reallusion tools and ecosystem—you can adapt the tools around the project rather than having to adapt the project around the tools.”
ANTONY EVANS — Co-Founder of Digital Puppets / 3D Animator
The question I wanted to answer was:
How well can Headshot 3 workflow handle that type of stylized character?
The results were really interesting. The new AI tools helped me quickly generate reference images and explore ideas, the updated refinement tools gave me much more control over the final shape, and once the character was complete, the new HD facial profile meant it was ready for animation almost immediately.

Combined with iClone Video Mocap, and the new AccuFACE 2 update, I was able to take the character from an initial concept idea through to a fully animated performance while staying almost entirely within the Reallusion ecosystem.




AI-Assisted Character Generation
AI-generated concept designs have become a regular part of my workflow, but probably not in the way people often think.I don’t use AI as a one-click character creation solution. For me, it’s much more of a creative tool that helps me explore ideas quickly. If I have a character in my head, being able to generate different variations in minutes is incredibly useful. I can test different styles, proportions, clothing ideas, and personalities before committing time to the modelling process. The biggest advantage is speed.
Previously, if I had an idea for a character, I might spend a lot of time sketching variations or trying to explain the idea to someone else. Now I can create several visual references very quickly and use those as a starting point.Of course, the generated image is only the beginning. The important part is what happens afterwards—taking that idea and turning it into a properly designed, rigged, and animated character.
For Headshot 3, having good reference images is really important. The better the input, the better the result. Front and side profile images give Headshot much more information to work with, which helps create a more accurate base model. One of the things I really like about the new AI generation tools is that they are designed with this workflow in mind. They don’t just create an image; they also help optimise it for character creation. Removing elements such as hair, eyebrows, and eyelashes prevents unwanted information being transferred into the generated textures.

This might seem like a small detail, but these are exactly the types of things that can slow down a production later. Spending less time cleaning up textures means more time can be spent on the creative side.
I also found the ability to generate multiple reference variations really useful. Character design is often about exploring possibilities, and being able to quickly compare different directions helped me make better decisions before moving into 3D. For me, that’s where AI fits into the workflow. It doesn’t replace the artist’s decisions, it simply removes some of the slower early stages and allows you to get to the creative problem-solving much faster.




Character Refinement and Customization
This was the area I was most interested in testing because, while Headshot has always been very impressive for realistic characters, most of the work we do at Digital Puppets is stylised. Stylised characters are always a little more challenging because they don’t necessarily follow realistic human proportions. A larger head, exaggerated eyes, unusual facial shapes, or a more cartoon-like design can all make the character more difficult to recreate from a single image.

I wasn’t expecting Headshot 3 to create a perfect stylised character immediately, and that’s not really what the workflow is about. The strength comes from the combination of the generated base character and the tools you have available to refine it. The new Refine Face tools are probably one of the biggest improvements for this type of workflow. Being able to adjust the face from both the Front and Side views gives you much more control over the overall structure.

From my experience in character design, getting the proportions right from different angles is one of the most important parts of creating a convincing character. It’s easy to make something look right from one view, but the challenge is making sure the design holds up from every angle. The Side profile is especially important. A character might have the perfect silhouette from the front, but if the nose, jaw, or back of the head doesn’t match the concept, it can quickly lose that original design.
The refinement tools help solve that problem by allowing you to guide Headshot towards the shape you actually want rather than simply accepting the first generated result.
“The new Headshot 3, Refine Face tools are probably one of the biggest improvements for this type of workflow. Being able to adjust the face from both the front and side views gives you much more control over the overall structure.”
ANTONY EVANS — Co-Founder of Digital Puppets / 3D Animator

Once I had the basic head shape, I moved into the Sculpt Morphs. This is where the character really started to come together. I could push and pull features, adjust proportions, and exaggerate certain areas until the character started matching the original concept. For stylised characters, these small adjustments make a huge difference. A slight change to the eyes or mouth can completely change the personality of the character.


I also found the image matching tools really useful during this stage. Being able to keep my original AI-generated reference visible while refining the model helped make sure I didn’t lose the design direction I started with. Normally, this is the stage where I would probably move into another application such as ZBrush for additional sculpting. However, I found myself staying inside Character Creator much longer because the new tools gave me enough control to make most of the changes directly within CC5.
Once the head and face shape were complete, the next step was improving the textures. Headshot 3 can generate a high-quality facial texture from your reference image with a single click, which is a huge time saver. But what really stood out to me was the ability to continue editing those textures directly on the character.
In previous versions of Headshot, one issue I occasionally found—especially with stylised characters—was that certain areas of the texture could overlap or contain unwanted information. Hair, eyebrows, eyelashes, and exaggerated facial features could sometimes create areas that needed additional cleanup.
The new brush and masking tools make this much easier to fix. Instead of exporting the texture, editing it externally, and then bringing it back into Character Creator, I can now paint directly onto the mesh and make adjustments exactly where I need them. This is something we would normally do in ZBrush or Photoshop, so having those tools available directly inside CC5 makes the workflow much more efficient.
Another small feature that I really appreciated was the Delight tool. When using photographs as references, lighting information from the original image can sometimes be baked into the texture. Normally I would remove this in Photoshop before applying it to the character. Being able to do this directly inside Character Creator saves another step and keeps the whole process moving.
Once the character was complete, one of the biggest benefits of the Headshot workflow became clear, the character was ready for animation.

With Character Creator 5’s new HD Facial Profile, the character automatically receives the updated facial blendshapes and corrective morphs needed for expressive animation.
In my experience, the default setup works extremely well. Most of the time I don’t need to make any changes, but if a specific character requires extra control, the Facial Profile Editor is still available for further adjustments. This is a big advantage because the technical setup that normally takes time before animation can begin is already done. The character is ready to animate in iClone, and it can also be used with Unreal Engine workflows, including MetaHuman Animator pipelines.
“AccuFACE 2 allows you to use the CC5 HD profiles giving really good results just from a webcam or a prerecorded HD video. So, instead of going out to Metahuman Animator, we are able to do all our facial capture directly here in the iClone and Reallusion ecosystem.”
ANTONY EVANS — Co-Founder of Digital Puppets / 3D Animator
After finishing the face, the final stage was completing the overall character design body. I could easily expand the body using the same AI generator tools, which allowed me to create a fully-rigged 3D body from a reference image in minutes.

This streamlined approach ensured that the body proportions, pose, and initial clothing layout matched the facial style perfectly. By having the AI handle the complex task of mesh generation and initial skin weighting, I was able to bypass hours of manual modelling, allowing me to move directly into final adjustments and wardrobe customization.
It bridged the gap between a standalone head sculpt and a complete, production-ready character, ensuring the entire design language remained cohesive from head to toe.
One of the things I like about working with Character Creator is that you are not limited to the base character. The Reallusion Marketplace provides a huge range of clothing, hair, accessories, and additional assets, making it easy to finish a design quickly.



For this character, I went back to the original AI-generated concept images and used them as a guide when choosing hairstyles, clothing, and other details. Of course, there are times when you need something completely custom. In those cases, we create clothing and accessories in applications such as Blender or Maya and then bring them into Character Creator using the Weight Transfer tools.
That combination of custom assets and Character Creator’s built-in systems gives us the flexibility we need for different projects.
| Feature | Description | Benefit for Stylized Characters |
|---|---|---|
| AI Image Generator | Generates concept art from text prompts, with optimization for 3D import. | Rapid concept exploration; generates clean, prepped reference images. |
| Refine Face Tools | Precise adjustment of face geometry from front and side views. | Ensures accurate proportions and silhouette from all angles. |
| Sculpt Morphs | Intuitive push/pull tools for exaggerating features and altering proportions. | Fine-tunes unique character personalities and cartoon styles. |
| On-Mesh Texture Paint | Directly paint and clone textures onto the 3D model. | Eliminates external texture cleanup; faster iteration. |
| Delight Tool | Removes lighting information baked into reference photos. | Ensures neutral, clean base textures for consistent lighting. |
| HD Facial Profile | Automatic generation of advanced blendshapes and corrective morphs. | Animation-ready characters with expressive facial performances. |
Animation Integration
Once the character was complete, the next challenge was bringing it to life. This is where iClone really becomes the next part of the workflow. One of the reasons I enjoy using Reallusion tools is that there are so many different ways to animate a character depending on the needs of the project. You can use traditional keyframe animation, motion libraries from ActorCore, professional motion capture systems, mocap suits, or video-based capture. There isn’t one correct workflow; the best option depends on the project, the budget, and the type of performance you need.
For this character, I wanted to demonstrate iClone Video Mocap because I think it’s one of the most accessible ways to create custom animation. For smaller teams, freelancers, or creators working without expensive motion capture equipment, being able to record a performance using a simple video is extremely useful. It works particularly well for characters that need to talk directly to the audience, such as virtual presenters, educational characters, or digital hosts. I wanted to test how quickly I could take a simple performance and transfer it onto the character.
“I wanted to demonstrate ICLONE VIDEO MOCAP because I think it’s one of the most accessible ways to create custom animation. For smaller teams, freelancers, or creators working without expensive motion capture equipment, being able to record a performance using a simple video is extremely useful.”
ANTONY EVANS — Co-Founder of Digital Puppets / 3D Animator
Because I didn’t have enough space in my office to record myself properly, I decided to experiment with an AI-generated video clip instead. I created a short video using an AI actor Kevin, prompting him to perform some simple talking gestures and natural movements. I then imported this video into iClone’s Video Mocap system, selected my character, and within minutes the character had a full-body performance.
The result was surprisingly good straight away. Like any motion capture workflow, there was some cleanup needed, but that’s completely normal. Even professional motion capture usually requires some adjustment afterwards. The difference is that iClone makes this cleanup process very straightforward. Using tools such as Motion Modifier, I could quickly adjust areas that needed refinement and polish the final animation.

For me, this is where the workflow becomes really powerful. The technical barriers are reduced, allowing you to spend more time focusing on the performance and storytelling. I was especially looking forward to testing AccuFACE 2 because facial capture is something we use regularly in our projects, and we are always looking for ways to improve both quality and efficiency.
Facial animation is often one of the most challenging parts of character production. A character can have a great design and a good body performance, but if the facial animation doesn’t feel natural, the audience will notice immediately.
Before testing AccuFACE 2, our preferred workflow for high-quality facial capture involved using MetaHuman Animator and then transferring that animation onto our Character Creator characters. This works very well, especially when working inside Unreal Engine, but it does mean adding extra steps and moving between different systems.
What impressed me about AccuFACE 2 is that it allows us to keep more of that process inside the Reallusion workflow. Combined with Character Creator 5’s new HD Facial Profile, the level of detail captured in the facial performance is really impressive. The updated facial system makes a big difference because the capture is not just moving simple expressions, it is working with a much more detailed facial rig with corrective morphs already built in.
“What impressed me about AccuFACE 2 is that it allows us to keep more of that process inside the Reallusion workflow. Combined with Character Creator 5’s new HD Facial Profile, the level of detail captured in the facial performance is really impressive.”
ANTONY EVANS — Co-Founder of Digital Puppets / 3D Animator
I was able to import the character, capture the performance, and then transfer the animation between characters using the existing tools. The process was straightforward and showed how practical this workflow could be when working with multiple characters or different versions of a project—all within the same tools.
I also noticed some nice improvements in the AccuFACE 2 update, including the ability to reset different areas of the face independently and adjust the resting face pose.These might seem like small additions, but anyone who has worked with facial capture knows that these types of controls can make a big difference. Every character is slightly different, and having the ability to fine-tune the starting point helps create a better final performance.
The workflow I have shown here with iClone Video Mocap and AccuFACE 2 is only one possible approach. That’s probably one of the things I like most about the Reallusion ecosystem—you can adapt the tools around the project rather than having to adapt the project around the tools.
Every production has different requirements. Sometimes you need speed, sometimes you need maximum control, and sometimes you need a balance between the two. Having multiple options means you can build a workflow that suits the project, the team, and the budget.

Benefits for Creators
For me, the biggest benefit of this workflow is simple: it allows creators to spend more time being creative and less time dealing with technical setup. The combination of AI-assisted concept creation, Character Creator 5’s Headshot 3, and iClone 8’s AccuFACE 2 creates a much faster path from an idea to a finished animated character.
The concept stage is quicker because I can generate and explore ideas faster. The modelling stage is quicker because I already have a strong starting point. The rigging and facial setup are quicker because so much of the technical work is already handled automatically. That doesn’t mean the creative decisions disappear. In fact, I think the opposite is true. By removing some of the repetitive tasks, you have more time to focus on the things that actually make a character interesting—the design, personality, storytelling, and performance.
One of the main reasons I recommend iClone and Character Creator to other artists is because they are very approachable. There are a lot of powerful tools available, but the workflow remains intuitive. Features like preset animations, automatic rigging, lighting tools, weight mapping, facial setup, and the huge library of available assets all help speed up production without making the process feel complicated.
For smaller studios and independent creators, this is especially important. A lot of artists are working with limited time and resources, so being able to create professional-quality characters without needing a huge pipeline can make a massive difference. Another big advantage is how well these characters fit into different production environments. The same character can be used for a game project, a cinematic animation, a virtual presenter, or a real-time experience. You aren’t locked into one format or one platform.
At Digital Puppets, we’ve been fortunate to work across many different types of projects, and having a flexible character creation workflow is essential. Character Creator continues to be the foundation of our process because it allows us to create characters quickly while still fitting into professional pipelines.

Conclusion
After testing Headshot 3, Character Creator 5, and AccuFACE 2, I think this is a really exciting direction for character creation. For me, the biggest improvement with Headshot 3 is how much more practical it has become for stylised characters. Previous versions were already very good for realistic faces, but stylised designs often required more manual work afterwards.
The new refinement tools make a big difference because they give artists more control over the final result. Instead of accepting the generated character as the finished product, you can use it as a starting point and shape it into exactly what you need. The AI generation tools also fit naturally into this workflow. They don’t replace the creative process—they simply make it faster. Being able to move from an idea to a useful reference image quickly means more time can be spent developing the actual character.
The biggest takeaway for me is the complete image-to-animation pipeline. A concept image can now become a fully rigged, textured, and animated character in a fraction of the time it used to take. The technical foundations are already there, allowing artists to focus on the creative side.
With Character Creator 5, Headshot 3, iClone, and AccuFACE 2, you have a workflow that can adapt to almost any project. Whether you’re creating characters for games, animation, virtual production, education, or real-time experiences, the tools are flexible enough to fit different needs.
For the type of work we do at Digital Puppets, that flexibility is probably the biggest advantage. The goal has always been to create better characters, tell better stories, and spend less time fighting technical limitations. These updates help move that process forward, giving artists more freedom to focus on what matters most—the creativity behind the character.

Featured Artist Spotlight: Antony Evans – Digital Puppets UK

Antony Evans is a highly respected UK-based 3D animator, character designer, and virtual production specialist, co-founding Digital Puppets alongside his brother, Scott Evans. Based in Torquay, Devon, their studio is renowned for its expertise in real-time motion capture, innovative 2D/3D character design, and custom VTuber avatar creation. Digital Puppets excels in delivering turnkey virtual production solutions, crafting rapid character designs and digital puppetry workflows for a diverse client base that includes educators, streamers, and commercial agencies for full-scale animated shows and marketing content.
Antony’s workflow with Reallusion tools is a testament to their flexibility and power, forming the foundation of his studio’s character pipeline. He continuously explores the latest updates, integrating tools like Character Creator 5, Headshot 3, iClone, and AccuFACE 2 to push creative boundaries while maintaining high efficiency. His recent work on stylized characters showcases how Headshot 3‘s AI-assisted generation and refinement tools streamline concept to animation, allowing for unprecedented speed and creative control in crafting unique IP. This blend of technical mastery and artistic vision positions him at the forefront of real-time animation production.
- Website: https://www.digitalpuppets.co.uk/
- LinkedIn : https://www.linkedin.com/in/digitalpuppetsuk/
- YouTube : https://www.youtube.com/digitalpuppets
- Facebook: https://www.facebook.com/digitalpuppetstudio
- TikTok: http://www.tiktok.com/@digitalpuppets

Frequently Asked Questions
Q: How do I create stylized characters with exaggerated features using Headshot 3 in Character Creator 5?
A: Headshot 3 utilizes AI to generate an initial 3D head from reference images, which you can then extensively refine using its dedicated Refine Face tools for front and side views. These tools, coupled with Sculpt Morphs, allow artists to push and pull facial features, adjust proportions, and exaggerate elements to match any stylized design. This process ensures the character maintains its unique personality and cartoon-like aesthetics across all angles, offering precise control over the final shape.
Q: What are the key benefits of using Character Creator 5’s HD Facial Profile for animation?
A: The Character Creator 5 HD Facial Profile automatically equips characters with an advanced facial rig, including updated blendshapes and corrective morphs. This means the character is immediately animation-ready upon creation, significantly reducing technical setup time. The profile enables highly expressive facial performances in iClone 8 and ensures compatibility with professional facial capture solutions like AccuFACE 2 and even external pipelines such as Unreal Engine’s MetaHuman Animator, offering unparalleled flexibility.
Q: Can I use AI-generated videos for full-body motion capture in iClone 8?
A: Yes, iClone 8’s Video Mocap system supports using AI-generated video clips for full-body motion capture. As demonstrated by Antony Evans, a video of an AI actor performing gestures can be imported and applied to your 3D character, generating animation quickly and efficiently. This method is incredibly useful for freelancers or studios without dedicated motion capture equipment, providing an accessible way to create custom body animations with straightforward cleanup tools.
Q: How does AccuFACE 2 compare to MetaHuman Animator for facial capture of custom characters?
A: AccuFACE 2, an iClone 8 plugin, offers real-time facial capture directly from a webcam or HD video, leveraging the advanced Character Creator 5 HD Facial Profile. A key distinction noted by Antony Evans is AccuFACE 2‘s Expression Curve editor, which provides superior granular control over micro facial expressions crucial for custom IP and stylized characters. While MetaHuman Animator (MHA) also offers high-quality capture, AccuFACE 2 allows users to remain within the Reallusion ecosystem for a more integrated and efficient workflow, especially for non-realistic designs.
Read Next:
Reallusion Redefines Digital Double Creation with the Launch of Headshot 3 for Character Creator 5
AccuFACE 2 Grand Launch: Professional-Grade Facial Mocap for CC5 HD Characters
Headshot 3 AI Image Generation: From Prompt to 3D Head
Headshot 3 Stylized Image to 3D: Building a Bodybuilder Caricature in CC5 and Blender



























































































































































