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Turning AI-Generated Models into CC5 Characters for Seamless Unreal Engine Animation

Mythcons

Greetings, my name is Peter Alexander. I am a character designer and 3D generalist who works with Character Creator 5 (CC5) and related pipelines. The recent updates to the Blender Auto Setup have made me more excited about CC4 character design than ever. Thanks to the brilliant developers, character design in Blender using CC4 assets is very streamlined and is a viable solution for those who do not have access to ZBrush or other licensed software. 

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Check Toon Rat Starter Pack

Introduction

In this article, I’m going to explore some of Character Creator 5‘s new features, focusing mostly on the HD pipeline. Character Creator now supports two subdivision levels, adding a vast amount of mesh definition, which can be enhanced further with normal maps. The extra geometry allows for more possibilities with how far the base mesh can be stretched. Whereas previously a design like this was only barely achievable, now the geometry rests comfortably in this shape, allowing for enhancements like a better facial expression profile.

For this tutorial, I’m going to stretch the mesh over this AI-generated rat character. Once I clean up the mesh after wrapping, I’ll give it some basic polypaint and sculpted details, then send it back to Character Creator 5 at SubD 2. From there, I’ll clean up the mouth shape, add some expressions using Face Tools, add a tail and whiskers, then send it to Unreal to take advantage of that pipeline’s features. Let’s dive in!

Prepping for the Wrap

I’ll start by loading up the CC5 HD base mesh. Then I’ll send it over to ZBrush using the GoZ Plus. The HD Base loads with one Sub Division Level. You can add another subdivision if you want. Or you can add it later. GoZ Plus can send up to 7 Subdivision levels, though usually 5 or 6 is enough. Even though you’re generating extra subdivision levels in ZBrush, only 2 are supported on the CC5 side. The extra levels will be used to generate more detailed normal maps.

Generating an AI Mesh

I’m using a free service called Tencent Hunyuan 2.5 to generate this mesh from an AI reference. I’ll export it as an FBX and then load it into ZBrush. Then I’ll insert that Subtool into the Ztool right under the “CC_Base_Body”.

Wrapping the Base Mesh

Next, I’ll use a paid add-on called Zwrap to wrap the base mesh around the reference mesh. Before you do that, you’ll want to create a Morph Target for the CC_Base_Body. This will allow you to more easily correct aspects of the mesh after wrapping.

Zwrap functions much like Headshot. You line up corresponding points on the two meshes and then initiate the wrapping process. 

Fixing the Wrap

Once the wrapping is complete, areas of the mesh will have to be corrected, such as the eye sockets and inner mouth, as well as the tear ducts and eyelashes. If you mask everything except those areas, you can dial out the deformed areas and manually align the corrected areas to the current body shape. This can take a bit of practice to master, but you’ll get it if you stick with it. It basically involves a lot of masking, smoothing, and using the gizmo.

Having a morph target saved allows you to selectively fix areas of mesh that have been badly deformed or are incompatible with the reference mesh, such as the hands and feet.

Adding Color

Now that all my details are in place, I will add some basic polypaint so that I can easily generate textures using the GoZ Plus process. This character is very exaggerated, but almost basic in his colors, so I can just paint them by hand. You can transfer the colors from your reference mesh, but in this case, it’s about the same effort to just paint them.

Polypaint works based on mesh density, so more subdivisions allow for more polypaint details. However, these colors will be baked onto textures that do not depend on mesh resolution, and since these are basic colors, 2k should be enough resolution.

Using GoZ Plus HD

The character is now ready to send over to CC5. Go to the GoZ Plus panel and adjust your settings as needed. The GoZ Plus panel now includes the new Subdivision levels. For this project, I’m adjusting the settings to create data for SubD 2. If you select all SubD levels, it will create the normal map for each level, adding tothe file size. Since you can do this as needed in Character Creator, I will keep those options unchecked. In addition, the GoZ Plus panel now supports 8k resolution and Displacement Maps, which can add a new dimension of detail to the character when combined with SubD 2.

Initiating the HD Transfer

Make sure you choose a Subdivision Level; otherwise, the normals will be generated to accommodate no subdivisions, and no SubD data will be transferred. After you initiate the GoZ Plus Transfer, it will go through a script that will create the diffuse and normal maps if those options are checked. When the script finishes, it will send that data to CC5 and place the maps in the proper material slots, and will have transferred the SubD data.

I did not create polypaint data for the eyes, teeth, or tongue, so I will fill in that data using the texture settings and by replacing the materials with those of prefab assets.

Set HIK T-Pose

If your reference mesh has a different pose, you can give your character a proper T-Pose using the “Set HIK T-Pose” function. This will ensure compatibility with all humanoid animations in iClone.

Eyelash Correction

In addition to the “Correct Eyeblink” function, Reallusion has introduced a “Correct Eyelash” command, which saves a tremendous amount of time (as those who’ve created content for the Marketplace come to know).

Although this figure is more stretched than detailed, you can see the difference in stretching quality when you dial down the subdivision levels.

Mouth Correction

A common issue with wrapping meshes is that the mouth has deformation issues. In order to correct the mouth, go to the “Edit Facial” menu, and dial the “jaw open” slider. Then send the character to ZBrush using the “Current Pose” so that the mouth stays open.

In ZBrush, we’ll need to correct issues without changing the rest of the character too much. Any issues with the mouth being open involving the neck should be addressed in the Facial Profile Editor or Face Tools, not with this edit. When you’re finished, send the character back over to ZBrush and close the mouth.

Face Tools

Now I’m going to edit the facial profile. This can be done using Face Tools or using the Facial Profile Editor. For this pipeline, both involve ZBrush. Face Tools allows you to do it in one sculpting session and create wrinkle maps, whereas the Facial Profile Editor allows for more complete editing. The best of both worlds is to start with Face Tools and then finish with more refined editing using the Facial Profile Editor.

Once the editing is done, initiate the transfer to CC5. This is another script, and it will prompt you with options for the process. Make sure you enable “SubD2” in the process if you’re working at that level.

Adding a Tail

I created the tail very quickly by exporting the main body mesh to Blender and basically using it as a source for duplication and extrusion. The mesh can be sent using the OBJ or FBX export, or through the Blender Auto-Setup add-on. I rigged the tail with basic bones, painted the skin weights, then imported the Tail as an FBX using the Prop Import option. Rigged items must always be imported as a prop first, not an accessory.

I attached the tail to the “Pelvis” bone, and then assigned the tail some spring bones to give it dynamic motion when he walks.

This rat is now ready for the Unreal Engine pipeline. And since it is compatible with Reallusion’s library of animations and iClone’s expression tools, I can give the character a unique personality, fitted to its design. 

Unreal Export

I will start by exporting to Unreal Engine and selecting the UE5 Skeleton. Click the gear icon to load more options for export, choose “SubD 0” under “HD character”, and make sure “Smooth Mesh” is checked. Once imported into Unreal, you’ll have access to the Unreal Engine Control Rig, giving even more facial control within that pipeline. The UE facial rig provides an industry-standard solution to facial animation and refined control.

It’s a new day for Character Creator, and I’m excited to see how CC5 will be leveraged by large and small projects as the Reallusion suite of 3D tools embraces a new dimension of detail and integration. Thanks for reading this tutorial, and I look forward to seeing you apply these exciting techniques in your own creative journey.

Related Posts

Mix Custom Aliens Into Infinite Characters with CC5 ActorMIXER Pro

ÓSCAR FERNÁNDEZ / DIGITAL SCULPTOR

Óscar Fernández is a freelance digital sculptor from Spain, specializing in creating figures for 3D printing. With deep expertise in ZBrush, he is known for crafting highly expressive characters that capture both personality and motion. His work stands out through the meticulous attention to facial expression, muscle definition, and dynamic posing, giving each sculpt a strong sense of tension and storytelling power.

Check Oscar’s ArtStation

Oscar Fernandez’s HD Alien MIXER pack is available now!

Overview

Hello everyone, this time we’re going to continue with another of the most important improvements in Character Creator 5 (CC5),  focused on character creation. In the previous article, we saw how to create this humanoid  alien using CC’s new HD base mesh, subdividing it up to level 7 in ZBrush, generating color,  normal, and displacement maps automatically, and adjusting the intensity of those maps  independently for each subdivision level in CC5. 

In this tutorial, we’ll show how to turn custom characters into ActorMIXER sliders and blend them with other characters to create infinite variations. Starting with three unique alien designs, you’ll see how ActorMIXER Pro transforms them into reusable Mixer Assets, ready to combine with CC5’s powerful libraries for generating an endless cast of characters.

Character concept art

My name is Oscar Fernández, and before diving into the next new feature, let’s create two more characters using the same workflow as in the previous article. First, we’ll start with the concept art for two new team members. Together with Kithart, we looked for two designs that were completely opposite to each other and very different from the first model, which could be considered a bit more neutral.

In the sketches Kithart sent me, we can see that one of them will be extremely fat, slow-moving, and with a calmer look, while the other had to be a relentless predator, fast, agile, and with an evil edge.

The new characters

We’ll quickly walk through the construction of both characters in parallel. We start with CC’s new base mesh and use the program’s native sliders to “feel out” the main proportions, which lets us quickly and intuitively capture the essence of the character. 

Once the first adjustments are made, we send the character over to ZBrush. We press the GoZ Plus button and, for now, in the settings we’ll tell it not to send any map—so we uncheck color and normal maps and leave subdivisions at default. With everything else as is, we press  GoZ and our character loads automatically in ZBrush.

Now we can start sculpting. My recommendation for these early stages, when we’re searching for the character’s primary shape, is to use brushes that deform the mesh (like Move or even  DamStandard), but avoid those that add or remove material (such as any Clay variants). This way, we stay faithful to the initial topology, ensuring the best results later for expressions and  Face Blending. 

This is a good time to recall our four sacred don’ts: 

  • Don’t modify the model’s topology 
  • Don’t delete subdivision levels 
  • Don’t change the default pose 
  • Don’t rename Subtools 

For the first model, that stubborn personality with slightly clumsy movements reminded us of a bulldog, so we leaned into that look for the face. You can see how the base mesh, even starting from a human face, gives us amazing versatility to play with features like the nose or lips. For the second model, we wanted something much more aggressive and emotionless, so we went for a reptilian face, something lizard-like. All while preserving topology integrity,  especially in the primary regions. 

With the faces done, we move on to the bodies, where each one takes a completely different  direction: 

  • The bulldog’s body challenge is creating solid secondary and tertiary forms to properly express body fat volumes.
  • For the reptile, one of its defining features is digitigrade legs. To make sure animations behave correctly, we’ll move the ankles to the start of the toes. Again, this shows how versatile the base mesh is, even for such extreme changes. 
  • As for the hands, we go from the bulldog’s chubby paw to the reptile’s lean, clawed hand. 

Finally, we add fine details like skin texture, scales, spines, etc.—sculpting shapes, using alphas for textures, or Chisel-type brushes for more intricate forms. Once again, I relied on Kithkart for the color phase, for which he sent me the following proposals. We needed all the characters to belong to the same world, but with completely different color palettes, while keeping some golden/metallic areas as a unifying element, like a shared trait of their planet. 

As before, texturing is done entirely in ZBrush with Polypaint, applying gradients for base color,  masks, alphas, and hand painting for finer details.

Sending back to CC5

Once our models are finished sculpt-wise, we can bring them back into CC. One thing to note:  we don’t even need to keep the original file where we made the first edits. Just load the neutral base mesh, and you can connect your character to it. 

We’ll start at level 0, this time checking all the maps so GoZ Plus generates them  automatically. When updating in CC, we tick “Adjust Bone to Fit Morph” so the bones automatically adapt to the new proportions. In the lizard’s case, you’ll see the ankle joint goes exactly where we want it, since CC automatically matches polygons to joints. 

After verifying everything works with some body and facial animations, we subdivide once in CC5 and return to ZBrush to export the maps and mesh for level 1. 

Repeat for level 2, and our characters are complete. 

Here’s a quick extra trick: creating a mask for golden metallic areas. 

Export the diffuse maps for each body part and open them in Photoshop. Create a new layer, fill it with black. 

Use color range selection on the golden areas and fill them with white on the black layer. 

Save the map and drag it into the “metallic” slot in CC5, tweak settings, and done. This simple method lets you add metallic zones and other effects directly in CC5.

Adaptive animation in iClone

I’m not much of an animator… Well, let’s be honest, I don’t know how to animate at all. But thanks to CC’s motion libraries and some tweaks in iClone, I created a custom walk cycle for each character. In iClone, I loaded an animation that fit each one and slightly adjusted body parts using “Edit Motion Layer”. Since we do this on the first frame, the modification carries through the whole animation. Select start and end frames, save, and apply it in CC5. 

For finishing touches, I’ll load eye and teeth textures from CC’s library, keeping the mesh as is but applying the materials. 

3D print-ready workflow

I couldn’t resist bringing this workflow into my own field—figure creation for 3D printing. I  posed each character in CC5 and saved a separate file for each. Using SubTool Master, I loaded them all into the same project, arranged them, built a simple base with some extras, and it’s done! 

For a true final piece, much more work would be needed, but what you see on screen took me under an hour—including posing all three characters and building the base. Imagine what we could achieve with a good idea and dedicated time and care.

ActorMIXER Pro

Now we move on to the main topic of this article: ActorMIXER, the new plugin for Character  Creator 5. It provides an intuitive and fast system for creating and customizing characters. It allows non-destructive deformation of the head, full body, or individual facial features simply by dragging the mouse. 

The best way to understand it is by continuing with our project. With CC5 installed, the simplest way is to open Reallusion Hub and install the plugin there,  although you can also download it directly from Reallusion’s website. 

How to create MIXER assets

The first step is to create “Mixer Presets” so ActorMIXER can use them as targets in the mixing wheels. 

1. Load a character and open the “Create Mixer Assets” panel (from the ActorMIXER toolbar icon or Plugins > ActorMIXER > Create Mixer Assets). 

2. Configure the Mixer Assets: 

Enter a name and path for the custom slider. Tick “Under parts folder” so the generated slider is placed correctly. In our case, we’ll enable all checkboxes for a full slider set and also mark “Save  Avatar Presets” so the sliders appear in the Morphs panel. 

3. Click “Create.” The system splits the character into different parts controlled by the generated Mixer Sliders. This produces gallery items, facial and body sliders, and skin materials for texture swapping. 

4. Repeat for the other characters. Note: the subdivision level you select determines the type of Mixer Sliders created—“Mixer Sliders” for SubD 0, and “HD Mixer Sliders”  for SubD 1 or 2. 

The “Mixer Sliders” are the ones affected by ActorMIXER’s blending operations. We’ll take a closer look at this later. 

Individualization

We’re ready to start mixing, but first, let’s make custom thumbnails for each character with the same style as the default ActorMIXER ones. This step is optional, but if we’re doing it, let’s do it right! 

Load a character and pose it similarly to the default thumbnails. Since we need to focus on  volumes when building characters, apply the grayscale atmosphere and “Mannequin Gray”  material so textures don’t distract us. I also tweak the ambient light for softer shadows and boost intensity to brighten the character. 

The goal is to align the camera angle with the ActorMIXER thumbnails. Then go to the relevant section and click “Capture Thumbnail” to update. Repeat across sections, using the originals as reference. Do this for all three characters and everything looks super professional.

ActorMIXER (Editing mode)

For better performance, set character subdivision to 0 or 1 (depending on your system) and use 2K skin textures for preview. With everything ready, we finally launch ActorMIXER: open it from the Modify menu, the toolbar, or Plugins > ActorMIXER. 

Once open, choose the base character mesh. In our case, we’ll pick Base Male as a starting point, since the characters I plan to make should look more human than the creatures we built earlier. ActorMIXER opens in Editing Mode, where we can create our own mixing wheels with the presets we generated. 

Select each category and drag-drop the presets. Categories auto-sync with the Content  Manager gallery for efficient selection. Right-click a target to replace, reset, or delete it. Drag and drop to reorder or swap targets. It’s important that each wheel has at least three targets.

If we want to reuse the wheels we’ve created, we can save them as a Mixer Layout file  (*.ccMixerLayout). Just click the ‘Save Wheel Set’ button and choose either ‘Save Active Wheel  Set’ (to save only the current wheel) or ‘Save All Listed Wheel Set’ (to save every wheel across all categories). 

I’m going to create another wheel where I’ll include our characters along with some others  from the gallery to enrich the results even more. ActorMIXER Pro comes with the ActorMIXER PRO CORE Library and the HD Human Anatomy Set as a free bonus, so I’ll also add a few elements from those libraries, as well as from the base library. 

The last thing we need to know about Editing Mode is that we can also group multiple mixing wheels into a Mixer Package. This allows us to easily reuse our setups, share them with other users, or transfer them to another computer without rebuilding the wheels from scratch. Just press “Save Package”, select the folder where you’ve saved your wheels, give the package a name, and you’ll be ready to quickly load your custom wheels anytime. 

ActorMIXER (mixing mode)

Once the wheels are configured, we can start blending the shapes. To access Mixing Mode, click the “Start Mixing” button at the bottom of the panel, then simply drag the green dot in any direction within the wheel. As you move it, the character in the scene transforms, blending the features of the “Mixer Presets” we set as targets.

You’ll notice two concentric circles in the display. If we place the green dot inside the inner circle, the shapes blend with our presets but with a stronger influence from the base character. If we move it to the outer circle, the presets carry more weight in the mix. Keeping this in mind, we can go through each category, refining the forms until the character is finished. 

Once we’re done, we stop mixing by pressing the active “Start Mixing” button again. From here,  the only step left is to apply the skin by dragging it directly from the Content Manager. When we’re satisfied with the result, we close ActorMIXER. But that’s not the end—we can continue fine-tuning with sliders until we achieve the desired outcome. 

Since we’re talking about sliders, let’s cover a few considerations that can help in character creation. Sliders with the green ActorMIXER icon are affected by the mix, while those without the icon remain unchanged. This is very useful when we want to keep certain features intact. 

For example, let’s create a second character where we modify arm and leg length, along with some other elements, using the general Mixer Sliders. When we begin mixing, these traits remain unchanged—super useful for designing members of the same family who retain common traits. 

We can also apply a pose or facial expression and perform the entire mixing process with the character already posed. This gives us a more dynamic, detailed view of how the blends affect appearance and body language, allowing for even more precise and consistent design. 

Now for the finishing touches: CC5 has improved eyes with greater HD detail, direct iris control  (adjusting both size and color), eyelid shading, realistic tear line/occlusion effects, and  enhanced eyelashes. We also have new controls for teeth, which we can use to polish our character further. 

With our character complete, the last step is to ensure everything works properly. To do this,  we can add a facial animation to see how it behaves, along with a body animation to confirm everything moves as expected. The results are fantastic, so now we just need to save our new creation. Open the Content Manager, go to the Custom > Character tab, and click Add. 

As we’ve seen, ActorMIXER provides an incredibly intuitive way to create an infinite variety of  characters in such a simple manner that it becomes almost addictive. But these aren’t the only new features—so stay tuned for more from Character Creator 5!

FAQ

Can I mix with my own character in ActorMIXER?

Yes, but you’ll need ActorMIXER Pro. The Pro version allows you to convert your own custom characters into Mixer Assets and blend them with other characters for unlimited variations.

How to enrich the content of ActorMIXER?

Purchasing ActorMIXER Pro includes the ActorMIXER Core Library, which contains over 40 scan-level HD heads covering a wide range of ethnicities, genders, and ages. Additionally, if you own CC5 Deluxe, you’ll receive the HD Human Anatomy Set with 12 fully rigged characters (6 male, 6 female) that can be directly mixed for full-body variations.

If I want to create my own ActorMIXER Assets, what should I pay attention to?

Follow the golden rules: don’t modify topology, don’t delete subdivision levels, don’t change the default pose, and don’t rename subtools. When creating Mixer Assets in CC5, choose the right subdivision level (SubD 0 for Mixer Sliders, SubD 1–2 for HD Mixer Sliders) to ensure compatibility and smooth blending.

Can I design and mix while the character is posed and expressing emotion?

Yes. ActorMIXER Pro supports mixing with poses and facial expressions applied, giving you a more dynamic view of how blends affect both appearance and body language. This makes it easier to design consistent, production-ready characters.

Does ActorMIXER Pro support stylized and realistic designs?

Absolutely. It works with both styles, letting you mix your own creations with the PRO CORE Library and HD Human Anatomy assets.

Relate Posts

From Concept to Motion-Ready Alien Character: ZBrush and CC5 HD Step-by-step Workflow

ÓSCAR FERNÁNDEZ / DIGITAL SCULPTOR

Óscar Fernández is a freelance digital sculptor from Spain, specializing in creating figures for 3D printing. With deep expertise in ZBrush, he is known for crafting highly expressive characters that capture both personality and motion. His work stands out through the meticulous attention to facial expression, muscle definition, and dynamic posing, giving each sculpt a strong sense of tension and storytelling power.

Check Oscar’s ArtStation

Oscar Fernandez’s HD Alien MIXER pack is available now!

Overview

With the arrival of Character Creator version 5, artists can enjoy revolutionary improvements, including an HD character design workflow with subdivision support, enhanced shaders, and the next generation of the facial animation system.

In this article, we’re going to explore the workflow to create this character, putting CC5’s new features to the test by designing this humanoid alien. Instead of sticking to the classic human proportions, we’ll see how the program behaves when we make things a little more challenging. 

I’m Óscar Fernández, and I’ll be guiding you throughout this process using only two programs: CC5, which will handle almost all of the technical processes automatically. ZBrush, where we’ll unleash our creativity and focus on the artistic side of the project. 

For the creation of this character, we’ll start from a sketch by KithArt, a young concept artist I’ve collaborated with several times before. She’ll be responsible for designing this character and the ones to come. 

So, without further ado, let’s dive in!

1. Loading a neutral base in CC5

Once we’ve opened CC5, we simply press “Load Neutral Base” to load Character Creator’s new mesh. This mesh has perfect topology for sculpting and animation, optimized UVs, and the robust skeletal rigging we’re already used to from previous versions. It also includes a significant update to the eye mesh. 

For now, I want to focus only on volumes, so I’ll go to the materials tab, select different body areas, set the strength to 0, and darken the Diffuse to gray. This way, we can better appreciate basic changes.

2. Setting basic proportions in CC5

Now we’ll start setting the basic proportions of our character using the program’s sliders. For the body, I’ll mainly adjust the pelvis height—since our character will have short legs—and the size of the hands and feet.

Personally, I like checking communication between programs from the beginning, so after making some first adjustments, I’ll send the character to ZBrush. We press the GoZ Plus button, and for now, we’ll make sure not to send any maps, colors, or normals, and we’ll keep the default subdivisions. With the rest of the values as is, we press GoZ, and our character loads directly into ZBrush. 

Here it is, everything is working as expected, so let’s head back to CC5 to continue adjusting the head and face proportions. The sliders allow me to separate the eyes and change their tilt very easily—something that would take more effort sculpting directly in ZBrush. After a few more tweaks, we go back to GoZ Plus to send the model again. This time, the “Relink” action appears automatically since the connection is already established. Boom! We’ve got the changes loaded into our model. 

3. Starting the sculpting process in ZBrush

Now we’re ready for the fun part, but before diving in, we need to keep a few key rules in mind:

  • Don’t modify the model’s topology. 
  • Don’t delete subdivision levels. 
  • Don’t alter the default pose. 
  • Don’t rename the Subtools.

With that clear, we can begin sculpting in ZBrush. In these early stages, where we’re looking for the general shape of the head or face, we should try to adapt to the model’s facial topology. This ensures facial deformations work perfectly later when we apply expressions. To better visualize these regions, we can isolate the head and load the texture provided by CC5. 

My advice: take it slow, build the model step by step, and don’t rush to higher subdivision levels. Start broad, then move to detail. 

4. Test with GoZ Plus

As I mentioned earlier, I prefer moving gradually and making sure everything works as expected. So from time to time, I send the character back to CC5 using the new GoZ Plus plugin.

In the plugin options, we only select Lv0, with no maps or textures. Once updated in CC5, we can test everything by loading animations, whether full-body or face-only.

5. Real-time adjustments 

Sometimes CC5 sliders are more practical than sculpting directly in ZBrush. We can make corrections anytime, then send them back to ZBrush to continue sculpting and adding details. While shaping the character, we can repeat this back-and-forth workflow as many times as necessary. 

6. Secondary and tertiary forms

Now we’ve got a solid base shape that works great in CC5, so it’s time to add secondary and tertiary forms. So far, we’ve mainly ensured the facial structure aligns with the base mesh topology. Now we’ll start adding character through anatomical volumes that give our model a unique and expressive look. I’ll also use Pablo Muñoz’s incredible brush pack inspired by Giger and Beksiński to add extra details.

We’ll do the same with the body by defining muscles, large skin folds, and natural body curves. These early changes are key for making the character work at medium distance… 

7. Bone and pose fixes 

If our character doesn’t follow the typical human form, the skeleton might be slightly misaligned, or animations may behave oddly due to extreme proportions. Again, the solution is super simple. To adjust the skeleton to the body, we just press “Adjust Bones”, enable symmetry, and run an automatic adjustment for both the body and face. 

If we want to tweak the default pose or fix animation issues, we can use the “Pose Offset” tool to select body parts and adjust them. For example, here we solve fist collisions just by slightly modifying the offset. 

8. Adding color with polypaint 

Once again, I turned to KithArt for help with design and color palettes. Out of all the proposals, we’ve chosen this one. 

The final step in ZBrush is texturing our character with Polypaint. We’ll use the SkinShade material to avoid color contamination and apply gradients, masks, and manual painting techniques to color the character. This stage is really fun and gives our character its true identity. With all sculpting details and color information in place, we can wrap up the character’s creation. At this stage, we can push to subdivision level 7, achieving an extremely high poly count without sculpting or texturing limitations. 

9. Adaptable subdivisions & auto texture baking

Now we reach one of CC5’s most powerful new features: subdivision compatibility and automatic texture baking. As we’ve seen, the new GoZ Plus works a bit differently than before. Let’s see how to handle it. 

So far, we’ve always sent the model from ZBrush to CC5 at Lv0 without textures. Now it’s time to generate normal and displacement maps for details, plus the diffuse map from our Polypaint. We’ll select Lv0 and press the corresponding buttons for each map. By pressing “All”, all textures are generated automatically using the base mesh’s UDIMs. Once baked, we simply update the model in CC5, and they load automatically. In my case, I’ll skip updating the eye diffuse to keep the original texture.

Now the textures are loaded, but we can’t see them yet because earlier in the project we had set intensity to 0. So we select the different body parts, raise the strength to 100%, and reset Diffuse to white. With one click, everything integrates in CC. 

This was already possible in CC4, but here comes the innovation: We subdivide once in CC5 and go back to ZBrush. From GoZ Plus, we activate Lv1 and all its textures, press “All” again, and regenerate them automatically. Back in CC5, we update only the textures, and immediately we see a big difference between the two models. But that’s not all—we can repeat the process again by subdivision to Lv2 in CC5, enabling Lv2 with textures in GoZ, updating in CC5 one last time, and voilà… the difference is striking!

On top of that, CC5 lets us work in ultra-high resolution. We can see the polygon density at each subdivision level—from Lv0 (unsmoothed mesh) to Lv1 (already dense), up to Lv2 (where no detail escapes our control). GoZ Plus generates optimized maps for each subdivision, and we can tweak intensity across levels depending on our needs. For instance, at Lv2 with displacement at 100%, the vertex shifts add spectacular improvements to the silhouette, with more natural shadows and enhanced fine detail beyond what normal maps provide. Here’s a clear comparison showing the power of subdivision levels and auto displacement baking in CC5.

Conclusion

This update allows us to take our ZBrush models to the highest level of detail, and with just one click, transfer everything into CC5 as a fully animatable character. From there, we can still apply morphs, textures, clothing, hair, and accessories, while keeping all of CC’s facial and body animation capabilities: motion libraries, motion capture, voice-based lip-sync, and pose/animation editing. And this is just one of CC5’s new improvements—don’t miss the other exciting features still to be discovered!

FAQ

Can I animate ZBrush characters directly in Character Creator 5?

Yes. With CC5’s GoZ Plus bridge, you can transfer your ZBrush sculpts, bake textures automatically, and animate them with body motions, facial expressions, and lip sync.

Do I need to retopologize my ZBrush sculpt before sending it to CC5?

No. CC5’s neutral base mesh has clean topology and is animation-ready. You only need to sculpt details and then bake displacement and normal maps for transfer.

How does CC5 handle HD subdivision from ZBrush?

CC5 supports adaptive subdivisions. You can send models back and forth at different levels (Lv0, Lv1, Lv2) and automatically generate optimized maps for each.

Can CC5 handle non-human characters sculpted in ZBrush?

Yes. CC5 includes tools like Adjust Bones and Pose Offset to fix skeleton alignment, making even stylized or alien proportions fully animatable.

What animation features can I use once the sculpt is in CC5?

You can apply motion capture, motion libraries, facial morphs, dynamic wrinkles, and voice-based lip sync to bring your ZBrush characters to life.

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3D Filmmaker Cesar Turturro Syncs Live Action with Timecode

Cesar Turturro

Cesar Turturro, award-winning film director and recipient of the 2022 Epic MegaGrant, is pushing the boundaries of hybrid filmmaking with his latest innovations. Known for blending live action with virtual production in projects like Nick 2040, Turturro masterfully combines Character Creator for realistic characters, iClone and ActorCore for dynamic fight choreography, and Unreal Live Link for instant visualization.

In his latest workflow, he harnesses the power of timecode to synchronize performances across DaVinci Resolve, Axis Studio, iClone, and Unreal Engine—bridging cinematic realism with digital worlds. This pioneering approach shows how Reallusion tools empower filmmakers to achieve seamless, iterative, and cinematic storytelling.

Bridging Live Action and Virtual Worlds

As always, it all started with the script. Once the story was ready, we shot in my hometown, Bahía Blanca, Argentina, with a live-action character who would later interact with a video game. The short film narrative alternates between the real world and the virtual world, where a key dialogue unfolds between two characters.

The main challenge was ensuring both worlds blended seamlessly. To achieve this, I designed a technical workflow based on timecode, which allowed me to maintain perfect synchronization from live-action footage to final animation in Unreal Engine using the new iClone Timecode plugin.

The iClone Timecode plugin allowed our studio to sync our content, providing character motion editing, along with frame-accurate alignment of motion, video, and audio in animation and VFX.

Audio and Timeline Preparation

The first step was generating the character voices using Eleven Labs (AI). I imported them into DaVinci Resolve and built the master timeline with its embedded timecode. This became the backbone of the project: every subsequent step would align with this temporal reference.

Synchronized Motion Capture

Next came motion capture. Using Axis Studio, I placed the short film video with its timecode on my screen while performing the actions of both characters.

This way, I followed the recorded voices in real time, ensuring every gesture matched the dialogue precisely. The result was clean motion data with no need for post-synchronization fixes.

Integration in iClone

With the mocap data ready, I moved into iClone. There, I loaded the characters, animations, and the reference video—again using the same timecode from DaVinci.

Thanks to iClone’s timecode plug-in, I achieved frame-accurate synchronization. Once aligned, I exported the animations as FBX files with embedded timecode for the next stage.

Virtual Filming in Unreal Engine

The assets were then brought into Unreal Engine (Sequencer), where I imported the FBX animations along with the original audio tracks. I generated the lip sync and began the process of virtual cinematography.

For the camera work, I used my phone as a virtual camera controller. This gave me the freedom to operate shots in a handheld style, producing a natural, cinematic look that closely resembles live-action camerawork.

Photogrammetry and Environment Accuracy

To further strengthen the connection between live action and the virtual world, I used RealityCapture to scan the architecture of the church featured in the story.

Since the narrative brings both realities together inside this location, recreating it exactly as it is in Unreal was essential. This process allowed me to ensure that the characters in the real footage and the ones inside the video game world shared a perfectly consistent environment, both visually and structurally.

Final Assembly in DaVinci Resolve

Finally, everything returned to DaVinci Resolve, where the live-action material and animated sequences were unified. One of the biggest advantages of this pipeline is its iterative flexibility: if I need to correct an animation, I simply adjust it in iClone, re-export with timecode, and it automatically aligns in Resolve without any manual re-synchronization.

Conclusion

This workflow—integrating DaVinci Resolve, Axis Studio, iClone, Unreal Engine, Blender, and RealityCapture—highlights the importance of using timecode as the central backbone of hybrid productions. It not only guarantees synchronization accuracy but also streamlines corrections and enables a smooth, iterative process.

For a director who is also both an animator and a technical artist, tools like Character Creator and iClone, combined with Unreal, provide an ideal ecosystem: flexible, efficient, and perfectly suited for projects where the real and the virtual must coexist without friction.

Follow Cesar Turturro

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

Facebook https://www.facebook.com/cesar.turturro/

YouTube Channel https://www.youtube.com/@INVASION2040

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AccuPOSE Helps Animate Epic Star Wars Battle Homage in One Week

Large-Scale Combat Scene, Achieved in Days, Not Months

Solo artist Nick Shaheen set out to turn his childhood flipbook lightsaber duels into a full Star Wars-inspired previs in just one week. Using Character Creator, iClone, and AccuPOSE, he transforms rough sketches into a stylized cinematic sequence, showing how AccuPOSE makes large-scale action possible without motion capture or painstaking months of hand-keying.

Nick Shaheen

I’m Nick Shaheen, a radiologist by profession and a CG artist by passion. My journey into animation started in an unexpected place: in medical illustration. Early in my career, I spent a fair bit of time creating motion graphics and anatomical visuals to help explain complex medical concepts. That experience taught me the power of visual storytelling and deepened my appreciation for animation as a way to communicate ideas dynamically.

Nick’s Instagram / YouTube Channel

One Person, One Week: From Notebook Previs to Final Render

As a kid, I used to animate stick-figure lightsaber battles in the margins of my notebooks. Looking back, those sketches were basically previsualizations before computers were around — rough ideas of motion that hinted at something bigger. Recently, I dug out some of those old flipbook animations and thought: Can I bring these sketches to life using the tools I already have?

The Creative Challenge: Stylized, Fast, and Mocap-Free

I gave myself three rules for this project:

  1. Stylized, not generic. I didn’t want “just another Star Wars animation”. My inspirations were Guy Ritchie, 300, and Sin City — meaning sweeping camera moves, dramatic lighting, and bold color palettes driving the action.
  2. One-week deadline. From modeling to render. Sometimes a time restriction is the best creative push — forcing you to commit to ideas and move the project forward.
  3. No motion capture. The fight needed to feel larger-than-life and supernatural, something I couldn’t easily achieve without wirework and a stunt double.

Rapid Character Creation with Character Creator and AccuRIG

I built my Jedi Knight in Character Creator 4, using Headshot 2, Face Tools, and ZBrush for refinement. For the enemy, I brought in a Stormtrooper model and quickly rigged it with AccuRIG. I textured both characters in Substance Painter. Admittedly, many of the finer details got obscured by the action — but sometimes that’s the trade-off when the energy of the scene takes center stage. With characters ready, it was time to play in the sandbox that is iClone 8.

From Poses to Epic Battle in a Day with AccuPOSE

I wanted a large battle with lots of characters. The problem? I’m not exactly a Jedi fight choreographer. That’s where AccuPOSE came in. I set a starting pose and an ending pose and AccuPOSE helped me fill in the space with smooth in-betweens while preserving the structure of each character. In one day, I animated my hero and more than 15 Stormtroopers (most hidden in the background, but still adding scale and chaos). That efficiency gave me more time to focus on lighting, texturing, VFX, and compositing in Cinema 4D and After Effects.

Beyond Static Poses: Natural Motion Made Simple

In my tutorial video, I also showcased how versatile AccuPOSE can be. With AccuPOSE INFINITY, you get a library of themed poses tailored for different scenarios, giving you a head start whether you’re animating combat, daily actions, or cinematic moments. Best of all, it doesn’t just drop a character into position; it guides the transition between poses, keeping movements natural and preventing structural breakdowns. That ability to blend poses seamlessly was the only reason I could pull off a project of this scale in a single week.

From Notebook Previs to Stylized Fantasy

From notebook sketches to a stylized Star Wars-inspired one-shot, all in just one week — that’s the magic of the Reallusion suite and AccuPOSE. I didn’t need a mocap studio, a stunt double, or months of hand-keying. Just a flipbook, some software, and a lot of caffeine. Got a stick-figure duel of your own? Try it in AccuPOSE — you won’t be disappointed.

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From 2D to 3D: Overcoming Eye Obstacles for my Custom CC Character

Animation Journey: From Drawing Cartoons to 3D Worlds

This article is the forth 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.

In my third entry, I took on the test of building my first fully custom 3D character from scratch. And in this forth article, I share with you how I overcame eye-blinking issues in Character Creator!

Entry 4 – Overcoming Obstacles

By this point, I have affectionately named my first 3D actor, Carl, and I was feeling like a creative genius. I’d customised his proportions, sculpted him into an original-looking cartoon character, and was finally starting to feel like I had a handle on this whole 3D thing.

And then he blinked…

Except he didn’t really blink. His upper eyelids came down, sure, but instead of closing over the eyes like a normal human, they pushed right through them. And I don’t mean subtly. Carl’s big, expressive cartoon eyeballs shot halfway out of his skull like he’d just seen a ghost.

It was my first proper speed bump. The moment where I thought, well that’s horrifying. Guess I broke it. But Carl wasn’t broken. It was me. Of course it was me.

In my pursuit of stylisation, I had given Carl huge, bulging eyes, so very different from the more realistic human eyes of the original base model. I’m not interested in realism. I wanted a cartoon appeal. And cartoon eyeballs come with consequences.

Luckily, this was also the moment I discovered one of my now-favorite tools in Character Creator – Edit Mesh.

With Edit Mesh, I was able to grab Carl’s upper eyelid geometry and carefully pull it outward, one vertex at a time, to better wrap around his large spherical eyes. It was a matter of tweaking, then testing. Over and over again. 

But it worked. Sort of.

The eyelid now cleared the eyeball, but it still didn’t perform quite right. When Carl looked left or right, his eyeballs once again pushed forward, right through the skin of his eyelids. That’s when I returned to the Proportion Tool and repositioned Carl’s eyeballs slightly deeper into his head, away from the eyelids. Just a few subtle nudges backward. And somehow, that was the magic combo.

The eyelid cleared. The blink looked clean. And Carl no longer looked like he was trying to eject his own eyeballs every time he closed them.

It was my first proper frustration, and also my first real victory. Because I hadn’t given up. I hadn’t deleted the project in rage. I’d fixed it. Sure, it was one blink. But for me? That blink was a breakthrough.

And that’s the lesson I wasn’t to impart to other newbies myself in this entry of my journey. The importance of not throwing in the towel. If I had walked away at that point, and trust me, there were times where it was close, I would have missed the moment where things finally clicked. It’s so easy to assume the software is at fault, or that we’re just “not cut out” for 3D animation and rigging. But sometimes, it’s just one or two missing pieces. A tool you haven’t used yet. A solution you haven’t thought of.

There are so many resources out there that can help. The Reallusion YouTube Channel is a goldmine not just for tutorials, but for showing what’s actually possible. The community forums and user groups are full of people who’ve already faced (and solved) the weird problem you’re currently swearing at. And the support I have received on my journey so far has been overwhelmingly positive.

Even ChatGPT has been incredibly helpful when I hit a wall and just need a clear explanation or a gentle “here’s what you’re probably doing wrong.”

And more than anything, just turning up matters. Sitting down, opening the file, poking around.

You don’t have to know the answer,  you just have to stay curious long enough to find it.

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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What’s New in AccuRIG 2: Direct Access to Thousands of Motions

With the release of AccuRIG 2, now available free for download at the ActorCore online store, we can enjoy the improvements of the next generation of easy 3D character rigging and motion.  As mentioned in Reallusion release information, AccuRIG has become a worldwide leader in rigging 3D characters for the gaming and entertainment industries with over 200,000 users worldwide.

Designed for creators across gaming, film, and simulation, the new version introduces AI-powered motion search, multilingual support, and an integrated workflow that eliminates the need for external browsing or manual retargeting. With enhanced preview capabilities and broad platform compatibility, AccuRIG 2 positions itself as a fast, accessible solution for high-quality character animation.

What is ActorCore

Before we get started let’s take a brief look at ActorCore for those not familiar with it.  ActorCore is Reallusion’s cloud-based platform for 3D character animation, offering a massive library of motion assets and fully rigged characters optimized for real-time production.

It provides creators with thousands of professionally crafted animations, ranging from everyday actions to cinematic sequences, designed for compatibility with major 3D tools like Unreal Engine, Unity, Blender, and Maya. ActorCore also includes lightweight, animation-ready characters built for crowd simulation, business visualization, and digital twin applications.

With support for facial expressions, lip-sync, and precise body articulation, the platform enables high-quality results across gaming, film, and simulation workflows.

Over 4,500 Premium Motions

A notable enhancement is the direct in-app integration of over 4,500 ActorCore motions, allowing users to rig, animate, preview, and export characters without leaving the platform. This streamlines the entire workflow, making it faster and more efficient for both studios and individual creators.

AI Smart Search

The AI Smart Search feature in AccuRIG 2 is designed to simplify and accelerate the process of finding suitable animations for 3D characters. Instead of manually browsing through external libraries or switching between applications, users can now search for motions directly within the AccuRIG interface.

The system supports multiple search methods, including category-based filtering and natural language input, which allows users to describe the type of motion they need in everyday terms. This functionality is multilingual, supporting over 100 languages, making it accessible to a global user base.

The search engine is built to interpret descriptive queries and match them with relevant animations from the ActorCore library, which containing the aforementioned 4,500 plus motion assets can be a real time saver and limit frustration. This integration not only saves time but also enhances selections of animations that fit specific project needs.

This feature is particularly useful for creators working across diverse industries such as gaming, film, and simulation who require quick access to high-quality, retargetable motions without interrupting their workflow.

Group Interaction Motion Search

We can also search similar interactive motions as shown in the video above. These can be used to enrich conversations, highlight how characters relate to each other, and add depth to acting performances. The goal is to find gestures and motions that make interactions feel more natural and expressive. We can hover over a motion thumbnail to bring up the Group Motion tab. This will identify any related group motions for that particular type of interaction.

With Group Interaction Motion Search we can very quickly and efficiently locate related motions that will enhance the visual performance of our characters. Another tool to save time and cut down if not eliminate frustration in the search for the proper motions. Less time on such aspects of a project as these can translate into more creative time to build audience rapport.

Finding Similar Motions

Just like searching for Group Interaction Motions we can also search for Similar Motions. As explained in the video above this is useful for locating similar motions so you can explore more possibilities based on the original motion you are working with. This can also serve as a placeholder motion during the initial layout which can be replaced using this advanced search feature when actual final production work begins.

Natural Language Search with Multi-Lingual Support

We can use simple one word searches such as “jump” or we can further refine the search with something like “backflip jump”. The best feature with the Natural Language support now baked into the AI Search is the ability to use a natural language prompt as shown in the tutorial. The tutorial uses an example of “crouch walk while peeking around” which can return results showing similar motions where the character looks around the environment as they move.

The video further goes on to show how we can add “in a cartoon style” to the prompt to return relevant results showing cartooning motions. An even more telling demonstration of the AI Search Nature Language support shows how adding “cat woman” to describe a cat like female fighter to find motions that best match those characteristics. Summarize the scenario, style, or character traits in clear, simple terms to quickly identify appropriate motions.

Multi-lingual support allows us the possibility of searching in our native language and we are encouraged to experiment with creative prompts to find what we need.

Motion Retargeting

Retargeting motions used to be a major part of 3D animation. There were tools and applications focused on retargeting to ensure everything matched up to enable the character to move like it was supposed to move. Retargeting could be time-consuming and always had to be taken into account in terms of time allocation. 

Now, with AccuRIG, we don’t even think about retargeting in the same way anymore. In fact, we don’t think about retargeting or deal with it at all except for the initial marker placements on the limbs. It’s all done behind the scenes, under the hood, while we sit back waiting for the rigging to complete.

Set the markers, refine and adjust, then skin the character (one-click skinning) after telling it how many fingers from zero to five. That is all there is to it. AccuRIG takes care of the rest.

Go to the ActorCore website to download the free AccuRIG 2 application and see for yourself. There rare plenty of motions ­­­to test your automated rigs once they are ready.

Rig Once for Multiple Applications

Another great feature of AccuRIG is the “rig once and use” feature. This allows the skinned 3D Character to work with many different applications thereby eliminating the unnecessary complexity of working with a large group of applications in the same project. The universal FBX or USD export is recognized by most leading 3D applications today.

– Unreal Engine
– Unity
– Maya
– MotionBuilder
– 3DS Max  
– Blender,
– Cinema 4D
– NVIDIA
– Omniverse
– Character Creator and iClone  

This includes any software that can import FBX or USD 3D file formats. That covers a lot of applications and makes distribution of assets much easier in a multi-tool pipeline. As long as any pipeline utilizes those formats it will remain open to any characters created by AccuRIG 2 and other Reallusion products.

More Time Creating, Less Time Rigging

As mentioned earlier, the speed of AccuRIG can reduce the frustration of rigging characters for many differ 3D applications. This means you get to spend more time on the fun stuff, being creative, instead of wading hip deep into a technical morass of how to do something. Frustration can definitely slow down the creative process so anytime we can avoid that frustration means more creative time.

And there is never enough creative time.

Advanced AccuRIG

Advanced AccuRIG is available only in Character Creator and it greatly enhances the tools and features of AccuRIG.

At its core, Advanced AccuRIG retains the intuitive five-step rigging process that made the original tool accessible to a broad user base. However, it introduces a suite of manual refinement tools that allow users to precisely adjust joint positions, correct poses, and fine-tune skin weights. This added control is especially valuable when working with complex character meshes or non-standard proportions.

One of the key differences is multi-mesh support, enabling users to rig characters composed of separate geometry groups without merging them. This preserves the integrity of original assets and simplifies editing. Additionally, Advanced AccuRIG offers enhanced skin weight painting, allowing for smoother deformations and more natural motion transitions.

While the free version is well-suited for rapid rigging and general-purpose use, Advanced AccuRIG is designed for creators who require precision, flexibility, and compatibility with high-end production environments.

Summary

AccuRIG has always been one of the simplest and most reliable auto-rigging tools on the market today. Its main selling point lies with its ease of use and rigging speed. The only things that my trip up the rigging are non-standard proportions and characters. Even then those are usually extreme characters to start with.

With it being a free download there is no reason to not at least give it a try. It could certainly be worth a few minutes to see if AccuRIG can work magic on your characters too. When you also consider you can evaluate the rigging using thousands of motions, preview, and select suitable motions for 3d models all within the app how can you afford to NOT to give it a go?

Join over 200,000 users that rely on AccuRIG for 3D character rigging at no upfront cost, extremely small learning curve and universal FBX or USD export to 3D applications used by studios, small teams and indies.

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.

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.

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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.