BidBass

Reallusion Character Creator

Version 5.02.0923.1 · Reallusion · Windows 10 / 11 (64-bit) · ranked #222 in the library

A character pipeline in one application, generating rigged, skinned and clothed humans with editable topology and sending them straight into a game engine or a renderer without a retargeting nightmare.

Pre-ActivatedContent Packs IncludedOffline Installer

Read the installation section below before you start. The order of the steps matters on this release.

6.3 GB archive
104,371 downloads
updated 3 days ago

About this release

Overview

Character Creator builds production ready human characters from parametric bases. You start from a base mesh, push the morph sliders for body proportion, facial structure, age and weight, layer skin and material detail on top, then dress the result from the clothing library or your own imported garments. What comes out is a fully rigged, skin weighted, blend shape equipped character rather than a static sculpt that still needs a week of setup.

The rigging is the part that saves the most time. Every character carries a standard skeleton with facial blend shapes wired to a consistent naming scheme, so motion capture and animation libraries retarget onto it without hand mapping every joint. Facial animation is driven by a set of expression morphs that match the common standards, which means lip sync and performance capture data lands correctly on any character built here.

Export is where it fits into a pipeline. FBX with per-engine presets, USD, OBJ and Alembic cover the way out, and there are dedicated round trips to the major game engines, to the sculpting applications for detail passes, and to the renderers for still work. Clothing supports physics simulation with cloth and soft body parameters, and hair is handled as either card based or strand based geometry depending on the target.

What it does

Feature breakdown

Parametric human generation

Full body and facial morph systems covering proportion, age, weight, muscle and ethnicity, layered so changes stay independent of each other.

Automatic rigging and skinning

Every character arrives with a standard skeleton, clean skin weights and a facial blend shape set, ready for animation without a manual setup pass.

Clothing and garment system

Layered clothing that conforms to any body shape automatically, with physics parameters for cloth simulation and support for importing your own garments.

Skin and material authoring

Physically based skin shading with detail normal, micro normal and subsurface control, plus a material library covering fabric, leather, metal and hair.

Motion retargeting

Consistent bone naming and proportions mean animation libraries and motion capture data apply to any character without remapping joints by hand.

Engine and application round trips

Dedicated export presets and live links for the major game engines, sculpting applications and offline renderers, with materials converted appropriately.

Changed in this build

Version 5.02.0923.1

  • Strand based hair system rebuilt with better grooming tools and faster viewport display.
  • New set of facial morph sliders covering finer detail around the eyes and mouth.
  • Improved cloth simulation stability on fast character motion.
  • Export presets updated for the current versions of the supported game engines.
  • Material editor gained layered blending with masks driven by texture or vertex data.

Installation

Follow these in order

  1. Disconnect from the network before starting.
  2. Extract the archive to a drive with 50 GB free.
  3. Pause real time protection.
  4. Install the main application first, then the content packs, in that order.
  5. Apply the included activation before the first launch.
  6. Open the application, confirm the content library populates, then restore protection.
Expect a detection. Anything that changes how a program checks its licence is classified as a risk tool by every scanning engine, which is why the steps ask you to pause protection. If that is not something you want to do, this is not the right download for you.

Release notes

From whoever packed it

  • Content packs install to a separate library folder. Point it at a fast drive, the library is read constantly.
  • Characters exported to a game engine need the matching import tool on the engine side for materials to arrive intact.
  • Do not sign into any online content service from inside the application. It validates the licence when you do.

System requirements

Minimum and recommended

Operating systemWindows 10 version 21H2 or Windows 11, 64-bit
ProcessorQuad core or better, higher clock speed helps the simulation
Memory16 GB minimum, 32 GB with large content libraries loaded
GraphicsGPU with 6 GB VRAM minimum, 8 GB or more for strand hair and high resolution textures
Storage40 GB free with the content packs installed, SSD recommended

Questions about this release

Answered before you ask

Can I import my own sculpted head?
Yes, through the round trip to the sculpting applications, and the rig and morphs are rebuilt onto the new topology.
Does it animate as well as build characters?
It has a basic pose and animation timeline. Full animation work is expected to happen in the companion application or in an engine.
Are the exported characters usable commercially?
That is a licensing question about the content library rather than the software, and the terms sit with the original publisher.

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