Reallusion Character Creator
A character generation and rigging system that produces game ready and render ready humans without modelling a base mesh from scratch.
About Reallusion Character Creator
Building a believable human from a cube is weeks of work before any animation starts. Character Creator replaces that stage with a parametric base: body proportions, facial structure, skin, hair and clothing are all driven by sliders and morph targets on a topology that is already clean, already rigged and already weighted for deformation.
The rigging is the part that saves the most time downstream. Every character comes out with a full body skeleton, facial blend shapes and a viseme set for lip sync, so it drops into an animation package or a game engine and moves immediately. Motion retargeting maps existing capture data onto the skeleton without a manual bone mapping pass in most cases.
Clothing and hair are treated as separate layered assets rather than baked geometry. Garments conform to a changed body shape automatically, physics can be enabled per item so a coat or a ponytail reacts to motion, and materials use a physically based setup that reads correctly in any renderer that understands the standard maps.
Export covers the two destinations that matter. A render pipeline takes the high density mesh with displacement and full material detail, and a game pipeline takes a decimated mesh with baked normal and texture atlases and a bone count that fits an engine budget. Both come out of the same source character rather than needing two builds.
What is included in this build
- Parametric body and facial morph system on clean, production ready topology
- Automatic full body skeleton with facial blend shapes and a viseme set for lip sync
- Motion retargeting from existing capture data onto the generated skeleton
- Layered clothing that conforms automatically to a changed body shape
- Per-item physics for hair, garments and accessories
- Physically based material setup with skin, eye and hair shaders
- Decimation with normal map and texture atlas baking for game budgets
- Export to the common interchange formats plus direct engine pipelines
Changed in version 5.02.0923.1
- Improved skin shader response under low light setups
- Faster loading of characters with several layered garments
- Additional facial morph targets exposed in the modify panel
- More reliable retargeting from capture data with unusual bone naming
- Reduced memory use when working with several characters in one scene
Installation walkthrough
These steps assume a clean machine. If a previous release of the same application is present, deal with that first, since an overlapping install is the most common cause of a setup that stops halfway.
- Check free disk space first, since the bundled content packs are larger than the application.
- Disable real-time protection until the installer and the content packs have both finished.
- Extract the archive to a short path on a drive with room to spare.
- Run setup as administrator, then install the content packs from the same launcher.
- Set the project and content library folders on first launch before importing anything.
System requirements and file details
| Developer | Reallusion Inc. |
|---|---|
| Release type | Pre-Activated with content packs |
| Licence | Full version |
| Languages | Multilingual (6 interface languages) |
| Platforms | Windows 10 64-bit, Windows 11 64-bit |
| Processor | Intel or AMD quad core, 3 GHz or faster |
| Memory | 16 GB minimum, 32 GB for scenes with several characters |
| Graphics | GPU with 6 GB of dedicated memory and current drivers |
| Display | 1920 by 1080 or higher |
| Disk space | 40 GB free for the application and content library |
| Installer type | Offline installer with separate content packs |
| Architecture | 64-bit only |
| Export | Interchange formats plus direct engine pipelines |
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