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Reallusion Character Creator

A dedicated character pipeline that builds rigged, skinned and morphable humans in minutes and hands them straight to a game engine or a render suite without a retopology pass in between.

Version
5.02.0923.1
Size
8.91 GB
Updated
1 week ago
Downloads
104,371
Language
English
Platform
Windows 10, Windows 11
Architecture
x64
Release
Pre-activated
Rating
4.6 / 5 · 1,932 votes

Overview

Building a believable human from scratch is weeks of work: sculpt, retopologise, unwrap, texture, rig, skin, blend shapes, and only then can you animate anything. Character Creator collapses that into an editor where the topology, the rig and the morph set already exist and you drive them with sliders. The output is a production model, not a placeholder, with clean quads, a working facial rig and level of detail variants generated on export.

This is the full build with the license already applied and every base character, morph set and material library that ships with the suite included rather than downloaded on demand. The pipeline plug-ins for the common engines and render suites are inside the archive as well, since the export step is the reason to use the program at all.

Building the character

The base meshes cover adult male and female plus stylised proportions, and everything above that is morph driven. Body shape has region sliders for each part of the anatomy rather than a single weight and height pair, and the head has a full facial slider set covering skull, brow, eye, nose, mouth and jaw independently. A photograph can be used as a starting point for a head, producing a reasonable likeness that then needs manual work, which is the honest description of what that feature does everywhere it exists.

Skin, eyes and teeth are physically based materials with layered detail maps, so pores, blemishes and subsurface scattering respond properly to lighting rather than looking painted on. Ageing is a slider that drives both geometry and texture together, which is the only way it ever looks right.

Hair, clothing and simulation

Clothing is fitted to the body automatically and follows the morphs, so changing the character's weight does not push a shirt through the chest. Conforming works on layered outfits, and each garment can carry its own physics settings for cloth simulation. Hair comes as both card based and strand based assets, with the strand variety intended for offline rendering and the cards for real time use.

Soft cloth and hair simulation runs in the viewport so the result can be judged before export, and the simulation can be baked into the animation or left live for the target engine to run. Collision shapes are generated from the body automatically and can be edited where a specific garment needs it.

Rigging and getting it out of the program

Every character carries a standard humanoid skeleton with skin weights already solved, which means motion capture retargets onto it without a mapping session. The facial rig is expression based with a viseme set for lip sync, and the whole rig exports intact rather than being flattened on the way out.

Export covers the interchange formats plus direct plug-ins for the common real time engines and offline renderers. Level of detail variants are generated on export at a chosen polygon budget, and texture atlases can be combined to reduce draw calls. Round tripping back into the editor after an external edit is supported provided the topology was not changed.

What you get

  • Morph driven body and facial editing with per region sliders
  • Physically based skin, eye and teeth materials with layered detail
  • Photograph guided head generation as a starting point
  • Automatic clothing conform that follows body morphs without penetration
  • Card based and strand based hair with viewport cloth and hair simulation
  • Standard humanoid skeleton with skin weights solved and motion capture retargeting
  • Expression based facial rig with a viseme set for lip sync
  • Level of detail generation and texture atlas combining on export
  • Direct pipeline plug-ins for the common engines and render suites

Inside the archive

  • Character Creator 5 installer, offline
  • Full base character, morph and material libraries
  • Card and strand hair asset set
  • Pipeline plug-ins for engines and render suites
  • Install notes covering the plug-in registration step

System requirements

Operating systemWindows 10 version 21H2 or Windows 11, 64-bit
ProcessorSix core or better, 3 GHz
Memory16 GB minimum, 32 GB for strand hair work
Graphics8 GB VRAM, more for viewport simulation at high density
Storage40 GB free on an SSD
Display1920 by 1080 or higher

Installing it

  1. Unpack the archive to a drive with at least 60 GB free.
  2. Disable real time protection for the length of the install.
  3. Run the main setup, then the content pack installers in the order listed in the notes.
  4. Install the pipeline plug-ins last, after the target engine or renderer is already present.
  5. Launch the editor and load a base character to confirm the content libraries registered.

Mirrors

RouteRegionNoteState
Direct, primaryEuropeNo wait, resumableOnline
Direct, secondaryNorth AmericaNo wait, resumableOnline
Torrent magnetGlobalRecommended at this sizeOnline

Release history

5.02.0923.11 week ago
  • Strand hair simulation stability improved on dense grooms
  • Fixed clothing conform failing on extreme body morph combinations
  • Export level of detail generation now respects per material budgets
5.01.0812.12 months ago
  • Facial rig viseme set expanded
  • Photograph guided head generation retrained on wider face shapes
5.00.0704.15 months ago
  • First release of the fifth generation editor

Questions about this release

Are the content libraries included or downloaded?

Included. The archive is large precisely because the base characters, morphs, materials and hair assets are all inside it rather than pulled on first launch.

Will the rig survive export?

Yes. The humanoid skeleton and the facial rig export intact to the interchange formats and through the direct plug-ins. Only the simulation state is optionally baked.

Can I bring in my own clothing?

Yes, through the conform workflow. It needs a clean mesh and reasonable topology, and it will then follow the body morphs like the bundled garments do.

Why is the viewport slow with strand hair?

Strand hair is heavy by nature. Drop the viewport density while working and raise it for the final look, or switch to cards if the target is a real time engine anyway.

Comments

polyfold2 days ago

Content packs all installed offline, nothing tried to download. Rig retargets clean.

aud.renner1 week ago

Clothing conform through a heavy body morph without clipping is the part that sold me.

thirdvertex1 month ago

Big download but everything is in it. Plug-in registered on my renderer first try.

Comments are read before they appear. If a build stops working, say so here and it gets rebuilt rather than quietly left up.