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Character Creator 4.1 Now Available - Feature Highlights

Posted By Fionn (RL) 2 Years Ago
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Character Creator 4.1 Now Available - Feature Highlights

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Fionn (RL)
Fionn (RL)
Posted 2 Years Ago
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Welcome

Living up to the motto of “Enlivening Any Character”, Character Creator 4.1 (CC4.1) aims to overcome the obstacle of rigging characters for animation. Aided by the built-in technology of AccuRIG, CC4.1 can turn any static model into an animation-ready character with cross-platform support in minutes. Furthermore, enhanced subdivision export combined with the flexibility to generate levels of detail (LODs) empower both pro and indie studios to enhance their characters toward hyper-realistic digital actors for film or optimize for massively multiplayer online games without compromising real-time performance. 


  • Turn Static Models Into Live Characters - Auto-rig humanoid 3D models.>>Know more

  • Optimize & Decimate Characters (LOD)  -One character, multiple applications.>>Know more

  • Subdivision Export  -Real-time models with high-quality rendering.>>Know more


https://forum.reallusion.com/uploads/images/e1ca613d-d500-4b97-8e8f-ea42.jpg

Turn Static Models into Live Characters
Powered by AccuRIG, Character Creator can auto-rig humanoid models as well as handle complicated multi-mesh structures with cutting-edge features. Hard surfaces can be isolated from skin weights to retain their rigidity, while painted skin weights can be pruned and tweaked, regardless of complexity.performance. 
  • Auto-rig selected mesh :Choose the desired items to undergo a simple 3-step auto-rig process⁠—each step is configurable and reversible.

https://forum.reallusion.com/uploads/images/de851a34-867f-4942-b0ce-9622.jpg
  • Savable bone definitions :Game developers can apply the same bone definition profile to other game avatars of the same body scale⁠—a massive time-saver to avoid repetitive steps.


  • Re-rigging and repurposing :Humanoid characters or static meshes can be transformed into CC Avatars while retaining original facial bones and facial animations. Polycount and bone count can then be effortlessly reduced for re-rigged characters.



  • Hard surface auto-attachment :rigid items such as helmets and armors are auto-attached to the closest bones as accessories to prevent mesh distortion.


  • Unused bone masking :properly animates assigned bones, suitable for partial body movements or characters with imperfect T or A-poses.


  • Physics, skin weight and skeleton adjustments :let artists manually refine the auto-rig results, adjust body proportions, assign physics attributes to floating accessories, and so on.

https://forum.reallusion.com/uploads/images/70800dc0-4635-4fad-bd3d-6d61.jpg

Learn more information by visiting our website.

Optimize & Decimate Characters (LOD) 
Optimized and decimated characters can be attained with one simple click for one-man teams and AAA production studios alike. Character Creator maximizes usability for each character you make while outfitting them for film production, game design, VR/AR applications, and massive crowd simulations. 
https://forum.reallusion.com/uploads/images/ae6f3a1b-2958-4203-b557-58d0.jpg
  • Scaling down characters - Multiple levels of detail :provides users with complete control over the reduction process, including bone count, polycount, texture size, and facial details.

https://forum.reallusion.com/uploads/images/fc59b239-ceed-4983-b485-4432.jpg
  • Flexible character optimization:is fully customizable. To avoid the repetitive conversion process, all custom settings and profiles can be saved for reuse on other characters.

  • 1. Custom Settings
https://forum.reallusion.com/uploads/images/86d9e52b-0d8c-4b8a-b051-4e7b.gif
  • 2. Bone Templates:Three types of bone templates suit different applications across different media.
  • 3. Meshes:Users can reduce the polygon count and keep the mesh structure at the same time. Users can also merge all the accessories into one mesh for PBR rendering.
https://forum.reallusion.com/uploads/images/93f44c86-e810-45cd-91ce-fd39.gif
  • 4.Texture
https://forum.reallusion.com/uploads/images/65f1bda1-83c8-4389-b30b-4441.jpg
  • 5. Facial:The Facial Reduction panel gives the option to leave out facial morphs, teeth/tongue, and facial bones to optimize real-time performance and gear toward crowd rendering.
https://forum.reallusion.com/uploads/images/2cf1655a-4b41-4030-bf96-1b40.jpg
  • 6. Baking Hand Gestures: With faraway characters, or characters holding objects, one can choose to reduce finger count, or replace the hand gesture. 
  • Learn more information by visiting our website
Subdivision Export 
The capacity to subdivide a low poly real-time character model is crucial for close-up shots and high-resolution image/video output. Subdivided animation-ready characters are compatible with all render engines and provide salient improvement in visual quality.
  • The world’s only subdivision export for animated characters :Quad-based rigged characters can be exported in FBX/USD format with facial morphs and rendered in other applications without hindrance.


  • Production-ready quality :CC Avatars and any imported low-res, quad-based characters can benefit from Subdivision Export, including realistic characters and stylized characters. The outline and shading of accessories, clothes, and props are optimized as well.
  1. Optimizing Outline & Shading
  2. Realistic Character
  3. Stylized Character
  4. Clothes / Accessory / Prop
  • Export to major platforms :Simply via FBX/USD format or LiveLink, Subdivision Export greatly elevates all types of real-time characters for professional high-res rendering.
https://forum.reallusion.com/uploads/images/eb139948-bb72-42ac-a8aa-87f8.jpg
  • Learn more information by visiting our website.
Edited
2 Years Ago by Fionn (RL)
Jeasy
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Brilliant Updates. Just keeps getting better.
Bassline303
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Yes , awesome update 👍
rosuckmedia
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Great Update , 
 Many thanks to RL Team. 👍👍
Greetings rosuckmedia
wires
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Great update, but I wish that it would stop watermarking all my older Headshot characters.

Gerry



System: Win 10 Pro (21H2), Asus X99-E WS, CPU i7-5930K -3,5 GHz, 32 GB DDR4 2666-16 RAM, NVidia GTX 1080 Ti GPU - 11 GB VRAM(Driver Studio-536.99), Samsung 850 Pro 512 GB SSD, 6 TB HD storage.


animagic
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wires (9/30/2022)
Great update, but I wish that it would stop watermarking all my older Headshot characters.

I encountered that also, but after I did Help => Activate Purchased Items, the watermark went away.

I saved it and the next time I loaded the character there was no watermark.



https://forum.reallusion.com/uploads/images/436b0ffd-1242-44d6-a876-d631.jpg

Edited
2 Years Ago by animagic
wires
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animagic (9/30/2022)
wires (9/30/2022)
Great update, but I wish that it would stop watermarking all my older Headshot characters.

I encountered that also, but after I did Help => Activate Purchased Items, the watermark went away.

I saved it and the next time I loaded the character there was no watermark.


I ended up having to do just that with several characters, but everything seems to be OK now.

Gerry



System: Win 10 Pro (21H2), Asus X99-E WS, CPU i7-5930K -3,5 GHz, 32 GB DDR4 2666-16 RAM, NVidia GTX 1080 Ti GPU - 11 GB VRAM(Driver Studio-536.99), Samsung 850 Pro 512 GB SSD, 6 TB HD storage.


yorgon
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Congratulations to reallusion. I didn't see the wrinkle system. It was said that there was planning for this. When will we see
animagic
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wires (9/30/2022)
animagic (9/30/2022)
wires (9/30/2022)
Great update, but I wish that it would stop watermarking all my older Headshot characters.

I encountered that also, but after I did Help => Activate Purchased Items, the watermark went away.

I saved it and the next time I loaded the character there was no watermark.


I ended up having to do just that with several characters, but everything seems to be OK now.

It's not quite OK. The problem is with the Headshot 1000+ morphs, which are initially not recognized as purchased. I found this out while creating a new Headshot character.


https://forum.reallusion.com/uploads/images/436b0ffd-1242-44d6-a876-d631.jpg

wires
wires
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It's not quite OK. The problem is with the Headshot 1000+ morphs, which are initially not recognized as purchased. I found this out while creating a new Headshot character.


AARRGGG. w00t

What a mess. I thought that it was just something in the older characters that was causing the issue and now the complete 1000+ pack. Crazy

Thanks for the tip, all is now working - I hope. Whistling

Gerry



System: Win 10 Pro (21H2), Asus X99-E WS, CPU i7-5930K -3,5 GHz, 32 GB DDR4 2666-16 RAM, NVidia GTX 1080 Ti GPU - 11 GB VRAM(Driver Studio-536.99), Samsung 850 Pro 512 GB SSD, 6 TB HD storage.


Edited
2 Years Ago by wires



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