CC-to-MetaHuman Pipeline Obtainable Now – Reallusion Journal

Reallusion is proud to announce that the long-awaited CC-to-MetaHuman pipeline is lastly out there. Now, you may effortlessly switch your Character Creator (CC) faces and 4K hi-res textures to MetaHuman Creator, full with all the feel particulars of the whole physique. Lastly say hey to a devoted illustration of your distinctive head mannequin and texture designs together with the unique dynamic wrinkles.
With the Auto Setup software for Unreal Engine, creating customized MetaHuman characters is a breeze. Merely customise your character’s face with dynamic wrinkles, lifelike attributes resembling moles, scars, and make-up, and remodel them right into a MetaHuman character with only one click on. No coding required.
And there’s extra — The newest model of the iClone MetaHuman Live Link Kit permits for seamless expression management with facial nuances, physique actions, and lip-syncing. Even in the event you’re new to iClone, you may nonetheless animate your UE characters with the MetaHuman management rigs. Obtain these important instruments now and expertise the convenience and enjoyable of making true-to-life MetaHumans.
Free Obtain:
>> Auto Setup for Unreal Engine
>> iClone MetaHuman Live Link Kit
>> iClone 8
Release note | Fully Controllable MetaHuman Creation | Fast Create and Animate MetaHumans (Portal web page)

See the most recent replace in CC-to-MetaHuman pipeline:
Custom-made MetaHumans with True Likeness
▪ Seamless switch of head shapes, pores and skin textures, and dynamic wrinkles.
CC Custom-made MetaHuman Faces
▪ Delivering a true-to-life look with one easy click on in Character Creator.
Hello-Fi Textures for the Head & Physique
▪ Giving MetaHumans a putting resemblance to your authentic design, together with pores and skin results and dynamic wrinkles.
Full Possession over Unmatched Likeness
▪ Turning CC avatars into MetaHumans in Unreal whereas indulging in cross-platform compatibility.
Enriched Animations with iClone & CC
▪ That includes Knowledge Hyperlink for enhanced FPS efficiency and MetaHumans that may discuss, emote, and carry out with Dwell Hyperlink.
1. Custom-made MetaHumans with True Likeness

Create distinctive digital actors with ease utilizing the Character Creator asset ecosystem. From shaping, pores and skin layer enhancing, hairstyling, outfiting, to including equipment, designers can effortlessly deliver their imaginative and prescient to life. With CC 4.2, the brand new CC-to-Metahuman pipeline permits for seamless switch of head form, pores and skin textures, and dynamic wrinkles, delivering ultra-realistic leads to Unreal engine.
2. Character Creator Custom-made MetaHuman Faces

Creating your MetaHuman avatars with lifelike options has by no means been simpler, due to CC’s newest Head Export function. With only a push of a button, you may effortlessly switch CC head shapes and 4K head and physique textures. Elevate your MetaHumans to a brand new degree of authenticity with CC’s unparalleled true-to-life options.
3. Hello-Fi Textures for the Head & Physique
Head & Physique Texture


Transferring textures from CC to Unreal means that you can create MetaHumans which have putting resemblance to your original character design. It additionally dietary supplements pores and skin particulars to MetaHuman physique and palms.


Pores and skin Results & Dynamic Wrinkles
We offer superior instruments that surpass the fundamental MetaHuman pores and skin editor, together with the highly effective SkinGen utility that successfully integrates Realistic Human Skin into the face, resembling scars, zits, moles, face paint, and Make-up & SFX. The Dynamic Wrinkle System enhances these utilities, making it easy to create digital actors which might be actually lifelike.
4. Full Possession over Unmatched Likeness
MetaHumans which have developed from CC avatars are fully suitable with face and physique management rigs in Unreal. Along with having fun with cross-platform compatibility, characters generated on this method are solely owned by you.
5. Enrich Animations with iClone & Character Creator
Dwell Hyperlink
Having MetaHumans discuss, emote, and carry out on command stays a roadblock for many animators. Fortuitously, iClone MetaHuman Live Link presents a complete answer to animate our bodies, faces, and lips inside a single utility.
>> Learn more
Knowledge Hyperlink
iClone motions could be utilized to each UE characters and MetaHumans by the usual IK rig-and-retargeting course of. The Data Link perform eliminates the necessity for time-consuming FBX export and import, thereby accelerating the method of updating Unreal animations with CC.
>> Learn more
CC-to-MetaHuman Notifications
Reallusion has expended vital efforts to create probably the most correct CC-to-MetaHuman conversion pipeline, aiming to supply the perfect of each worlds for MetaHuman and Character Creator. Nonetheless, variations should still persist on account of variations in construction and the mechanics of animation between the 2 techniques.
- MetaHumans have restricted help for physique shapes, leading to variations in neck thickness, physique dimension, or peak when changing CC characters to MetaHumans.
- Sporting CC Smart Hair on MetaHumans shouldn’t be doable right now, as the best LOD of MetaHumans are restricted to Groom Hair.
- At the moment, MetaHumans have their very own outfit system and can’t put on conformable CC outfits.
- The CC head is optimized for real-time efficiency at 4,000 polygons in an effort to support subdivision levels for the Unreal Engine. The native highest LOD for the MetaHuman head has 80,000 polygons, permitting for improved mesh-level definition in sure facial expressions, significantly across the eyes. This may increasingly lead to noticeable variations in some circumstances.
- After the MetaHuman conversion, facial expressions are managed by MetaHumans’ facial management curves, probably leading to delicate variations in expression nuances.
Web site: Fully Controllable MetaHuman Creation | Fast Create and Animate MetaHumans
Discussion board: CC to MetaHuman Pipeline Discussion