Reallusion Character Creatore and iClone (AtomsUnreal)

From Atoms Unreal 1.9.0, the following tools are provided for converting Unreal assets generated from files coming from Reallusion Character Creator and iClone.




Users can follow the standard workflow for importing FBX files generated from Reallusion Character Creator.

Atoms supports both standard and game base converted characters. 

You have two options when importing your FBXs in Unreal:

  • You can use the Reallusion Character Creator importer tool or

  • You can use the standard Unreal FBX importer

While the first option generates better materials, it is also worth noting those materials are quite heavy and not suitable for crowd simulation unless you are planning to generate not many agents (please note this also depends on the video card you have on your machine).

If you use the the standard Unreal FBX importer, you will have to tweak your materials in order to get nice results, but this will allow you to simulate more agents.

Once you have imported your FBXs, please select your skeleton and select one of the options inside of the Reallusion submenu within the Atoms Crowd toolbar button menu.

The action you should select in the menu depends on how you exported your character.

  • If your skeleton is in A pose and was not  converted to game base in Chraracter creator, please select "Create An Agent Type (A Pose)".

  • If your skeleton is in A pose and was converted to game base in Chraracter creator, please select "Create An Agent Type (A Game Pose)".

  • If your skeleton is in T pose and was not  converted to game base in Chraracter creator, please select "Create An Agent Type (T Pose)".

  • If your skeleton is in T pose and was converted to game base in Chraracter creator, please select "Create An Agent Type (T Game Pose)".

Although it is not standard workflow to export your characters in T pose from Character Creator to Unreal, this option is available for compatibility with other applications.

If you have exported different variations of a character from Character Creator, you can take advantage of the following utilities:

  • "Create a Variation", creates a variation from all the selected skeletal mesh

  • "Create a Variation Per Skeletal mesh", creates a variation per selected skeletal mesh

  • "Create Variations", creates a variations asset from the selected variation assets


Animations exported from iClone can be imported like any other FBX and following the recommendations from the Reallusion team.

You will have to set up your animation sequences as you would do for any other Unreal animation sequence.


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