CONTENT SPECIFICATIONS

Lens Flare
It happens when light is scattered or flared in a lens system. As an asset, this effect can be flexibly stacked and replaced. All lens flares are saved in a single .iLflare file, regardless of how many are used in the scene.

After installation, users can access the .iLflare in iClone 8: Reallusion Templates > Stage > Lens Flare
Pose
Instead of using an single frame in a rlMotion clip, iClone 8 has restructured poses as single keys on the timeline.

After installation, users can access the .rlpose in iClone 8: Reallusion Templates > Animation > Pose
Motion Director
Motion Director files can be applied to characters to drive their motion in an interactive manner, suitable for swift 3D character navigation around the scene or with highly responsive interaction. Character motion control can be piloted by mouse clicking waypoints, keyboard hotkeys, or gamepads for a highly optimized play-to-animate experience.

After installation, users can access the .iMD in iClone 8: Reallusion Templates > Animation > Motion Director
MD Extension
MD Extension file are mainly used to expand a new set of idle, speed, and/or perform motions to a base iMD Behavior, and give smooth transition between different Modes.

After installation, users can access the .iMDExt in iClone 8: Reallusion Templates > Animation > Motion Director
MD Prop
MD Prop (.iMDProp) includes both the prop's mesh and multiple sets of motion data for interactions between the character and the prop. When MD is activated, the character can interact with the prop and apply designated motion. Some MD Props are designed with multiple entry performances, each tailored to a specific approaching angle for natural interactive behaviors.

Know more about interactive MD Prop > | Multiple Entry Points >

MD Turn-to-stop
MD Turn-to-Stop (.iMDTurntostop) records walking data for various lengths, speeds, and approaching angles before the character interacts with the prop. The appropriate motion data will be chosen based on the speed set by MD or the character's path.

Know more >

iTalk
.iTalk is an animation file which keeps facial expression and talking animation data, it can be generated from either Standard Expression Profile (60 blenshapes) or Extended Expression Profile (140 blendshapes). Apply an .iTalk file to a CC character will add or replace the facial expression data but remain the same body motion.

After installation, users can access the iTalk in iClone 8: Reallusion Templates > Animation > Expression
HairStyle
RL Hair Style is used to compose the scalp hair, eyebrows, and beard into one coherent hair style system. This format can only replace existing Hair Styles, thus, can't be added. Both Character Creator and iClone can utilize RL Hair Style and even share the same content.

Morph Presets are available in Character Creator Template > Style subfolders.
Hair Group
RL Hair is composed of several RL Hair Elements that is a hair styling system for different hair parts; It is divided into three sections (scalp hair, eyebrows, and beard) according to the applied Hair Element types. Application of this format only allows for replacement of the matching areas; adding is not allowed. Both Character Creator and iClone can utilize RL Hair, and even share the same content.

Morph Presets are available in Character Creator Template > Group subfolders.
HairElement
This is the smallest part of the Hair content component system. RL Hair Element includes Conform Hair and Accessories that is divided into three types: scalp hair, beard, and eyebrows. The beard is divided into five sections of Conform Hair plus accessories: Mustache, Goatee, Sideburns, Soul Patch, and Full Beard. The scalp hair is divided into four sections of Conform Hair plus accessories: Top, Base, Rear, and Bangs. All eyebrows are categorized as Conform Hair without sectioning and with no category for Accessories. Accessories for the Hair Element is different from the usual Accessories, in that they have specific settings for their corresponding sections. Users can turn a normal Accessory into a Hair Element Accessory so that it is stored with the Hair Element. The Hair Element can either be added or replaced when deployed, while both Character Creator and iClone can utilize RL Hair Element, and even share the same content.

Morph Presets are available in Character Creator Template > Element subfolders.
iClone CC1 Character
CC character is a new type of iClone character format generated with Character Creator. The clothes, shoes, hair and accessories are saved as sub-nodes in the CC Character, allowing users to modify them individually in iClone. A CC character can also wear any iCloth, iShoes, iHair and iAccessories generated from the Character Creator because it has the corresponding mesh and body skin data.

CC3 Character
CC3 character is a new type of iClone character generated with the Character Creator tool. CC3 Character has enhancement on Topology and Skin-Rig.
All clothes, shoes, hair and accessories that created for CC1 Character can be also applied on CC3 Character.

iClone CC3+ Character
CC3+ character is a new type of iClone character generated with Character Creator. CC3+ characters have topological enhancements, UV Optimization, revamped skin-rig, which looks way more natural compared to prior editions.
Moreover, CC3+ character have Digital Human Shader and SkinGen effects, the skin material is also enhanced with highly detailed base color and micro-normal maps.
CC3+ character also has Tear Line and Occlusion Mesh. Tear Line provides the underlying structure for eyelid moisture, while Occlusion Mesh adds eyeball shadows. There are dedicated shaders for these eye elements.

iClone CC3 Game Character
CC3 Game Character Base features topology optimized for mobile, game, and AR/VR developers. 10k polygon base makes it a breeze to display massive amounts of NPCs with true-to-life body and facial animation, without serious performance drop in real-time engines.

Actor Group
ActorGroup allows you to quickly generate natural, uninterrupted 3D crowd animations. It consists of two types of animations: Prese/Random, using different 3D characters of genders, ages and appearances, combined with different angles and time sequences, allow you to automatically generate infinitely diverse 3D crowd animations including props and accessories.

When using ActorGroup, it simultaneously applies externally linked Actor, Motion, Accessory, Prop, Material, and other data. Each time you randomize it, a randomly generated character set and corresponding animation(s) will appear on the designated position.

iClone Plug-in
iClone plug-ins are designed by professional developers in order to extend iClone’s base functionalities via a Python API, such as augmenting animation features and adding custom devices.

Know more >

Non-Standard Human Character
Non-Standard Human Character has either the same iClone bone structure or have been characterized for iClone Motion bone. It can apply all standard iClone human motions. The Non-Standard Human Character can not exchange any body parts or clothes and shoes and are usually optimized through merged materials and polygon reduction for crowd rendering.

Non-Standard Human Character
Non-Standard / Facial Ready Human Character has the same capabilities of Non-Standard Human Character with the addition of 60 standard blendshapes for facial expression and iClone lip-sync animation supported, but it's not aloowed to change its Face, Upper body, Lower body and shoes either. Some Non-standard / Facial Ready Human Characters also include additional 63 EXPLUS blendshaps for optimized facial animation results.

Non-Human Character
Non-Human Character has its own unique bone structure that is different from iClone Standard Character or None Standard Human Character. It contains its own unique Animations and Motion Bones that belong to the character with IK motion editing system. You can open the Edit Motion menu by right clicking on the creature base. Also, you can easily attach accessories to any bone segment. Users can also redefine skin color and modify texture with UV reference. Like None Standard Human Character, Non Human character has no facial expression puppeteering and can not change its Face, Upper body, Lower body and shoes either.

iClone Legacy Character
iClone G1, G2, G3, G5 and G6 Characters are legacy character specifications to iClone7 and above. They are constructed by iClone standard bones and are compatible to .iMotion, .rlMotion for standard human characters. Facial expressions and speech support are also compatible for iClone7 and above.

iClone Clone Cloth Character
iClone CloneCloth Character provides dual layers of Cloth mesh: the skin layer and the cloth layer. Simply modify the opacity texture with any image editor and users can design as many different clothing styles as they can imagine.
Each CloneCloth character includes an individual Template Map with guided color contour lines allowing easy custom outfit creation. It also comes with a set of textures, ready for you to save as a new character.
The additional texture images for CloneCloth characters are saved as diffuse and opacity textures for G2 CloneCloth and as Material balls for G3 CloneCloth and above.

CloneCloth Character is based on each generation of iClone Standard Character (G2, G3, G5 and etc.), body part exchange between different generations is not allowed.

iCloth
iCloth is a new type of iClone cloth format (.iCloth) generated by the Character Creator tool. Unlike CC Cloth with editable sustance layers, the texture maps of iCloth are flattened as regular diffuse, normal and specular maps for better performance.
iCloth can be applied to different body shapes for men, women, skinny people and heavy people. It also defines the layering information to ensure the proper multi-layer dress result. All iClothes can be applied to standard CC Characters in iClone, and are able to access conforming tools.

After installation, users can access the iCloth in iClone 6 Template> Clone Template> CC Cloth subfolders.
iShoes
iShoes is a new type of iClone shoes format (.iShoes) generated by Character Creator. Unlike CC iShoes with editable sustance layers, the texture maps of iShoes are flattened as regular diffuse, normal and specular maps for better performance. iShoes can be applied to different shapes of body such as man or a woman, skinny feet and full feet. It also defines the layering information to ensure proper multi-layer dress result. All iShoes CAN ONLY be applied to standard CC Characters inside iClone, and be able to access conforming tools for further refinements.

After installation, users can access the iCloth in iClone 6 Template> iClone Template> Avatar Template> BodyPart > CC Shoes subfolders.
iGloves
iGloves is a new type of iClone gloves format (.iGloves) generated by Character Creator. Unlike CC Gloves with editable sustance layers, the texture maps of iGloves are flattened as regular diffuse, normal and specular maps for better performance. iGloves can be applied to different hand shapes such as long fingers, small hands or big hands. It also defines the layering information to ensure proper multi-layer dress result. All iGloves CAN ONLY be applied to standard CC Character inside iClone, and be able to access conforming tools for further refinements.
With the Appearance Editor, users can modify and customize fabric, plaid, pattern and decal to create all kinds of textures for gloves.

After installation, users can access the iGloves in iClone 6 Template> iClone Template> Avatar Template> BodyPart > CC Gloves subfolders.
iClone Head
iClone Head is fully compliant to the head shape standard with correct fitting on facial features. Users are able to apply facial animation, facial deformation, color cosmetics, auto lipsync through audio input, emotional effects, and load CrazyTalk talking script file (CTS) for refined emotional and talking animation.
iClone Head can be generated by the iClone Head Fitting module, with either front face or profile (side-facing) images.

After installation, users can locate Head packs in Head > Faces > Template.
iClone Hair
iClone Hair is compliant to iClone head bone scale and displacement standard. Once assigned, hair will auto attach to the head, and move along with the character. Users can easily do color adjustment and multi-texture editing with iClone Hair.

After installation, users can locate Hair packs in Avatar > Hair > Template.
Facial Expression
iClone Facial Expression includes facial expression and viseme data. It is also applicable to all standard characters.

Facial expressions are available in iClone's Template > Script subfolders and iClone Character Creator > Stage subfolders.
iClone Gesture
iClone Gestures can be used to save hand poses and be applied to single hand or both hands. Right-click on the left/right hand track in the timeline editor to define a still gesture sequence for the left/right hand independently.

iClone Gestures are available in iClone Template > Hands subfolders and Character Creator Template > Hands subfolders.
iClone Ani Gesture
iClone Animated Hand Gesture packs work for both iClone G1 and G2 characters. Users can right click on the left hand (or the right hand) track in the timeline editor to define motion sequence for left (or right) hand independently.

iClone Gestures are available in iClone Template > Hands subfolders and Character Creator Template > Hands subfolders.
iClone MotionPlus
iClone MotionPlus includes viseme data and animation for the face, body, and props. The Facial Animation attribute indicates that the MotionPlus data encompasses both facial expressions and lip movements. Users can apply iClone MotionPlus to Standard and Non-Standard characters and directly edit motions in Motion or Facial Editor. The Accessory Animation attribute indicates that the MotionPlus data includes bone animation for accessories. When this MotionPlus is applied, it will animate not only the character's body but also the accessories and props. In other words, MotionPlus provides both body motion and prop motion for the character. The Prop Animation attribute indicates that the MotionPlus contains RTS (Rotation, Translation, Scale) data or bone animation data for the prop. A MotionPlus file of this type cannot be applied to a character. For more details, refer to 'Facial Animation,' 'Accessory Animation,' and 'Prop Animation.'

Motion packs are available in iClone Template > MotionPlus subfolders and Character Creator Template > MotionPlus subfolders.
iClone Motion
iClone Motion is compliant to iClone character bone structure and based on motion capture of natural human motions. Users can apply iClone Motion to both iClone G1 and G2 characters and directly edit motions in Motion Editor.
Non-Human motion only can applied to corresponding character, and it can not applied to standard human.

Motion packs are available in iClone Template > Motion subfolders and Character Creator Template > Motion subfolders.
iClone MixMoves
The iClone MixMoves pack includes many naturally blended clips that allows you to blend two motions together in order to have a smooth, life-like transition between them. For example when an avatar is standing, users can activate the 'Crawling' command in the MixMoves system, this will allow iClone to compute natural transition motions that will make the avatar kneel down before automatically engaging into a crawling posture.

After installation, users can locate the pack in Animation > Motion > MixMoves.
All the motion clips will be located in the Animation > Motion > Content Manger > Subfolder.
iClone (Character) Texture
Based on iClone character body styles, iClone Texture gives the same body a new look. The texture UV design is compliant to iClone character texturing system. Several texture channels such as diffuse, opacity, reflection, glow, bump or normal, can be included in Texture pack. Users can load textures in their respective Modify panel, or load well textured character in Avatar > Character page.

When one character is made by several body parts, users can also locate the new textured body parts in Avatar > Character > upper body, lower body, and shoe pages.
iClone Accessory
iClone Accessories is compliant to iClone characters with proper scale design and allows direct attachment to target character elements, such as head, hands, torso, and legs. iClone Accessory can move along with character, eg. a hat on the head, a sword held in the hand, a necklace wrapped around the character's neck, etc.

After installation, users can locate Accessory pack in Avatar > Accessory > Template.
iClone iAccessory
iClone Accessories is complementary assets to iClone characters, which have proper scale and design that allows direct attachment to target character elements, such as heads, hands, torsos, and legs. iClone Accessories will move along with character's animation, eg. a hat worn on the character's head, a sword held in hand, a necklace wrapped around the character's neck, etc.
The iAccssories come with AML. When a character uses this accessory, the character will be given additional motions and interaction animations.

iClone 3D Props
iClone 3D Props are optimized for polygon count and texture size.
3D Props are made with predefined UV which users can easily modify the appearance by following the texture with UV reference. It comes with predefined pivot for animation, and usually with proper ground initial alignment.
3D Props also contains idle animation pre-made with many 3D modeling tools. Users can merge several props to form new props inside the preview window.

After installation, users can locate 3D Props pack in Scene > Props > Template.
iClone Live Props
iClone 3D Live Props contain 3D props with embedded animation segments. It is usually used to contain multiple animation clips to represent the multiple movements of a living creature.
The behavior of Live Props can be set in the timeline by right clicking and selecting target animation clips, eg. a horse can run, trot, breath, gallop, jump, etc. It can also define idle motion in loop to provide a live mode in stand-by status.

After installation, users can locate 3D LiveProps pack in Scene > Props > Template > 3D LiveProps subfolder.
iProps
You can use keyboard and mouse to control the behavior and animation of these interactive props including the interaction between iProp and Avatar.
These iProps include the interactive stage which you can use keyboard to switch the lighting effects in Director Mode, sofa which Avatar can sit or lie on, or vehicles which can be ridden.
iProp contains DramaScript which describes its behavior in addition to the original model, material, and animation data to accomplish the interactive behavior.

iTerrain
iTerrain is a solid ground that Actors and iProps stand or move on, preventing them from dropping through the floor. These objects can be placed right on the terrain, moved about, and repositioned without worrying about making height adjustments. Grass and trees can be placed on the terrain surface, and each project is limited to one terrain.

After installation, iClone 8 users can access iTerrain in Reallusion Templates > Set > Terrain.
After installation, iClone 7 users can access iTerrain in iClone 7 Template > iClone Template > Terrain.
iBuilding Config
This is a file for use with the BuildingGen Plugin, which records the correspondence of Wall, Door, Window, Element, Material, etc. By utilizing this configuration file, users can open the BuildingGen Plugin, set the length, width, and height of the building, and quickly construct the corresponding structure.

After installation, users can access the .iBuildingConfig in iClone 8: Reallusion Templates > Building
iBuilding
These are buildings created with the BuildingGen Plugin that have not merged meshes or shared materials, resulting in a larger file size. However, the length, width, height, as well as the positions of doors and windows can be adjusted using the BuildingGen Plugin.

After installation, users can access the .iBuilding in iClone 8: Reallusion Templates > Building
iClone LivePlants
Real-time optimized foliage displays multiple trees, flowers and grass, simultaneously adding natural moving life to 3D scenes. LivePlants can sway along with wind for dynamic display. High-resolution rendering enhances close-up shots, revealing LivePlants high level of detail. The viewing distance alters the level of detail for efficient rendering.
Each type of plant has texture size of 2048x2048, require larger file size for 3D Scene with LivePlants data. Pixel shader required for rendering.

After installation, users can access LivePlants in Scene > 3D Scene > Template > LivePlants.
Live Plants 2
Live Plants 2 is content made with Speedtree 6, and all plantlife includes multiple texture channels including diffuse, normal and specular maps, to give a more detailed look and higher amount of material realism.
Different species of plants now react accordingly to different wind settings and have smooth transitions from one strength level to another. In addition, users can now use the timeline to key-in wind changes from still, to gentle, to hurricane speed!

After installation, users can locate the Tree pack in the Tree > Template path.
iClone 3D Blocks
iClone 3D Blocks include simple 3D primitives, such as cube, sphere, cylinder, etc. Users can XYZ move, scale, or rotate 3D blocks, or merge several 3D Blocks into a new Merged Prop.
3D Blocks contains unwrap UV info easy for custom texture mapping to target face. Users can easily apply multiple texturing effects, or freely tile, offset or rotate texture on the 3D Blocks.
The texture library for iClone 3D Blocks is in the following folder:
C:Program FilesReallusioniClone 2TemplateiClone TemplateTexture

After installation, users can locate 3D Blocks pack in Scene > Props Page > Template > 3D Blocks subfolder.
iClone 3D Surface
iClone 3D Surface is made by 3D planes (3D objects without thickness), either flat or with curves. It is extremely low polygon and offers high design flexibility.
Users can use 3D Surfaces to represent plants, paper, tracks, foot prints, cloth, or curtains, etc.
Texture-wise, it can contain diffuse, bump, transparency, reflection, and glow maps. Users can simply redefine the shape of any 3D surface by using the opacity mask.
Animation data can also be embedded in the 3D Surface object.

After installation, users can locate 3D Surface packs in Scene > Props > Template > 3D Surface subfolder.
iClone Flying Surface
iClone Flying Surface is made by 3D planes (3D objects without thickness), either flat or with curves. It's made by 2-side low polygon mesh, and includes motion clips which allow soft surface animation in timeline.
Users can use Flying Surfaces to represent floating flags, banners, hair, cloth, curtains, etc. The natural movement in various wind strength can greatly add life to any 3D scene.
By applying opacity masks users can alter the shape of Flying Surfaces. Users can utilize the multi-texturing features such as diffuse, bump, reflection, and glow map to further define the material quality.

After installation, users can locate Flying Surface packs in Scene > Props > Template > Flying Surface subfolder.
iClone 2D Scene
iClone 2D Scene is the image set as the background of iClone scene. Users can change the alignment or tile the 2D background.

After installation, users can locate 2D Scene packs in Scene > 2D Background > Template > subfolder.
iClone 3D Scene
iClone 3D Scene contains correct unit scale, well defined cast shadow system, surrounded skybox and ground objects to support props and characters, It is well balanced between performance, texture size, and polygon number.

After installation, users can locate 3D Scene pack in Scene > 3D Scene > Template > subfolder.
iClone MaterialPlus
iClone MaterialPlus can save all material channels and settings of a given object or model. This format is not cross-compatible with objects of different mesh and material names.

iClone MaterialPlus are available in iClone Template > MaterialPlus subfolders and Character Creator Template> MaterialPlus subfolders.
iClone Material
iClone Material includes settings and textures of materials
Including:
-Multiple channel texture & settings (Diffuse, Opacity, Glow, Bump (Normal included), Specular, Reflection)
-Reflection and Refraction Effects;
-Diffuse, Ambient and Specular Colors;
-Opacity, Self-illumination and Specularity
- PBR Map included Base Color, Metallic, Normal and Roughness.
You can easily load a material to alter or enhance the surface quality of a model.

iClone Materials are available in iClone Template > Materials Lib subfolders and Character Creator Template > Materials Lib subfolders.
Substance Materials
Substance materials are procedurally generated assets, from technology developed by Allegorithmic. A 'substance' is basically a set of maps, defining a whole material with all channels: Diffuse, Normal, Specular, Bump, etc.
Inside iClone, Substance material can save presets known as themes which can be further customized by manually adjusting individual settings. Substance texture channels can also be batch exported to image files in various resolutions. In addition, Substance attribute key-framing is available for run-time texture animations.

After installation, users can access Substance packs in Media > Template > Material > subfolder.
Tessellation
Real-time tessellation is a feature that is made available by DirectX 11 and above.
It utilizes the GPU to dynamically subdivide the faces of the low poly mesh.
With the use of displacement mapping, users are able to create 3D assets with protruding and recessing surfaces in exquisite detail. Furthermore, level of detail will automatically adjust the subdivision level according to the distance between the viewing camera and the mesh for better system performance.

iClone 3D Texture F/X
iClone 3D Texture F/X can be made by combining prop animation and texture UV animation utilizing specified texture channels. It can also be accomplished by altering UV mapping method, tile setting, change of material color, transparency, gloss, specular value, or utilize animated texture such as gif or video files. Water fall, flowing river, magic effects are some of the typical applications of Texture F/X.

After installation, users can access 3D Texture FX in Scene > Props > Template > Texture FX subfolders.
iClone 3D Particle F/X
iClone 3D Particle F/X is a blitz entity created with emitters. It can be positioned, rotated, started, stopped, or parented.
By altering the texture and particle parameters, such as density, force, speed, direction, and life cycle, users can generate sophisticated visual effects such as fire, smoke, blast, sparkle, magic, fountain, fireworks, etc. It can also be used to generate environmental atmosphere like rain, snow, and fog.
Particle emitters can be attached to any scene object, such as a character or animated prop, to generate dynamic particle trailing effects, eg. rockets bursting with flaming engine fire and smoke puffs from the exhausted pipe of a racing car.

After installation, users can locate 3D Particle F/X pack in SFX > Particle > Template > Subfolder.
Effect
The iClone Effects includes post-effect and LUT settings. User can apply multiple effects in one project and adjust their order to combine various effects.

iClone Effects are available in iClone Template > Effect subfolders and Character Creator Template > PostEffect subfolders.
Atmosphere
iClone Atmosphere includes light, IBL, and effect settings.

iClone Effects are available in iClone Template > Atmosphere subfolders and Character Creator Template > Atmosphere subfolders.
3D Environment F/X
iClone 3D Environment F/X is an application of particle effect simulating larger scale environmental phenomenon such as fog, rain, lighting, snow, hurricane, sand storm, thunder storm, etc. Users can multiply those effects to generate complicated atmosphere, or use the life span parameter to control the display timing.

After installation, users can locate 3D Particle F/X pack in SFX >- Particle > Template > Subfolder.
Persona
Gives iClone Avatars personalities, so these avatars will display unique performing style such as fighter’s careful march or fierce attack, or female dancer’s graceful steps or elegant dancing motions.
Any iClone Avatar, from G1 to G3, can apply the persona and turn themselves into best actor or actress with peculiar characteristics and motions.

The actual content includes character behavior written in XML format and motion data.
Audio
All Audio packs are comprised of MP3 and/or WAV file formats.
Audio packs are comprised of either Music Loops (of full length music) or Sound Effects. These packs are royalty free and can be used across all platforms, including other programs and production products that are not using Reallusion products.

After installation, users can locate Audio packs in the following location on their hard drive, C:/Program Files/ Reallusion/ Audio/ Music Loops (or Sound Effects)/ Specific Developer’s (or Artist’s) name subfolder.
PopVideo
PopVideo is a video format with transparent mask which can be imported and played in iClone and CrazyTalk Animator. It can be used as Texture, Prop, Image layer and/or background.

After installation, the user can locate popVideo files here:
C:UsersPublicDocumentsReallusionShared TemplatesVideo.
Physics Toolbox
Each dummy enclosed in the Physics Toolbox has been coded with a unique and intuitive User Interface (UI), with separate basic and advanced control panels for L1 and L2 components. This powerful UI panel gives the user complete power over the behavior and performance of each element.
The tools available with the Physics Toolbox are simple and easy to organize and assemble thanks to the comprehensive UI. Each tile of the UI is capable of holding its own unique LUA script.

Physics Ready
Physics Ready content uses the PhysX Engine from NVIDIA. Each content item has either rigid body or soft cloth settings, and will be influenced by gravity and interaction with other objects.Users no longer need to manually produce animations by setting keys or puppeteering. Physics Ready can save you time and help to make your animations look more natural.

Lightroom
iClone Lightroom includes all settings for Light, IBL, Effect, Camera, 2D Backgroud, and Prop. With the use of these lighting components and specific camera settings, users can apply Lightroom directly for instant professional lighting results.

iClone Lightrooms are available in iClone Template > Light Room subfolders and iClone Character Creator > Stage subfolders.
Project
iClone Projects is the default project format for iClone. It saves all the characters, animation, props, accessories, trees, atmospheres, effects,lights, and camera...etc.

After installation, users can access the Project in iClone's Template > Project subfolders.
Lua Script Content
This kind of content is driven by Lua Script. Lua script is a programming language that can control all iClone functions such as objects transformation or even lighting change and create custom UI and controls.

Puppet Controller
Avatar Toolkit is a 3D Avatar creator system that allows you to freely animate your imaginative creatures. It's designed with the intuitive control panel to puppeteer characters' facial expression and accessory animations.

Theme Pack
iClone Theme Pack contains various items include characters, accessories, motions, props or scenes, well arragned in the same category ready for filmmaking. eg. Theme Packs for Modern City Series and Fantasy Series.

iClone iContent
The following format can only be used within Reallusion applications, e.g. iClone or Character Character. These formats will not work with other 3D softwares. Formats :.iTree, .iTerrain, .iSky, .iMtl, .iLflare, .iPkfx, .iEffect, .iAtm, .iTalk, .ccLightRoom, ccSkin, Morph Data and Facial Profile.

Internet Required Content
Internet required content is Digital Rights Management content that is required to verify its purchase record during installation. This type of content cannot be installed without an Internet connection. If a Digital Rights Management content is copied to another computer, or used offline before verification, it will then be regarded as a trial content which cannot be edited or saved. Watermarks will also be displayed on all output materials.

iClone Native Content
iClone Native Content is either designed in-house by Reallusion, or by our professional partners to guarantee the program compatibility and usability.
iClone Native design standard includes exchangeable body parts for character, unwrap UV ready for texture modification, editable skin tone, well aligned pivot and proper initial placement, correct in size, material setting, etc.

Model Polygon Size

Model Polygon Size-High
Polygon gives details, smooth surface, and better shading result. High polygon models trade off real-time performance with visual quality, and require higher end 3D graphic accelerators to keep basic rendering power for smooth animation.
>20,000 polygon for Avatar
or > 2,000 for props, accessories
or > 2000 for scenes

Reference: around 70,000 to 200,000 polygons for Poser and DAZ characters.
Model Polygon Size-Mid
10,000~20,000 polygon for iClone Native Character
or > 1,000~2000 for props, accessories
or 1000 ~ > 2000 for scenes

Model Polygon Size-Low
<10,000 polygon for Character
or < 1,000 for props, accessories
or < 1000 for scenes

Texture Resolution

Texture Resolution-High
Scene > 2048x2048 or 4096x4096
Character > 1024x1024

Texture Resolution-Mid
Scene> 1024x1024
Character > 512x512
Props > 512x512

Texture Resolution-Low
Scene < 512x512
Character <512x512
Props: <256x256

CrazyTalk Component

CrazyTalk Component
load CTS and CTM for direct playback, transitional effects, slide animation, talking head video, stamp effects

Attribute

Extended
Extended
With the Extended License, you can mix and match various CC components and create unlimited number of different characters, across multiple projects. These characters can be used in various projects, games, XR, and interactive services.
See more details on Content License Policy

PBR
PBR
Physically Based Rendering (PBR) renders virtual objects using materials with real-world likeness. PBR simulates realistic materials by using simple textures and settings with competency for displaying metallic and coarse surfaces. Albedo, Metallic, and Roughness textures are the primary components that constitute the PBR shader in iClone.

Smart Hair
Smart Hair
The Smart Hair system is designed to provide the most realistic yet performant hair, brow, and beard for digital humans in games and films. The hair card meshes are small in size, economical in texture resolution, and efficient for real-time rendering. The highly flexible ombré color gradients and specular variation are empowered by the Smart Hair shader. Component-based design allows you to freely assemble different hair and beard elements into unique hairstyles. Beard and brows can also dynamically conform to any facial movement. >> Learn more

Morphable
Morphable
Morphable models are linearly generated from an original shape to a target shape, which can be matched with the use of mesh. Morph sliders are used to interface with the shape-changing process. Usually used by the hair, accessory, cloth, head, body, etc.

Soft Physics
Soft Physics
iClone Physics is a system where objects inside a project are influenced by gravity and interact with other objects. Soft Physics usually apply to materials like cloth and hair, which are easily deformed by winds, external forces or a character's movement.

Physics
Physics
iClone Physics is a system where objects inside a project are influenced by gravity and interact with other objects. Physics objects can fall, bounce, and move in other interesting ways according to the laws of physics. Physics-driven objects can interact with one another to create some interesting and dynamic effects.

Spring
Spring
Spring effects applied to the bones of an actor or prop will cause the bones to bounce with the core movements of the whole body. Usually used by the hair, accessory, and even character.

Mocap Motion
Mocap Motion
The mocap motion is created by capturing the real-world movements of a person or an object. All animations have been meticulously captured through professional actors inside state-of-the-art, optical motion capture studios.

Handkey Motion
Handkey Motion
Handkey Motion is designed by professional animators using key-frame animation techniques. This traditional method of animation allows for high levels of control and creativity, enabling animators to craft detailed and expressive movements.

Facial Animation
Facial Animation
iClone MotionPlus includes viseme data and animation for the face, body, and props. The Facial Animation attribute indicates that the MotionPlus data encompasses both facial expressions and lip movements. When you apply MotionPlus, the character will exhibit not only body movements but also facial expressions and lip sync. In summary, MotionPlus provides a comprehensive animation package that includes both body and facial motion.

Accessory Animation
Accessory Animation
iClone MotionPlus includes viseme data and animation for the face, body and props. The Accessory Animation attribute indicates that the MotionPlus data includes bone animation for accessories. When this MotionPlus is applied, it will animate not only the character's body but also the accessories and props. In other words, MotionPlus provides both body motion and prop motion for the character.

Prop Animation
Prop Animation
The Prop Animation attribute indicates that the MotionPlus contains RTS (Rotation, Translation, Scale) data or bone animation data for the prop. A MotionPlus file of this type cannot be applied to a character.

3D Scan
3D Scan
Digital 3D models are constructed from Photogrametry 3D scans and completely present the photo realistic effect. 3D scanning is the process of analyzing real-world objects or environments to collect data on their shape and appearance. Usually used by the character, cloth, accessory, and even prop.

Traditional
Traditional
Traditional Shader Type include Diffuse map, Normal map, Ambient Occlusion map,and Specular Map. Usually used in legacy contents before iClone 6.

Substance
Substance
Each of these dynamic material are made by Adobe Substance Designer. These unique Substance Materials contain custom functionality which act as powerful design tools and adaptable surfaces.

Digital Human Shader
Digital Human Shader
Character Creator (CC) 3D Human Characters are equipped with Reallusion Digital Human Shader for Skin, Eyes, Teeth, and Hair along with SSS (Sub-surface Scattering) and Micro Normal technology. >> Learn more

AI-Gen
AI-Generated Content
This content is created or modified by AI Art Generator. For content licensing issues, please refer to General Term 7 of the Reallusion Content Developer Agreement.

CC Component
Composable content such as ccAvatars, ccProjects, ccSliders, ccHairs, ccCloth, ccShoes and ccGloves that can be used in Character Creator to assemble, modify and customize into various CC characters care considered CC Components.

Lens Flare
It happens when light is scattered or flared in a lens system. As an asset, this effect can be flexibly stacked and replaced. All lens flares are saved in a single .iLflare file, regardless of how many are used in the scene.

After installation, users can access the .iLflare in iClone 8: Reallusion Templates > Stage > Lens Flare
iTalk
.iTalk is an animation file which keeps facial expression and talking animation data, it can be generated from either Standard Expression Profile (60 blenshapes) or Extended Expression Profile (140 blendshapes). Apply an .iTalk file to a CC character will add or replace the facial expression data but remain the same body motion.

After installation, users can access the .iLflare in iClone 8: Reallusion Templates > Animation > Expression
HairStyle
RL Hair Style is used to compose the scalp hair, eyebrows, and beard into one coherent hair style system. This format can only replace existing Hair Styles, thus, can't be added. Both Character Creator and iClone can utilize RL Hair Style and even share the same content.

Morph Presets are available in Character Creator Template > Style subfolders.
Hair Group
RL Hair is composed of several RL Hair Elements that is a hair styling system for different hair parts; It is divided into three sections (scalp hair, eyebrows, and beard) according to the applied Hair Element types. Application of this format only allows for replacement of the matching areas; adding is not allowed. Both Character Creator and iClone can utilize RL Hair, and even share the same content.

Morph Presets are available in Character Creator Template > Group subfolders.
HairElement
This is the smallest part of the Hair content component system. RL Hair Element includes Conform Hair and Accessories that is divided into three types: scalp hair, beard, and eyebrows. The beard is divided into five sections of Conform Hair plus accessories: Mustache, Goatee, Sideburns, Soul Patch, and Full Beard. The scalp hair is divided into four sections of Conform Hair plus accessories: Top, Base, Rear, and Bangs. All eyebrows are categorized as Conform Hair without sectioning and with no category for Accessories. Accessories for the Hair Element is different from the usual Accessories, in that they have specific settings for their corresponding sections. Users can turn a normal Accessory into a Hair Element Accessory so that it is stored with the Hair Element. The Hair Element can either be added or replaced when deployed, while both Character Creator and iClone can utilize RL Hair Element, and even share the same content.

Morph Presets are available in Character Creator Template > Element subfolders.
Facial Profile
Includes Visemes and Standard/Custom Expression morph data and can be stored for application across different characters belonging to the same generation. Among them, the Custom Expression morph can be used to customize/adjust a character's facial features, such as blinking, opening the mouth, etc. to get the most ideal facial expressions. When deployed, one can choose to apply all Visemes, Standard Expressions, and Custom Expressions at once or individually.

Morph Presets are available in Character Creator Template > FacialProfile subfolders.
CC Body Preset
CC Morph Presets include all adjusted morph slider settings. When the Morph Preset is applied, all Morph Slider values for head/body will revert to their default values.

Morph Presets are available in Character Creator Template > AvatarMorphPreset subfolders.
CC Skin
CC Skin included Full Body Skin textures along with Substance, Shader and SkinGen settings.
It's able to change the skin material of a character when applied(Eye, Teeth, Tearline, Occlusion are not include.)

Post CC3.3, CC Skins are available in Character Creator Template > Skin > Overall subfolders (After CC3.3).
Prior CC3.3, CC Skins are available in Character Creator Template > Skin subfolders (before CC3.3).
CC Skin Preset
Skin Preset is empowered by SkinGen, and made by dynamic skin, hair, and nail materials.
Abiding by naturally layered skin dynamics, the realistic Human Skin library starts from the muscle layer (normal map), and then Skin Details, Blemish on-top, and Acquired Elements like tattoos, finally determine Body Hair on the outermost surface.
The simplified layer structure corresponds to real skin and properties to achieve the desired result.
Skin Preset can include multiple layers, and when users apply Skin Preset, they can replace or add onto the original layer of character.

Skin presets are available in Character Creator Template > Skin subfolders.
CC Preset with Skin
Preset with Skin includes all Skin Texture, Morph Slider value, eye, teeth, and facial animation profile.
Profiles for the full body and head can be saved individually.
When user apply Head AvatarPreset, it will also adjust the base color of original character body.

Avatar presets with Skin are available in Character Creator Template > AvatarPreset subfolders.
CC Makeup Preset
Makeup Preset is also created by SkinGen, and it is categorized into presets for Full Makeup, Foundation, Eye Makeup, Eyebrow, Lips and Miscellaneous.
SkinGen system is a complete layer based editing environment to build custom makeup looks. Makeup Preset can included one or muiltple layers. When a Makeup Preset is applied, it will replace or add on original layer of character.

Makeup Presets are available in Character Creator's Template > Makeup subfolders.
Expression Wrinkles
Our wrinkle texture patterns are meticulously extracted and baked from a full set of high-resolution human expression scans. By creating complementary morph and wrinkle data within the guidelines of our stringent process, we can ensure digital human performances that are nearly on-par with real-life actors.
Facial animation necessitates the use of wrinkle textures in addition to driving morphs to achieve authentic movements and expressions. There are two categories of expression wrinkles available for CC4.2 and IC8.2: General Wrinkles (Live) and Individual Wrinkles (Flattened).

Users can access .rlWrinkles in iClone 8 under Reallusion Templates > Actor > Expression Wrinkles
CC Eye
CC Eye includes the mesh and texture of Eyeball. All types of standard characters can be applied CC Eye.

After installation, users can access the CC Eye in Character Creator Template > Eye subfolders.
CC Eyelash
CC Eyelash includes eyelash textures, shader settings, and morph slider settings.

Eyelash presets are available in Character Creator Template > Eyelash subfolders.
CC Teeth
CC Teeth includes the mesh and texture of Teeth and Gum. All types of standard characters can be applied CC Teeth.

After installation, users can access the CC Teeth in Character Creator Template > Teeth subfolders.
CC Nail
The Nail format includes nail textures, shader settings, and morph slider settings.

Nail presets are available in Character Creator Template > Nail subfolders.
CC Morph
CC Morph includes morph sliders and morph data that allow users to control and adjust the shape of character details. The morph sliders are mainly categorized into two sections: body morphs and head morphs.

After installation, users can access the CC Morph Sliders in iClone Character Creator > Template> AvatarControl subfolders.

The CC Morph Data in iClone Character Creator > Template> AvatarShaping subfolders.
CC Cloth
CC Cloth is an outfit mesh for CC Characters including; Underwears, Shirts, Pants, Skirts, Coats, One-pieces (.ccCloth), Shoes(.ccShoe) and others. CC Cloth can conform to different body shapes, therefore any CC Cloth can be applied to different body shapes for men and women, skinny people and heavy people. It also defines the layering information to ensure proper multi-layer dress results. With Appearance Editor, user can modify and customize fabrics, plaid, patterns and decals to create all kinds of clothes and shoes.

Users can drag and apply ccCloth to standard characters in iClone, but this extension is installed in Character Creator.

CC Clothes are available in Character Creator Template > Cloth subfolders.
CC Accessory
CC Accessory is compliant to CC characters with proper scale design, allowing direct attachment to target character elements such as head, hands, torso, and legs. CC Accessories can move along with the character, eg. a hat on the head, a sword held in the hand, a necklace wrapped around the character's neck, etc. Soft or rigid-body physics behaviors can be assigned to specific items for natural and dynamic animation.

.iAcc and .ccAcc are identical in nature. However, to create accessories, use the .iAcc format instead of .ccAcc format.

Users can drag and apply ccAcc to standard characters in iClone, but this extension is installed in Character Creator.

CC Accessories are available in Character Creator Template > Accessory subfolders.
CC Shoes
CC Shoes is the shoes mesh for CC Characters. CC Shoes can conform to different body shapes, therefore any CC Shoes can be applied to different shapes of body such as man and woman, skinny feet and full feet. It also defines the layering information to ensure proper multi-layer dress result.

With the Appearance Editor, users can modify and customize fabric, plaid, pattern and decal to create all kinds of textures for shoes.
Users can drag and apply ccShoes to standard characters in iClone, but this extension is installed in Character Creator.

CC Shoes are available in Character Creator Template> Cloth > Shoes subfolders.
CC Gloves
CC Gloves is the gloves mesh for CC Character. CC Gloves can conform to different hand shapes, therefore any CC Gloves can be applied to different shapes of hand such as long fingers, small hand or big hand. It also defines the layering information to ensure proper multi-layer dress result.

With the Appearance Editor, users can modify and customize fabric, plaid, pattern and decal to create all kinds of textures for the gloves.
Users can drag and apply ccGloves to standard characters in iClone, but this extension is installed in Character Creator.

CC Gloves are available in Character Creator Template > Cloth > Others subfolders.
CC Hair
CC Hair can conform to different CC character's head shapes. Once assigned, hair will automatically attach to the head, and move along with the character. Soft hair physics can also be assigned to specific hair styles for natural and dynamic animations. Users can easily do color adjustment and multi-texture editing by activating the Appearance Editor in the Character Creator.

Users can drag and apply ccHair to standard characters in iClone, but this extension is installed in Character Creator.

CC Hairs are available in Character Creator Template > Hair subfolders.
CC Avatar
CC character is a new type of iClone character generated with the Character Creator tool. The clothes, shoes, hair and accessories are saved as sub-nodes in the CC Character, allowing users to modify them individually in iClone. A CC character can also wear any iCloth, iShoes, iHair and iAccessories generated from the Character Creator because it has the corresponding mesh and body skin information.

After installation, users can access the CC Avatar in Character Creator Template > Character subfolders.
CC Project
CC Project is the default project format for Character Creator. It defines all the character design parameters including: body & head morphs, skin substance, clothing meshes and clothing substance. CC projects can be exported as iAvatar, iCloth, iHair, iShoe, iEye, iTeeth and iAccessory for iClone.

CC Projects are available in Character Creator Template > Project subfolders.

Attribute

Extended
Extended
With the Extended License, you can mix and match various CC components and create unlimited number of different characters, across multiple projects. These characters can be used in various projects, games, XR, and interactive services.
See more details on Content License Policy

PBR
PBR
Physically Based Rendering (PBR) renders virtual objects using materials with real-world likeness. PBR simulates realistic materials by using simple textures and settings with competency for displaying metallic and coarse surfaces. Albedo, Metallic, and Roughness textures are the primary components that constitute the PBR shader in iClone.

Smart Hair
Smart Hair
The Smart Hair system is designed to provide the most realistic yet performant hair, brow, and beard for digital humans in games and films. The hair card meshes are small in size, economical in texture resolution, and efficient for real-time rendering. The highly flexible ombré color gradients and specular variation are empowered by the Smart Hair shader. Component-based design allows you to freely assemble different hair and beard elements into unique hairstyles. Beard and brows can also dynamically conform to any facial movement. >> Learn more

Lite Hair
Lite Hair
Reallusion Lite Hairs are a series of polygonal hairs designed to provide performance-friendly assets for crowd rendering, games, and stylized characters. The hair mesh of this specification range from 2K to 4K, which is efficient for real-time rendering, AI simulations, and deep learning. Generally, Lite Hairs come with morph sliders and Substance materials applied that let users easily adjust hair shape and color.

Morphable
Morphable
Morphable models are linearly generated from an original shape to a target shape, which can be matched with the use of mesh. Morph sliders are used to interface with the shape-changing process. Usually used by the hair, accessory, cloth, head, body, etc.

Soft Physics
Soft Physics
iClone Physics is a system where objects inside a project are influenced by gravity and interact with other objects. Soft Physics usually apply to materials like cloth and hair, which are easily deformed by winds, external forces or a character's movement.

Physics
Physics
iClone Physics is a system where objects inside a project are influenced by gravity and interact with other objects. Physics objects can fall, bounce, and move in other interesting ways according to the laws of physics. Physics-driven objects can interact with one another to create some interesting and dynamic effects.

Spring
Spring
Spring effects applied to the bones of an actor or prop will cause the bones to bounce with the core movements of the whole body. Usually used by the hair, accessory, and even character.

3D Scan
3D Scan
Digital 3D models are constructed from Photogrametry 3D scans and completely present the photo realistic effect. 3D scanning is the process of analyzing real-world objects or environments to collect data on their shape and appearance. Usually used by the character, cloth, accessory, and even prop.

Traditional
Traditional
Traditional Shader Type include Diffuse map, Normal map, Ambient Occlusion map,and Specular Map. Usually used in legacy contents before iClone 6.

Substance
Substance
Each of these dynamic material are made by Adobe Substance Designer. These unique Substance Materials contain custom functionality which act as powerful design tools and adaptable surfaces.

Digital Human Shader
Digital Human Shader
Character Creator (CC) 3D Human Characters are equipped with Reallusion Digital Human Shader for Skin, Eyes, Teeth, and Hair along with SSS (Sub-surface Scattering) and Micro Normal technology. >> Learn more

General Wrinkles (Live)
General Wrinkles (Live)
The General Wrinkles system is highly versatile, as it can be used on any CC3+ character, regardless of their skin color, and is fully compatible with SkinGen layers. Additionally, the system preserves the source maps and does not merge wrinkle patterns with base textures, allowing for maximum flexibility and customization. Furthermore, the system is supported by a dedicated Wrinkle Shader, which lets high-resolution multi-texture blending perform well in real time.

Individual Wrinkles (Flattened)
Individual Wrinkles (Flattened)
Individual Wrinkles refer to flattened texture sets that are specifically designed for a particular 3D character.

Users have the option to use an image editor to create custom dynamic wrinkles that are merged into a single texture. These wrinkles can be obtained from 3D scans, or custom-made using sculpting software such as ZBrush by professional 3D artists.

The advantage of these custom wrinkles is that they are tailored precisely to the character in question. Since there are no source maps, the wrinkles are merged directly onto the base textures and can be edited directly with an image editor when changes need to be made. However, these custom wrinkles should not be applied to other characters because they are merged into flat textures.

Project
CTA Project defines all actors, props, animation, scene...etc. When user want to save full items and animation, it can be saved in CTA Project format.

Render-Styles
Render Style options that allow you to easily switch between different artistic styles, altering colors and appearances for characters and scenes. We provide 10 one-click template styles in CTA2 including: Line Art, Grayscale, Neon, Pop Art, Retro, and others.

Character Composer Library
Users may customize actors by changing head sprites, head, hair, lower body, upper body, shoes, and props in the Actor Composer Mode. Head sprites include eyes, eyebrow, mouth, nose, ear and face sprites. Users may adjust the colors and images in this mode.

Note: You must first select a character, and then switch to the Character Composer Mode in order to see this kind of content.
Theme Pack
CrazyTalk Animator Theme Packs contain various items including; characters, props, motions and scenes - all well arranged in the same category.

Puppet Stage
The Puppet Stage Project records the state of open panels, picked objects, and other settings at the time of saving. When the Project is opened, it will restore the state as it was at the time of the last save.

Default content path: Cartoon AnimatorPuppet Stage
Puppet Stage Profile
You can drag and drop an Animation onto the corresponding Puppet Stage panel of a character/object to combine them. Set hotkeys and parameters, then save it as Puppet Stage Profile content, which can then be dragged and used by other characters/objects.

Default content path: Cartoon AnimatorAnimationTrigger Profile

Actor

G1 Actor
User can change the bodies for characters directly. The Body includes:
Users can customize these characters by changing the size and the color of the head, hair, lower body, upper body, shoes and props. Users can also edit these images in external image editing software, and later import them back into CrazyTalk Animator.

G2 Actor
Users can customize these characters by changing the size and the color of the head, hair, lower body, upper body, shoes and props.
In addition, G2 characters have multiple options for angle profiles and render styles. Now users can freely animate 2D characters in 10 different angles, and easily switch between different artistic styles, altering character color and appearance.

G2+ Actor
The main difference between G2 and G2+ actors is the facial expressions during performance. G2+ actors use less pixels and deformation to create continuous, smooth visual effects. They also support multi-angles. For G2 heads, they can be saved as G2 actors, whereas G2+ heads can be saved as G2+ actors.

G1 Body
User can change the bodies for characters directly. The Body includes:
Upper, Lower, Shoes, Tail, and Headdress Parts. (If they are included in the Body)
Users can also customize the body by changing the size and color, as well as change the different upper/lower/shoes in the Composer mode. when they finish editing, users can save it as a new body.

G2 Body
Users can also customize the body by changing the size dimensions and color, as well as different upper/lower/shoe styles in the Composer mode.
In addition, each component of the G2 Body has multiple angle profiles and render styles. Users can access unique sprite elements for all 10 angle profiles for both body and hands.

G1 Head
CrazyTalk Animator contains Heads that can be divided into facial features. These features include; Eyes, Eyebrows, Face, Mouth, Ear, Nose and Hair. Each sprite has its own corresponding elements, which can be puppeteered with your mouse. This type of content can easily show all kinds of emotions with lip-syncing features; once a voice file is imported.

G2 Head
G2 Heads are divided into facial features which include: Eyes, Eyebrows, Face, Mouth, Ears, Nose and Hair.
Each G2 Head component has multiple angle profiles and render styles. Users can access facial sprite elements for 5 separate angle profiles. The Auto lip-sync and expression system will generate facial animations with corresponding facial sprites.

G2+ Head
Talking Heads saved from G2+ actors are called G2+ Heads. The main difference between G2+ and G3 Heads is the multi-angles. Users can directly apply a G2+ Head from the Content manager, and also define their own G2+ Heads with the name extension .ctHead.
G2+ Heads and G2 characters can save facial features, but please note that G2+ facial features that are applied back to G2 characters, may experience a shortage of elements.

G3 Head
Talking Head content saved from G3 Actors are called G3 Heads. The main difference between G3 and G2+ is that G3 only has a single front angle. Users can directly apply the G3 Head from Content manager, and can also define their own G3 Head with the name extension .ctBhead.

G3 Hand
G3 Hands include basic hand gestures commonly used in animations, and it created for G3 template character, You can apply motions to create different hand gestures.

G3 Free Bone Character
User can import images to freely create bone structures, and sprites. The bone structures are easy to setup but the motions aren't 100% compatible, as only certain motions with the same bone names can be animated.

G3 Human
Template Bone bodies require an image input, as the bone structures are defined by G3 actors for different types of Human bone. Although they are flexible to switch body sprites, their template bone structures and names cannot be changed. You also can apply G3 Character Motions in accordance with the bone type motion.

G3 Animal
G3 Animal (Cat,Dog and Horse) is a template actor with its bone structures and names defined by Reallusion.
Users can change the image sprites to make your own animal, and it can be applied G3 Animal Motion.

G3 Spine
G3 Spine is a template actor with its bone structures and names defined by Reallusion.
You also can apply G3 Character Motions in accordance with the bone type motion.

G3 Wings
G3 Wings is a template actor with its bone structures and names defined by Reallusion.
You also can apply G3 Character Motions in accordance with the bone type motion.

G3 360 Head
Talking Head content saved from G3 Actor is called G3 Head. The main difference between G3 Head and G3 360 Head is that 360 Head has muilt angles. Users can directly apply the G3 360 Head from Content manager, and It can be applied to all G3 Actors.

G3 360 Actor
A G3 Actor with G3 360 Head is called G3 360 Actor. The body of the character has only one angle yet the head can turn to multi-angles.

Puppet Actor
Puppet Actor refers to a G3 Template Bone Character (.ctTBactor) that includes a .json setting file which support 2D Motion Live motion: Leap Motion and Perception Neuron Mocap Devices. Usually Puppet Actor will come with its own animations (.ctBMotion) by using the right click action menu to perform.

After installation, users can access the G3 360 Actor in CrazyTalk Animator 3 Template > Character.
Accessory
Cartoon Animator Actor Props are compliant to an Actor's scale design. They allow for direct attachment to character's elements such as; head, hands, torso and legs. Cartoon Animator Actor Props can also move with the Actor. eg. a hat on the head, a sword held in the hand, a necklace wrapped around the Actor's neck.

Note: You have to be in the Character Composer Mode to attach these kinds of props to the Actor.

Animation

Motion
Cartoon Animator Motions include motions for body and data to activate hand movements. They are compliant to Cartoon Animator character bone structures. Users can apply motions to characters and directly edit them in the Motion Key Editor/Timeline.

Motion + FFD
Cartoon Animatior Motion with FFD (Motion + FFD) is compliant with G3 & G360 character bone structures and designed with preset FFD effects. 'Motion + FFD' is supported on Cartoon Animator 5 & above. Users can directly edit motions and FFD clips in Motion Editor. The edited FFD can also be saved as a separate FFD file.

G3 Free Bone Motion
G3 Free Bone Motion is created for G3 Free bone actor. The motions aren't 100% compatible for all actor, as only certain motions with the same bone names can be animated.

After installation, users can access the G3 Free Bone Motion in Cartoon Animator 4 Template > Motion.
G3 Puppet Actor Motion
G3 Puppet Actor Motion refer to the .ctBMotion files belongs to specific Puppet Actor. Usually Puppet Actor will come with its own animations (.ctBMotion) by using the right click action menu to perform.

After installation, users can access the G3 Free Bone Motion in Cartoon Animator 4 Template > Motion
Facial Animation
Cartoon Animator Facial animations include facial expression or lip-syncing data. User can apply cts, fcs, clp to characters directly and edit them in the Timeline.
Facial animation is composed of Voice Clip, Facial Clip, and Face Motion data.
Data which are produced by automatic audio lip-syncing are saved at the Voice Clip track.
Eye-rolling and head-moving data which are produced by Face Puppeteering are saved at the Facial Clip track.
Recorded Sprite data which are produced by Face Puppeteering are saved at the Facial Clip track.

Perform
Cartoon Animator Perform files include the Facial Animation and Body Motion. User can apply the Perform files directly that are already matched (i.e. Yawn).

G3 Template Actor Perform
G3 Perform is created for G3 Template Actor, and it included the Facial Animation and Body Motion. If the skeleton names are different, it will not drive the actor.

After installation, users can access the G3 Template Perform in Cartoon Animator 4 Template > Perform.
Perform + FFD
Cartoon Animator Perform with FFD (Perform + FFD) combines facial animation and body motion with customizable free-form deformation (FFD) effects. Designed for Cartoon Animator, and compatible with G3 & G360 characters, it allows for the creation of intricate animations. Users can directly edit motions in Motion Editor and edit FFD clips in FFD Editor. The edited FFD can also be saved as a separate FFD file.

Action Menu
CrazyTalk Animator Action Menu contains commands for Body Motions, Facial Animations and even Perform files (A Perform file consists of Facial Animations and Body Motions).
After the Action Menu is applied to the Characters, user can directly use Action Menu Panel to activate the Body Motion/Facial Animation/Perform. (With more commands, Action Menu will get bigger.)

G3 Animal Motion
G3 Animal Motion is created for G3 Animal template actors(Cat,Dog and Horse). It can be applied to actor who has same skeleton name. If the skeleton names are different, it will not drive the actor.

After installation, users can access the G3 Animal Motion in Cartoon Animator 4 Template > Motion.
G3 Animal Perform
G3 Animal Perform is created for G3 Animal template actors(Cat,Dog and Horse). It can be applied to actor who has same skeleton name, and the CTA perform files also inculde the Facial Animation and Body Motion. If the skeleton names are different, it will not drive the actor.

After installation, users can access the G3 Animal Performin Cartoon Animator 4 Template > Perform.
Hand
CrazyTalk Animator hands include basic hand gestures commonly used in animations. You can apply motions to create different hand gestures.

G3 Character Motion
For motion content used by G3 Template Bone actors, including Human, Animals, Spine, and Wings; the name extension is ctBMotion. G1 and G2 characters cannot use .ctBMotion. .ctBMotion can be used by all G3 characters, if applied to non suitable Template Bone actors, as this may cause undesirable visual effects.

Prop Motion
RTS, FFD (deform) and Opacity information can be applied to different prop motions. The name extension is .ctAnim and the clip's color is in grey.

Elastic Motion
Elastic Motions are the motions applied to props, they can be quickly set to emphasis an entrance and exit, to make props move, rotate, and zoom with transition curves. Other than this, motion can also be modified. The name extension is .ctElastic and clip color is green.

FFD (Free-Form Deformation)
Free-form deformation can be applied to single and multi-layer images, 2D characters, and any prop with bone structure.

Puppet Profile
Parameters and motions within the Puppet panel can be saved as puppet profiles. These profiles can then be drag and dropped onto other character.

Default content path: “Cartoon AnimatorAnimationPuppet Profile

Scene

Scene
Cartoon Animator Scenes are composed of many Scene Props that are set in place. These scene props can be adjusted individually or as a whole. Each Scene Prop is placed in a different place on the Z-axis. You are able to see each depth space through camera movements.

Props
Cartoon Animator Props can be combined in the Prop Composer Mode. You can also change the color, Position, Size and Rotation of these props. The default position of props will vary according to their relative position with the character. i.e. chairs often appear behind characters. Their starting position is 0,0,-5.

iProps controlled by Sprite Editor
CrazyTalk Animator iProps have at least 2 sprites. Users can freely switch between sprites in the Sprite Editor at any time. The default position of props will vary according to their relative position to the character. i.e. chairs often appear behind characters. Their starting position is 0,0,-5.

iProps controlled by Action Menu Editor
CrazyTalk Animator iProps have multiple sprites and are controlled by commands. Users can choose different commands from the Action Menu at any time. The default position of these props will vary according to their relative position to the character. i.e. chairs often appear behind characters. Their starting position is 0,0,-5.

Image Layer
User can import various image formats such as , jpg, bmp, gif, png, and tga into Cartoon Animator as foreground. No matter how the camera moves, it will always be at the front.

Background
User can import various image formats such as , jpg, bmp, gif, png, and tga into CrazyTalk Animator as background. No matter how the camera moves, it will always be at the back.

Effects
The animated effects can be used to enhance your characters' expressions and perform dramatic and cartoonish emotions. The animated effects include human characters' emotional expressions, accessories and particles. The quality of the animated effects is very high, without leading to large file-sizes, so the size of your project will always be kept to a minimum.

G3 Animated Prop
Motions saved together with Props are called G3 Animated Props. You can immediately see props being animated once you apply or use the Action Menu to save the motion in the Prop. Mouse right-click on the Action Menu to start the motion. The difference with previous versions is that it can now carry a motion clip that can be edited.

Multi-prop
Default content path: “Cartoon AnimatorPropsMulti-Prop ”.

You can save a multi-prop from a selection of several props. All members of a multi-prop is applied at once when deployed.

Path
Default content path: “Cartoon AnimatorPropsPath”.

Path segments generated through the Create Path function can be preserved as path content. Furthermore, you have the option to capture animation keys from objects following a path and have them included as part of the content data.

Video
Supported videos formats are mp4, wav, avi, wmv, and popVideo. You can import popVideos as backgrounds or props.

Attribute

G3 360
G3 360
The default Generation 3 with 360 Head (G3 360) characters are created with Cartoon Animator 4 and above. They are built with fixed regulated bone structures, while the head is fully rotatable in 360 degrees. Motion are interchangeable between other G3 360 characters and head rotations can operate without sprite-switch animations.

Vector
Vector
Vector images are geometric objects, which are commonly used format in drawing tools, that can be enlarged and downsized with no loss to image fidelity. SVG vector assets are widely available and can be downloaded from stock image sites, or created in Illustrator, CorelDRAW, and other related tools.

Spring
Spring
Spring effects applied to the bones of an actor or prop will cause the bones to bounce with the core movements of the whole body. Usually used by the hair, accessory, and even character.

Physics
Physics
Physics is a system where objects inside a project are influenced by gravity and interact with other objects. Physics objects can fall, bounce, and move in other interesting ways according to the laws of physics. Physics-driven objects can interact with one another to create some interesting and dynamic effects.

Puppet Ready
Puppet Ready
Use the Puppet functionality to create animations for corresponding objects or characters, with predefined parameters and dynamic content that best suits the situation

Sequence
Sequence
The sprite of an actor or prop can incorporate multiple images to form an animated sequence, resulting in smoother animation or added variations.