There is no other tool in the market that fulfill high-definition digital human design, and simultaneously minimize characters for extreme large crowd simulation. Character Creator is the only solution which can maximize your character investment and be ready for all possible tasks.
A quick choice of character reduction from the template presets, one-click slim down your CC3+ characters to actorBuild standard, or further decimate them for mobile games, or high-performance massive crowd rendering. Check The Character LOD Comparison Table >
As a format tailored by Character Creator, ActorBUILD characters are rigged from head to toe for full-body animation and come prepared for iClone lip-syncing. In terms of file size, ActorBUILDs are smaller than standard CC3+ characters by tenfold. Artists can acquire ActorBUILDs from Actorcore or build one from scratch!
During the ActorBUILD conversion process, the CC character base is replaced by 10k topology derived from Game Base and retains 101 bones for full-body, LOD-based animation in 3D platforms like Omniverse and Unreal Engine. To further optimize for crowd simulation, designers need to manually reduce outfit resolution, replace hair cards for mesh hair, and apply texture atlases to consolidate PBR materials. Once the conversion process is complete, an ActorBUILD character will be extracted from a fully-dressed CC character with a ten-fold reduction in file size.
Choose hair cards or mesh
Character LOD & Mesh deletion with Edit Mesh
LOD for hair, clothes, & accessories
Merge multiple materials into one
Complete control over the reduction options from one central panel to set bone count, polygon count, texture size, and facial details. Save custom profiles for repetitive conversion processes.
Skin bone animation takes a significant amount of CPU calculation, especially when you have a large amount of characters in the scene. Choose 101 bones (CC3+ standard) for the best visual quality, or 22 bones for the highest performance. Bone reduction also helps on cross application character compatibility for mobile games or virtual experiences that usually require a simpler bone structure.
Share bone: Arms︱Legs Twist bone: Arms︱Legs︱ToeBase
Share and twist bone serves to maintain the correct body shape when doing motion. Once removed, it can reduce up to 22 bones.
Thumb︱Index︱Middle︱Ring︱Pinky
Bones and joints on fingers. Once removed, can reduce up to 30 bones.
Toe Base︱Thumb︱Index︱Middle Ring︱Pinky
Bones and joints on feet and toes. Toe base joint is for tiptoeing motion.
Upper Jaw︱Lower Jaw︱Upper Teeth Lower Teeth︱Eyes︱Tongue
Removing facial bones automatically removes the corresponding facial blendshapes.
Brest︱Neck
Remove additional bones on breast and neck.
Used for individual mesh optimization, reduce the polygon count while keeping the mesh structure and material numbers.
Merge all the accessories, cloth, body, hair into one mesh and UV for the highest PBR render performance in long distance view.
The largest file size of a character is made by texture files, especially with many effect maps that are required for high quality digital human renders. The Texture Resizing panel lets designers selectively reduce texture size, convert shader, or merge textures into fewer UV maps, giving a significant character loading time boost, and exponentially saving memory for realtime crowd rendering.
When a character is farther away from the camera, the facial animation data including hundreds of expression morphs and lip shapes become redundant. The Facial Reduction panel allows designers to optionally take out facial blendshapes, teeth and tongue, facial bones for the optimal realtime performance.
Did you know 50% of character bones are allocated for the dexterity of fingers, but for distant characters, or characters holding objects, you can choose to reduce selected finger bones, or totally remove them and replace the hand gesture in the 3D mesh.
Character Creator gives designers the unmatched power of scaling up and down custom characters and adapting them to different applications, with standard FBX/USD export, shader AutoSetup, and Live Link to major 3D platforms.
Character LOD Comparison Table
APPLICATIONS | HIGH RES FILM | AAA GAME | MOBILE/AR/AEC | CROWD | |
Character Level | Subdivision Export | CC Avatar(CC3+) | ActorBUILD | LOD 1 | LOD 2 |
Character Type | CC Avatar | actorBUILD | Humanoid | ||
Bone Number | CC Standard (101) | 54 | 22 | ||
Polycount *Including cloth and hair | 240k up | 60k up | 20k | 7k | 0.8k |
Mesh Reduction Type | - | - | Convert Base | Remesh | |
Facial & Lipsync | O | X | |||
Shader | Digital Human | PBR | PBR | PBR | |
Texture Size | 4096 multi-channels for 4 body materials | 4096 | 1024 | 512 | |
Material Number | Multi-Material | One | One | One | |
Camera Distance | 0M | 2.8M | 10M | 20.8M | 42M |
Note:
4K skin assets are accessible from Smart Gallery > Skin > Overall > Normal > 4K. CC4 embedded characters are stored with 2K textures for quicker load time.