Preparing Your Character in Character Creator
Getting your export settings right the first time saves you a lot of frustration — a wrong setting is usually the reason a character comes in missing textures, wrinkles, or hair detail, or the rig comes out in the wrong pose. It only takes a minute once you know what to set, and you can reuse the same settings every time.
Which export — at a glance
The tool imports FBX or USD, from either Character Creator or iClone, chosen with the Import dropdown at the top of the node.
Recommended for the best look
Import the character as FBX — it keeps the expression wrinkles and full hair re-dye that make a Character Creator face come alive. See USD vs FBX for the full trade-off.
Using iClone? Send the character to Character Creator 5 and export it from there. iClone-authored animation needs one extra step — see
Follow the section for your export: Character Creator
Exporting as USD (recommended)
In Character Creator, go to File ▸ Export ▸ Export USD (Omniverse). In the Export USD panel:
- Export → Character — not All. "All" drags scene lights, cameras, and a shadow-catcher into the file. The tool copes with either, but Character keeps the file clean.
- Include Motion → ON, set to your Current Animation, to bring the animation in. The rig bakes it as the character's BaseAnimation layer. Turn it off for a static character.
- Motion FPS — match your Houdini scene's FPS (24 if you haven't changed Houdini's default).
- Everything else (Render Mode, Unit: Centimeter, Post Effects: None) can stay default.
Character Creator's Delete Hidden Faces option (on by default, trims faces hidden under clothing) is fine to leave at its default — the tool fully handles it.
After export you'll have a .usd file with a Materials folder beside it, and — when motion was included — a Motions folder holding the animation as its own small .usd clip. Keep the .usd and its folders together; the tool resolves textures relative to the .usd. That Motions clip is also exactly what the rig's Clip Files list takes (see Clips & Layers), so a USD export doubles as a cheap way to bank motion clips. There's no .json sidecar in USD mode — Character Creator writes the material data (subsurface, displacement, eye/skin shader values, accessory colors) directly into the USD instead. That's it for USD — skip ahead to the Quick Start.
Exporting as FBX
In Character Creator, with your character ready, go to File ▸ Export ▸ Clothed Character ▸ FBX. Here's how to set the Export FBX panel, top to bottom.
Target Tool Preset — Maya
Set the preset to Maya. This exports a clean, standard FBX with the bone and material structure the tool expects, and writes the textures into a folder alongside the FBX.
FBX Options — Mesh and Motion
Choose Mesh and Motion to bring the character in with its animation. Mesh alone works if you only need the static character; the rig is then built at the character's rest pose. For most users, Mesh and Motion is right.
First frame pose — Start with BindPose
Set First frame pose type to Start with BindPose. The rig is built from the character's bind pose, and this puts it on the first frame of the file.
Subdivision Level — SubD 1
Set the subdivision level to SubD 1. It gives you smooth, render-quality geometry without the cost — SubD 2 quadruples the geometry for detail you won't see, and SubD 0 is too coarse for close-ups.
Texture Settings — Embed Textures OFF
Leave Embed Textures unchecked. The tool reads textures from the folders Character Creator writes next to the FBX (the .fbm folder and/or a loose textures folder), so nothing needs to be embedded — and leaving it off keeps the FBX smaller and re-importable back into Character Creator (embedding breaks that).
Leave the other texture options (Max Texture Size, Convert Image Format, Multiple SubD Normals) at their defaults.
Frame Rate — match your Houdini scene
Set the Frame Rate to match your Houdini scene's FPS. The Maya preset defaults this to 30, but Houdini's default scene is 24 fps — so set this to 24 unless your scene runs at something else. Getting this right keeps the animation playing at the correct speed after import.
Motion options
Under Include Motion, Current Animation ▸ All brings in the whole clip. Use Range if you only want part of it.
Other settings — leave at defaults
Everything else in the Export FBX panel can stay at its defaults. In particular, the defaults already bake skin and hair color into the diffuse maps the tool reads — Bake diffuse maps from skin color and Bake diffuse and specular from Digital Human Hair Shader are on by default, so leave them on (the hair re-dye system still lets you recolor afterward — see Hair).
One default is worth double-checking: Bake Wrinkles for Still Frame must stay OFF (its default).
If your wrinkles don't animate after import, the usual cause is Bake Wrinkles for Still Frame being switched on — it freezes the expression wrinkles into a single pose so they can't animate. Make sure wrinkles export as live maps, not baked to a frozen pose.
Advanced export settings (the gear icon)
The ⚙ gear icon at the top of the Export FBX dialog opens an advanced panel. You normally don't need to touch it, but two of its defaults matter here, so it's worth a glance:
- Export JSON for Auto Material Setup (General section) — must stay on (the default). This writes the
my_character.jsonthe tool relies on for displacement, subsurface, wrinkles, and accessory colors. If an export ever comes out without a.json, check this switch. - Normal — OpenGL (Y+) (Normal section) — must stay OpenGL (Y+), not DirectX (Y−). Houdini and Karma expect OpenGL-convention normal maps; DirectX flips the green channel and inverts fine surface detail like pores and wrinkles.
Everything else in this panel can stay default.
Exporting from iClone
iClone is where you author and mocap animation. There are two things you might export from it: the character itself, and an animation you've built on it.
The character
iClone exports a character from the same panels as Character Creator, reached from iClone's menus:
- FBX (File ▸ Export ▸ Export Clothed Character) — imports and shades correctly and builds a rig, but the rig is not exact around the knees (see the table above).
- USD via the NVIDIA Omniverse plugin (File ▸ Export ▸ Export USD (Omniverse)) — see the warning below.
For a character you want to rig, send it to Character Creator 5 and export it from there with the settings above.
iClone's direct USD export is experimental
iClone's "Export USD (Omniverse)" is structured differently from Character Creator's USD export, and this tool targets Character Creator's. Standard characters generally import correctly, but stylized characters — especially with heavy custom hair or spring-bone rigs — can import badly deformed. For the most reliable result, send the character to Character Creator and export from there.
Getting iClone animation into Houdini
To bring an iClone performance in as a motion clip for the rig, you have two routes. Option B (the Character Creator round-trip) is the reliable one — Option A depends on iClone's experimental USD export above.
Option B — FBX round-trip through Character Creator (recommended)
Export your animation from iClone as FBX, then bring it onto the character in Character Creator, which re-exports it in a format this tool fully supports. The performance leaves iClone, passes through Character Creator, and comes back as something Houdini can read:
- In Character Creator, go Import ▸ Import External Motion and choose the FBX you exported from iClone.
- Wait while "Fetching Characterization Profile" finishes loading.
- In the Motion Import Settings dialog that follows, leave the defaults and click Convert All.
- Re-export the character from Character Creator — as USD (recommended) or FBX — with that motion, using the export sections above.
Applying the motion to your character in Character Creator is also the exact way to put a motion on a different body: every Character Creator body shares one skeleton and Character Creator keeps each body's own posture, so the clip plays exactly. A clip exported on another character also works in the rig, but only as an approximation — see Clips & Layers.
Option A — USD, via the NVIDIA Omniverse plugin (experimental)
To export USD straight from iClone, install Reallusion's iClone Omniverse plugin, following the official installation guide. It adds USD export to iClone directly, so you can export character and motion much as you would from Character Creator.
Large install, and experimental
The Omniverse plugin takes roughly 10–20 minutes to install and about 10 GB of disk space — and as noted above, iClone's USD export is experimental with this tool. If in doubt, prefer Option B.
Animation
To bring the character's motion in with it, export with the animation included. When the rig is built, that animation is baked through it once as the BaseAnimation layer, and you can add more clips to the rig later. See Clips & Layers.
A character exported without animation (Mesh only, or Character Creator's two-frame export pose) gets a rig at its rest pose: BaseAnimation holds one key per control, and the scene's frame range is left as it is.
If you're exporting a long animation (hundreds of frames), it's worth doing a quick static-pose export first to confirm the character imports and shades correctly before committing to a long, heavy bake.
Keeping files together
After an FBX export you'll have:
my_character.fbx
my_character.json (material data — REQUIRED, see below)
my_character.fbxkey (Character Creator re-import key)
my_character.fbm/ (textures Character Creator writes beside the FBX)
textures/
my_character/ (loose texture folders, if any)
Std_Skin_Head/
Std_Eye_L/
Hair_Transparency/
...
Keep all of these together. If you move the FBX, move its .json, .fbm, and textures folder with it — the tool resolves everything relative to the FBX.
Keep filenames to letters, numbers, and underscores (e.g. aaron_talking.fbx) — the tool handles other characters, but plain names keep paths tidy across your pipeline.
The .json file is essential — don't lose it
Character Creator writes a my_character.json next to the FBX containing material data the FBX itself can't store: displacement, subsurface scattering, expression-wrinkle weights, and the colors of custom accessories (horns, props, GoZ clothing). If this file is missing, those features silently won't import — displacement won't appear and untextured accessories render plain white, even though the rest of the character looks fine.
It's produced by Export JSON for Auto Material Setup, in the Export FBX dialog's ⚙ gear menu → General section, on by default. If your export didn't produce a .json, confirm that option is checked and re-export.
A note on character versions
The rig is built for Character Creator's standard human skeleton, and was tested on Character Creator 5 / iClone 8 characters with both facial profiles (HD and Extended). Characters on a non-human skeleton, such as Character Creator's animals, are refused. Some look features depend on what your character provides:
- Wrinkles require expression-wrinkle maps (most CC heads have them).
- Hair re-dye requires Character Creator's hair maps (root, ID, flow). Hair baked into a flat diffuse will still import and look correct, just won't be re-dyeable.
- Displacement requires exported displacement maps.
The tool detects what each character has and enables those features automatically — nothing to configure. If a feature's controls don't seem to do anything, your character probably doesn't carry the maps that feature needs.
Ready?
With your character exported correctly, head to the Quick Start to import it.