Custom OUTFIts

3D Cloth. Shoes. Hair. Accessories.

Don't hesitate to create your own 3D clothing and hair, and apply them to fully-rigged character bases! Your clothing can be conformed to any body type imaginable. Utilize the ability to edit the mesh of your character's clothing for those hard-to-fix issues that can occasionally pop up with your character mesh. With the posable functionalities, you can also pose your character in all sorts of ways for improved testing.



Use Free FBX Body Templates as Design Bases

You are free to download fully-rigged male, female, and neutral body templates to design your own clothes, shoes, gloves, accessories and hair by using your favorite 3D tool. As for character design, you can download or export the OBJ files with quad mesh for better subdivision in the case of mesh smoothing and high poly sculpting.

Download the Templates >

Modify from the Existing 3D Cloth Design

There is no easier way than using your chosen character as a direct design reference to start up your own creation. You can FBX export the character, together with it’s cloth and accessory settings, then quickly modify your own unique designs, while retaining the original body shape.

View Manual >


  • Sculpt and paint, round trip ZBrush editing via GoZ.
  • Swift way to enhance character appearances, add facial and body morphs.
  • Character auto-skinning that works regardless of differences in proportions.

ZBrush Pipeline >

Auto-Skin Weighting for Clothes

  • Import OBJ mesh as Cloth Assets.
  • Using custom pose to align character with imported mesh.
  • Skin Weight Transfer from cloth templates or custom imported skin mesh.
  • The ability to transform individual mesh elements.
  • Refine surfaces with push and pull brush tools.

Skin Weight Editing

  • Refine the auto-skinned cloth with a spectrum of weight editing tools.
  • Support for vertex weight assignment and weight painting.
  • Smooth Brush for intuitive weight painting.
  • Brush projection modes (normal vs. screen-based), as well as mirror edit options.

Partial Conforming

  • Maintain interplay of hard and soft surfaces with cloth conformation.
  • Hard mesh items scales along with the change of source conforming elements.
  • Ability to define sub-mesh elements (or selected vertices) as hard mesh items, such as buckles, ammo pouches, or armor plates.

Weld Vertices

  • Surface breakages of the imported assets sometimes happen or reveal after you calculate cloth conformation or edit mesh.
  • Repair the issues by one-click Weld Vertices to merge adjacent faces and vertices of the content.

Cloth Hide Mesh

  • Fix surface penetration, and save body hide mesh definition in clothes.
  • Two methods to hide mesh
    • Defined Groups (Basic Mode):
      • Select major body parts for large proportion mesh hiding.
      • Compatible and affective when dressing other character bases.
    • Custom Selection (Advanced Mode):
      • Hide mesh by segments, and be able to define hidden meshes with Face Selection or Brush Tool.
      • The settings work for the characters with the same topology.
      • To make the clothes have the settings for multiple character generations, simply add new hide-mesh definition to the target character base.

Flexible 3D Cloth Layer Settings

The new Cloth Layer Settings give you the freedom to change the collision layer order of your clothing. Now you can choose to tuck shirts in, or let them hang out. You can also have your characters wear their underwear on the outside of their pants if there are any superhero urges!

View Manual >

Example 1

Originally the pants are stuffed into the shoes, however with the new Cloth Layer Settings, one can have the pants cover the shoes instead. This helps you instantly change any fashion! *Note: For shoes and gloves, the system will save the updated cloth layer of the object in the project. For example, if you change the layer of a pair of shoes, you will get the same result the next time you apply it.

Example 2

One can also change the cloth layer ordering to put the underwear on the outside of the pants, to create a superhero or a super weird outfit.

Cloth Collision Layer Ordering

The following is a table of outfit layers which Reallusion references to design ccCloth content. Clothing with greater numbers can cover clothing with lower numbers and vice versa. Please take this layer order into consideration if you wish to publish ccCloth assets with the utmost layer compatibility.

Layer Import Name Category Assignment Recommendation
Cloth 1 Upper 1 Tights, Rompers Underwear, swimwear, tights, etc.
Gloves Gloves 1 Gloves Gloves under clothing.
Cloth 2 Lower 1 Tights, Pants< Skirts Underpants, swimming pants, briefs, etc.
Cloth 3 Accessory 1 Other Socks, headbands, and conforming accessories.
Shoes Shoes 1 Shoes Typical shoes.
Cloth 4 Upper 2 Shirts, Jumpsuits Tucked shirts, tight-fit clothing and dress.
Cloth 5 Lower 2 Pants, Skirts Tight-fitting pants and skirts.
Cloth 6 Accessory 2 Other Arm-wear and medium sized accessories and gadgets.
Cloth 7 Upper 3 Shirts, Jumpsuits Shirts that cover tight-fit clothing (Lower 2). Typical dresses.
Cloth 8 Lower 3 Pants Typical pants.
Cloth 9 Lower 4 Skirts Typical skirts.
Shoes Shoes 2 Shoes Boots, long boots, and shoes that cover pant legs.
Cloth 10 Upper 4 Shirts, Jumpsuits More loose fitting, baggy, clothing and gowns.
Cloth 11 Lower 5 Suspenders Placeholder layer
Cloth 12 Lower 6 Apron Placeholder layer
Cloth 13 Upper 5 Overcoats, Other Thin coats, vests, etc.
Cloth 14 Lower 7 Empty Placeholder layer
Cloth 15 Upper 6 Overcoats Suits, coats, jackets, etc.
Cloth 16 Upper 7 Overcoats Trench coats, raincoats, etc.
Gloves Gloves 2 Gloves Gloves over clothing.
Cloth 17 Accessory 3 Other Cloaks and garments tied to the waist.
Cloth 18 Accessory 4 Other Placeholder layer

*Note: For shoes and gloves, there is only one instance of each on a single character.
*Note: One character can, at maximum, wear up to 20 pieces of clothing. If you apply an article of clothing on an existing article of clothing with the same layer number, the previous clothing will be replaced.


Grid Settings

You can now enable the grid function to check if the character is correctly planted to the floor. The size, area and color of the grid are also adjustable.

Contact Settings

This function allows you to adjust the contact settings for foot and hand. For example; the character is able to stand on the floor instead of floating off or sinking to the floor when wearing different heights of shoes.
View Manual >

*Note: Please ensure that you have enabled Feet Contact in iClone for contact result.

3D Shoes: Automatic Toe and Heel Angle Adjustment

When you design shoes in different heights (sneaker, flip flops) by using the floor contact information, Character Creator will be able to automatically adapt the feet and toe angle to form the most natural wearing behavior. The same adapted feet angle can also benefit all other animations you applied in iClone.


Automatic Conformation

The Automatic Conformation capability gives Character Creator users another level of simplicity when changing hair styles. No matter what head shape or head scale your character has, just click to apply the selected hair style from the gallery and watch it go to the right place and naturally fit to the character’s skull.

Non-Conform for Natural Hair Form

If the Conform to mesh shape is on, sometimes the character’s hair can get pushed out by an out-stretched collar, or distorted by character’s heavy upper body morphs.

To prevent from unwanted hair conforming, you can select the hair and uncheck “Enable Conforming” before clothing change or heavy morph adjustments.


Soft Physics

Character Creator gives you the easiest way to create dynamic hair behaviors. Developer can use black-and-white maps to determine the level of soft physics simulation that is applied to the hair mesh. See beautiful hair flowing with the character’s movement, or see it respond to the wind.

More Hair >

Flexible Custom Texture Paint

You are free to define the hair color patterns using RGB color mask to separate one piece of hair mesh into different color areas. Using this method you can get a very natural fading tone. For example; you can have the hair root in dark brown, the main area in maroon, and fade the hair tail into white to get an ideal feathering look.


Auto Apply to Target Location

Accessories can be applied automatically to the corresponding positions of your character. You may also freely move, rotate, and transform them as you wish, for different uses and styles. Like turning headbands into wristbands.

Spring Dynamics or Soft Cloth Behavior

Accessories can have soft-physics enabled, or have dynamic spring effects that will lively up your character's performance.


Apply Full Body Dress Styles

This function gives you the option to load full characters or just the cloth, largely increasing the flexibility on setting up unique dress combinations and applying them to loaded characters in one go.

Dynamic Texture Settings & Custom Texture Paint (3D Shoes & 3D Cloth)

Using an RGB mask to define preferred texture segments for your cloth and shoes, you can easily create unique outfit designs by dynamically changing each segment’s color, pattern or fabric. Starting from CC 1.5, you will be able to directly load your own texture paints to Character Creator in the same manner as you do in iClone.