Motion Capture for Reallusion iClone
Motion capture animations optimized for Reallusion's iClone motion system — seamless character retargeting and natural blending out of the box.
Native iClone motion files for Reallusion Character Creator and iClone. Apply to compatible CC/iClone characters and refine with Motion Layer, Reach Target, and contact tools.
Why Choose iClone Animations?
- Native to iClone/Character Creator workflows apply .rlMotion, .iMotion, or iMotionPlus clips to compatible Reallusion actors.
- Clean loops & transitions — pose‑matched idles/locomotions; starts/stops/turns are hand‑edited.
- Flexible motion types — use rlMotion for body, MotionPlus when body+facial/accessories are bundled, legacy iMotion for older scenes.
What's Included
- .rlMotion files for iClone 7/8 (primary delivery).
- Legacy .iMotion files included for iClone 6+ backward compatibility.
- .iMotion for projects targeting iClone 6+ (legacy compatibility).
- MotionPlus selectively when a pack benefits from facial curves or motion+accessory pairing.
- FBX 7.x animation files ready for Character Creator/iClone import where included.
Popular iClone Animation Packs
Hand-picked packs available in iClone format — ready to download and use.
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Compatible with iClone 7/8, Character Creator workflows, FBX/BVH Import, and Engine Export (Unreal/Unity)
- Designed For
- Reallusion iClone (real-time 3D character animation)
- Game Engines
- Export to Unreal, Unity via iClone's FBX pipeline or Unreal Live Link
- Other Apps
- Download professional motion capture animation packs for Reallusion iClone 8, featuring rig-ready loops and smooth retargeting in .rlMotion, .iMotion, and .iMotionPlus formats where included.
Quick-Start: Load Reallusion Motion Files in iClone
- Open iClone and load a compatible Character Creator or iClone actor. Use Content Manager or the timeline to apply the .rlMotion, .iMotion, or .iMotionPlus file included with the pack.
- Import or apply the Reallusion motion file in iClone, test it on a compatible Character Creator or iClone actor, then refine contacts, reach targets, and Motion Layer edits as needed.
Technical Specifications· .rlMotion, .iMotion, .iMotionPlus (where included)
- Technical Specs
- Formats: .rlMotion (primary), .iMotion (legacy), .iMotionPlus (combined data when included).
- Rig Basis: Authored from professional mocap; packaged for compatible Reallusion iClone and Character Creator workflows.
- Use Cases: Real-time previz, cinematics, gameplay prototyping inside iClone; export to engines via FBX.
- Workflow: Timeline clips, Motion Layer keys, Reach Target, Foot/Hand Contact; optional Curve/Graph editor.
- Pipeline Tips: Save motion clips with timecode for editorial alignment; keep FPS/units consistent.
Frequently Asked Questions
What’s the difference between rlMotion, iMotion, and MotionPlus?
rlMotion is the current motion clip format for iClone 7/8 and Character Creator workflows. iMotion is older but still used for legacy projects. iMotionPlus can package body motion plus optional facial or accessory data.
Which iClone/CC versions are supported?
Our rlMotion targets iClone 7/8 and CC4. Legacy iMotion supports iClone 6+. All play in iClone 8.
Do I still need 3DXchange?
No. 3DXchange is discontinued; iClone 8/CC4 include built-in import/export and motion conversion.
How do these work with Motion Director?
Motion Director uses Reallusion's live behavior workflow. Record the result to the timeline, then save a reusable rlMotion clip when needed.
How do I stop foot sliding or drifting hands?
Enable Foot/Hand Contact for grounded steps and add Reach Target keys to lock hands/feet to surfaces or props. Refine with Motion Layer keys.
What axis and units should I use?
iClone is Z-up and uses centimeters. Export from your DCC with matching units/orientation; bake keys at 30/60 FPS.
Can I export to Unreal/Unity?
Yes—export FBX from iClone/CC and retarget in-engine, or start with our matching FBX/Unreal/Unity packs for faster handoff.
Pro Tips
- Contacts: Use Foot/Hand Contact judiciously—combine with Reach Target for complex props/holds.
- Curve cleanup: Use Curve/Graph editor to thin or adjust keys after layering edits.
- Reach Target: Lock hands to props (weapons/tools) for seamless grabs within longer takes.
- Library hygiene: Save variants (e.g., _InPlace, _Root) as separate clips for clean state machines.
- Export hygiene: Bake transforms and avoid negative scales before FBX export; keep FPS/units consistent.
- Timecode: When archiving editorial shots, save motions with timecode for conform to picture.
