How to set up MoCap Online packs in iClone 8 and Character Creator 4
Direct Answer
If you are working in iClone 8 and Character Creator 4, use the iClone-format pack when that is available. If you are starting from FBX or BVH motion instead, the current Reallusion documentation routes that conversion through Character Creator 4's humanoid-characterization flow before you apply the result in iClone.
What You'll Need
- The MoCap Online format you actually downloaded: iClone, FBX Format, BVH if included in your source files, or All Formats if your download contains multiple format folders.
- A compatible character in Character Creator 4 or iClone 8.
- If you are converting external motion, the source FBX or BVH file and a clean T-pose reference.
Path A - You already have the iClone-format pack
- Start in your normal iClone 8 content workflow and apply one motion to one compatible character first.
- Confirm the facing direction, timing, and contact look correct before you begin layering edits.
- If you need to inspect or edit the result, review it in iClone before importing or assigning a larger batch.
Path B - You need to convert FBX or BVH motion through Character Creator 4
- Open a new Character Creator 4 project and drag the source motion file into the
3D viewport. - Generate a humanoid character from that import with
Character>Humanoid>Apply. - If the file contains no visible mesh, inspect the bones in the
Scene Managerso you can still verify the motion. - If the motion is offset from the floor or world center, adjust the values in
Transformmanually before continuing. Do not useReset (Zero Out)as a shortcut for this correction. - In
Characterizationmode, make sure the motion source is in a cleanT-pose. If it is not, set that pose before conversion. - Map the motion bones to the Reallusion human-bone structure. If the source tool is known, load the prepared mapping profile. If the source tool is unknown, manually map the required base bones.
- Save the mapping and T-pose profile so later imports from the same source are faster.
- Activate the characterization with
Activeso the humanoid character becomes usable. - Drag the same motion file back onto the character and review
Motion Profile,Motion T-Pose (Optional),FBX Import Settings, andAuto-generate to perform list. - Review the imported motion in the
Animation Playerone clip at a time before batch-importing more from the same source.
Where to Find the Converted Motions
After conversion, the current Reallusion docs say the resulting motions can be reviewed in Animation Player > Perform List and then found again through Smart Content Manager and Animation Library.
Common Setup Mistakes
- Downloading the wrong format and then assuming the motion data is broken.
- Skipping the
T-posecorrection and then fighting body-part offsets later. - Mixing motions from different source rigs into one profile without checking that the mapping still fits.
- Trying to troubleshoot direction or contact before you verify the characterization itself.
Escalate When
Escalate if the source rig is not clearly humanoid, the auto-mapping cannot identify enough core bones, the character still offsets badly after T-pose cleanup, or the issue is really a wrong-format purchase question rather than an import/setup question.


