Avatar Creator
FAQ
Frequently asked questions about Avatar Creator, Avatar Wrap, Sync, export, rigging, licensing and installation.
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Avatar Creator Basics
Core questions about what Avatar Creator is and how it fits into Blender.
Yes. Avatar Creator lets you create complete characters directly inside Blender, starting from built-in male and female bases.
You can define the body type, shape the face, refine proportions, apply skin, hair, clothing and rigging without needing to import an external base mesh. External meshes are only needed when you want to use Avatar Wrap with scans, sculpts, AI-generated meshes or custom heads.
Avatar Creator is designed for both realistic and stylized characters.
You can stay close to believable human anatomy or push body proportions, facial structure and identity toward more stylized results, depending on the project.
No. Avatar Creator is designed to make character creation faster and more accessible inside Blender.
Basic Blender knowledge is useful, but the main systems work through guided controls, presets and automated workflows.
Avatar Creator combines character creation and AVC Sync inside the base product, while Avatar Wrap is a separate add-on included in the Avatar Creator + Wrap bundle.
The system is designed to keep body, face, skin, hair, clothing, rigging, expressions and supported external-system workflows connected inside Blender. The exact modules included are listed for the purchased SKU.
Build complete characters
Character Creation
Body, face, skin, hair, clothes, custom content and included libraries.
You can customize the body, face and identity of the character in depth.
Avatar Creator includes body presets, facial controls, anatomical morphs and shape editing tools designed to create a wide range of characters directly inside Blender.
Avatar Creator includes the core systems and internal libraries described in the base-product listing: body and face creation, skin controls, hair, clothing, rigging, facial controls and AVC Sync.
Avatar Wrap is a separate add-on. It is included only in the Avatar Creator + Wrap bundle or another SKU that expressly lists it. Future or separately announced modules are not included unless the product listing says otherwise.
Yes. Avatar Creator includes both male and female character workflows.
You can start from different body types and identities, then refine the result with morphs, skin, hair, clothing and rigging tools.
Yes. Avatar Creator is designed to support different body types, proportions and character identities.
You can create slimmer, heavier, muscular, older or more stylized characters depending on the creative direction.
Yes. Avatar Creator includes skin materials and overlay systems for details such as tone variation, makeup, tattoos, scars and other character-specific features.
The goal is to keep skin creation editable inside the same Blender workflow.
Yes. Avatar Creator includes ready-to-use hair, beard and body hair systems.
They are designed to be applied and adjusted directly on the character without requiring a separate grooming setup for every new asset. The hair system is based on Blender curves and Geometry Nodes, so you can still adjust shape, length, curliness, density and color after applying a preset.
Yes. Avatar Creator includes adaptive clothing workflows.
Clothes from the internal library are designed to follow character proportions and body changes, reducing the need for manual fitting on every new body shape.
Yes. Avatar Creator is designed to let you expand the character with your own custom elements.
You can import custom clothing assets, logos, tattoos, textures and overlays depending on the specific workflow. Custom clothing can come from tools such as Blender, ZBrush, Marvelous Designer, CLO or other 3D pipelines.
Yes. Avatar Creator includes tools designed to help bind custom clothing to the character.
Custom clothes imported from outside Avatar Creator are not parametric like the internal clothing library, so they should already fit the target body shape or be adjusted after import. Once the clothing is correctly fitted, AVC provides an auto-rig workflow that transfers weights and connects the clothing to the character rig, reducing manual weight-painting work.
Universal character wrapping
Avatar Wrap
Standalone wrapping, custom target topologies, Texture Transfer, full-body workflows and optional Avatar Creator integration.
Avatar Wrap is a standalone professional add-on for Blender that conforms a chosen target topology to a compatible source character.
It is designed for scans, sculpts, AI-generated meshes and existing human or humanoid characters, with landmark-guided wrapping, full-body support and automated Texture Transfer inside Blender.
No. Avatar Wrap is fully standalone and does not require Avatar Creator, an AVC base mesh or another wrapping application.
Avatar Creator is only required for the optional Transfer to AVC workflow or when Avatar Wrap is purchased as part of the Avatar Creator + Wrap bundle.
Yes. Custom target topology is one of the primary use cases of Avatar Wrap.
The target can use its own vertex count, edge flow and UV layout, provided that it represents a proportionally compatible human or humanoid anatomical structure.
Avatar Wrap is designed for human and humanoid 3D scans, Blender or ZBrush sculpts, AI-generated meshes, existing digital humans and custom studio characters.
It supports both head-only and full-body workflows. Incomplete geometry, severe scan defects or highly incompatible anatomy may require preparation before wrapping.
No. Source and target can use different topology, vertex counts and UV layouts.
Correspondence landmarks define how the anatomical regions relate, and the solver deforms the selected target while retaining the target topology required by the destination pipeline.
You place correspondence landmarks around identity-critical anatomical regions such as the eyelids, lips, nose, jaw, ears and facial contours.
These landmarks guide the proprietary solver before it propagates the deformation across the complete target surface, reducing the uncertainty of blind automatic fitting and helping preserve the forms that define the source character.
Yes. Avatar Wrap supports both head-only and proportionally compatible full-body character workflows.
Its integrated head-to-body blending stage is designed to create a coherent transition across the wrapped head, neck and body while keeping the result editable for optional sculpting refinement.
After wrapping, AVC Texture Transfer projects and bakes the source appearance onto the UV layout of the target mesh.
The target retains its own topology and UV structure while receiving the visual information of the original character. The resulting textures can then be inspected, exported or refined inside Blender.
Yes. Source and target setup, landmark placement, wrapping, Texture Transfer, inspection and optional refinement are performed inside Blender.
The proprietary solver runs locally, so the character meshes do not need to be uploaded to an external wrapping service.
The source and target do not need matching topology, but they must describe proportionally compatible human or humanoid anatomy.
Extremely different creature structures, missing anatomical regions or targets that cannot reasonably represent the source may require additional preparation, manual cleanup or a more suitable target base.
Not by itself. Avatar Wrap conforms the selected target topology and can transfer the source appearance, but it does not automatically recreate every proprietary rig, material, validation step or native asset structure required by an external ecosystem.
MetaHuman, Character Creator and Genesis workflows must still follow the relevant import, export, morph, rigging or AVC Sync process documented for that destination.
Transfer to AVC sends a compatible wrapped identity directly into Avatar Creator.
Once transferred, the character can use Avatar Creator morphs, skin presets, overlays, tattoos, advanced eyes, Face Widget, dynamic wrinkles, Rigify-based rigging, grooming and clothing tools. Avatar Creator is required only for this optional integration.
The current Windows release is designed and tested for Blender 4.5 through Blender 5.2 inclusive.
Blender versions outside that range, macOS and Linux should not be assumed compatible unless the current product listing or release notes expressly add support.
Joining the list reserves access to the $99 launch price; it does not charge you or deliver an immediate purchase code.
When sales open, you will be among the first notified and will receive the private Superhive purchase link needed to buy Avatar Wrap during the launch-access window.
The exact closing date and time will be stated in the launch email.
Launch Access does not reserve the price indefinitely. The purchase must be completed through the private link before the stated deadline, after which the regular $149 price applies.
Yes. Avatar Wrap is available as a standalone add-on and does not require Avatar Creator.
It is also available in the optional Avatar Creator + Wrap bundle for artists who want to transfer wrapped identities into the complete AVC character-editing system.
Use AVC anywhere
Export, Sync & External Pipelines
Traditional export, MetaHuman workflows and native character-system Sync.
You can export Avatar Creator characters in the traditional way using Blender-supported formats, such as FBX or other formats required by your pipeline.
Alternatively, you can use the integrated Sync system to transfer the AVC character’s shape and textures to compatible native character systems.
This gives you two options: standard export, or Sync when you want to preserve the native topology and rig of another character system.
AVC Sync transfers an Avatar Creator identity and supported textures onto a compatible third-party target mesh.
The target mesh is processed as a native-system asset rather than converted into an AVC-owned mesh. The target topology is preserved, and its native rig is applied or retained when the target is returned to its original ecosystem.
Yes. The supported targets are MetaHuman, Genesis 9, Character Creator 4 and Character Creator 5, using the supported neutral base meshes and workflows described in the documentation.
Compatibility refers to the specific target bases and versions listed in the current release documentation; it does not imply compatibility with every custom or legacy third-party character.
Sync preserves the compatible target mesh’s native topology.
The target asset may be imported without its operational rig. When the processed mesh is returned to MetaHuman, Genesis or Character Creator through the documented morph or native workflow, the target ecosystem supplies or retains its own native rig. AVC does not replace or claim ownership of that rig.
Yes. You can use a traditionally exported AVC character in Unreal Engine, or use MetaHuman Sync when the target is MetaHuman.
A synced target uses the native MetaHuman topology and rig in Unreal. Grooming and other native ecosystem elements remain the MetaHuman or Unreal assets selected and configured by the user; AVC does not transfer an AVC groom as a native MetaHuman groom.
Yes, through traditional export workflows.
For Unity, Godot or other engines, there is no dedicated Sync target unless the engine uses one of the supported native character systems. In those cases, you export the character using the most suitable Blender-supported format for the destination pipeline.
Avatar Creator follows Blender’s export ecosystem.
Depending on the pipeline, characters can be exported through formats such as FBX, OBJ, Alembic, USD, glTF/GLB or other Blender-supported formats. The correct format depends on what you need to preserve: mesh, rig, animation, materials, textures, curves or engine compatibility.
Not always. Meshes, proportions, UVs, supported textures, rigs and clothing can be exported according to the destination and file format, but Blender-specific shaders, Geometry Nodes hair, modifiers, constraints and rig features may require conversion or rebuilding.
AVC Sync preserves the supported target topology and transfers identity and supported texture information. The target ecosystem then uses its own native rig, grooming, clothing and material workflows.
Production controls
Rigging, Animation & Editing
Body rig, facial rig, Face Widget, expressions and manual editing.
Yes. Avatar Creator characters include a complete Rigify-based rig for both the body and the face.
The character is designed to be animation-ready inside Blender, with body controls, facial controls and the underlying rig structure already included.
Yes. Avatar Creator includes facial controls through two complementary systems.
The first is the facial Rigify bone system, which gives access to the underlying facial rig. The second is the Face Widget, an additional control layer designed to make expression editing faster and more direct.
Yes. Avatar Creator includes a Face Widget system in addition to the facial bones.
The Face Widget works through shape keys and is designed to behave consistently across all Avatar Creator characters. The underlying facial bones remain available and can still be used even when working with the Face Widget.
Yes. Avatar Creator includes facial expressions and a dynamic wrinkle system.
This allows you to create expressive characters with additional facial detail instead of relying only on static skin textures.
Yes. Avatar Creator characters remain editable inside Blender.
Advanced users can continue modifying meshes, materials, shape keys, textures, rig elements and other character components depending on the workflow.
Yes. Advanced users can inspect and modify the underlying rig, drivers and shape keys.
However, changes to core rig or driver logic should be made carefully, because modifying the internal structure can affect compatibility with Avatar Creator tools and automated workflows.
Setup
Requirements, Installation & Updates
Blender version, hardware, installation, updates, seats and troubleshooting.
The current Windows release is designed and tested for Blender 4.5 through Blender 5.2 inclusive.
Blender versions earlier than 4.5 or later than 5.2 are not supported unless an updated product listing or release note expressly adds them. A newer Blender release should not be assumed compatible until it has been tested.
Hardware figures are practical recommendations rather than universal minimum requirements. A reasonable baseline is Windows 10 or 11, a modern 6-core CPU, 16 GB RAM and a GPU with approximately 8 GB VRAM.
For high-resolution textures, curve-based hair, multiple characters, complex clothing or heavier scenes, 32 GB RAM, a modern 8-core CPU and 12 GB VRAM or more are recommended. Actual performance depends on the scene, render engine, texture resolution, target system and other Blender add-ons.
Avatar Creator is installed as a Blender addon from Blender’s Add-ons or Extensions preferences.
For the complete step-by-step installation process, use the official installation documentation: Avatar Creator installation docs.
No. The current distributed products do not require an AVC activation token and do not send AVC license tokens, device fingerprints, usage telemetry or crash reports to AVC.
Purchase and download access are handled through SuperHive. Any future online activation or telemetry feature would be disclosed before it is introduced.
Updates are installed using the package and instructions supplied for the relevant release. Close Blender and back up important production files before replacing an installed build.
The delivered version remains licensed perpetually. Updates, support and future-version access are provided only for the period and on the conditions stated in the SuperHive product listing and any active Support Period. Compatibility with Blender versions outside 4.5–5.2 is not promised unless expressly added.
Avatar Creator uses named-user Seat licensing.
One licensed person may install and use the product on that person’s own devices, provided no other person uses the same Seat. Each additional artist, employee or contractor who installs or uses AVC needs a separate Seat.
First, check that you are using the supported Blender version and that the addon was installed from the correct package.
If the addon still does not appear, restart Blender and verify that it is enabled in the Add-ons or Extensions preferences. If the problem continues, contact support and include your Blender version, operating system and a screenshot or description of the issue.
Commercial clarity
License, Commercial Use & Support
Commercial production, ecosystem authoring rights, editable asset boundaries and support.
Yes. Avatar Creator includes commercial rights with the standard license.
There is no separate personal-only version, no separate commercial upgrade and no additional license required for professional or commercial production work. You can use Avatar Creator characters in games, films, apps, advertising, client projects, rendered content and other final productions, according to the full license and EULA.
No. AVC does not require royalties, revenue share or mandatory attribution on permitted Final Productions.
You retain your original creative contributions and receive the EULA rights needed for AVC elements integrated into the production. AVC Source Assets and third-party content do not become your property merely because they are included in an output.
Yes. AVC characters can be used in final commercial and professional productions, including games, films, animations, cinematics, advertising, apps, XR/VR/AR experiences, virtual production, client work and studio pipelines.
You can deliver final non-editable outputs such as rendered images, videos, animations, packaged game builds, compiled apps or other packaged productions. Your client does not need an Avatar Creator license just to receive and use a final production.
Yes. Licensed users can sell original content packaged for installation or use inside Avatar Creator.
Permitted examples include custom characters delivered as morph deltas or presets, original textures made for the AVC UV layout, original morphs, hair, clothing, expressions, materials, workflow tools and AVC-compatible add-ons.
The pack must not redistribute the AVC base mesh, included texture or morph libraries, rig, databases or another AVC Source Asset.
No prior AVC approval is required for original compliant expansion content.
The product must use the documented AVC-compatible expansion format, require a valid Avatar Creator license where applicable, avoid redistributed AVC Source Assets, and not imply official approval or authorship. The dependency on Avatar Creator must be stated clearly on the product page and in the documentation.
No. You may not export an AVC character and sell it as a standalone editable 3D character outside the AVC ecosystem.
You may sell an original character expansion that uses the AVC base mesh internally as an authoring reference but is delivered as morph deltas, presets or another documented AVC expansion format requiring Avatar Creator. You may also use AVC characters in final commercial productions.
Editable AVC project files may be shared only with users who have the required AVC Seat. Synced third-party target meshes are governed separately by the target ecosystem’s license, while AVC-proprietary textures remain subject to the AVC EULA.
You may use rendered, non-extractable outputs made with Avatar Creator for AI, computer vision, synthetic data, pose estimation, facial analysis, virtual try-on, fashion AI, model evaluation and similar commercial workflows.
You may not use Avatar Creator source assets, meshes, textures, morphs, hair, clothing, presets, rigs or internal data to train, reconstruct or create a competing character-generation system, marketplace library, SaaS product or AI model.
Rendered outputs are allowed. Extracted source assets are not.
Support covers reasonable assistance with installation, supported workflows, basic usage questions and reproducible bug reports during the support period stated on the SuperHive product listing.
Where the product includes a SuperHive Support Period, the current platform terms provide the applicable guaranteed period and response obligations. The delivered version remains licensed after that period, but no lifetime support, future feature development or compatibility with future Blender versions is promised.
Support does not include custom production work, project consulting, manual repair of user-created assets or guaranteed operation on unsupported configurations.
You can report a bug by contacting support and including clear technical information.
The best report includes your Blender version, operating system, Avatar Creator version, a description of the issue, screenshots or screen recordings, and the steps needed to reproduce the problem.
The full AVC License and AVC EULA are linked directly from this page.
The FAQ summarizes the main points, but the full legal documents remain the reference for exact terms, restrictions and permitted use.
This FAQ summarizes the main product and license information. For exact legal terms, always refer to the full AVC License and EULA.