Avatar Creator / Avatar Wrap

Commercial License & Ecosystem Rights

Last updated: August 24, 2026

Product: Avatar Creator / AVC and Avatar Wrap

Website: avcsuite.com

This page is a plain-language overview. The EULA is the binding agreement and controls if there is any inconsistency. Licensed modules and features are those identified in the product listing and order confirmation for the SKU purchased. Software code covered by the GNU GPL or another open-source license remains governed by that license.


Build your productions. Create your assets. Grow your business.

This page is a plain-language overview. The EULA is the binding agreement and controls if there is any inconsistency. The modules and asset libraries licensed to you are those listed for the purchased SKU. Open-source code remains governed by its applicable license.


One License. Commercial Rights Included.

Each purchase supplies one named-user Seat for the purchased SKU. The Seat includes the commercial rights described below: use AVC characters in Final Productions, use Avatar Wrap on meshes and content you are legally entitled to process, and create original expansion content for the AVC ecosystem. No AVC royalties, revenue share, mandatory attribution or extra output license apply to permitted games, films, apps, client work or interactive projects.

One Seat may be used by the same licensed person on that person’s own devices. Seats may not be shared. “One license” does not mean that every optional or future module is included. Avatar Creator includes AVC Sync; Avatar Wrap is licensed when the purchased SKU expressly lists Avatar Wrap, whether purchased standalone, in the Avatar Creator + Wrap bundle, or in another expressly identified SKU. The current Avatar Wrap product includes AVC Preset, MetaHuman and Custom Mesh workflows under the same Avatar Wrap SKU rights.


1. Production Rights

You may use Avatar Creator characters and permitted Avatar Wrap outputs in final commercial and professional productions, including games, films, animation, advertising, apps, XR, virtual production, client projects, studio pipelines, simulations and rendered synthetic-data workflows.

Compiled games and packaged applications may include AVC characters as integrated runtime components. You do not owe AVC additional fees or attribution for permitted Final Productions. A Custom Mesh processed by Avatar Wrap remains your User Content, or remains subject to the applicable third-party license, to the extent that the mesh was not an AVC Source Asset and you had the rights required to process it. Avatar Wrap does not claim ownership of a mesh merely because it was wrapped. AVC Source Assets and third-party content do not become your property.


Client Work and Professional Delivery

A client does not need an AVC Seat merely to receive a final render, video, animation, compiled game, packaged application or another non-standalone production output.

Editable AVC project files are different. A person who opens, edits or reuses an AVC-based .blend file, editable AVC character or reusable AVC-integrated asset must own a valid Seat for the relevant SKU. A Custom Mesh Wrap Output that consists of User Content or a third-party mesh and does not contain reusable AVC Source Assets is not converted into an AVC-owned asset merely by processing; its redistribution and commercial use depend on your rights in the Base, Target, textures, likeness and other source material. The same principle applies to a third-party Synced Target Output’s target mesh, topology or native rig. Any AVC-proprietary textures or other AVC Source Assets incorporated into an output remain subject to the EULA.


2. Ecosystem Authoring Rights

Licensed users may create and sell original content packaged for installation or use inside Avatar Creator. Examples include:

  • custom-character and head packs delivered as AVC morph deltas, presets or another documented expansion format;
  • original face and body morphs;
  • original skin, makeup, tattoo, scar and detail textures made for the AVC UV layout;
  • original hair, beard, body-hair, clothing, outfit, expression, material and preset packs;
  • original workflow tools and AVC-compatible add-ons.

You may use the AVC base mesh, topology, UV layout and rig references internally to author compatible content. The distributed product must require Avatar Creator and must not contain or reconstruct the AVC base mesh, included texture library, morph library, rig, database or other source assets. Original morph deltas, original UV-compatible textures and the minimum compatibility metadata required by the expansion format are permitted.

You choose where to sell and how to price your original expansion packs. AVC does not take royalties or revenue share. The buyer must own Avatar Creator, and that dependency must be clearly stated.


Clear Boundaries

You may create with AVC and Avatar Wrap and earn from compliant outputs. For Custom Mesh workflows, Avatar Wrap changes geometry but does not grant new rights in a Base, Target, scan, likeness, texture or third-party ecosystem asset you did not already have the right to use. Conversely, processing your own mesh does not transfer ownership of that mesh to AVC.

You may not redistribute AVC or Avatar Wrap itself. In particular, you may not:

  • share or repackage the product or a Seat;
  • sell exported AVC characters as standalone editable assets outside the AVC expansion format;
  • send editable AVC project files to unlicensed users;
  • extract or sell AVC meshes, textures, morph libraries, hair, clothing, rigs, presets or internal databases;
  • take an included AVC asset, make minor changes and resell it as original content;
  • include the AVC base mesh or a reconstructive copy in a pack when deltas or the documented expansion format are sufficient;
  • use AVC source assets or proprietary native cores to build or train a competing generator, library, SaaS, API or AI model;
  • use third-party assets, scans, likenesses or ecosystem content beyond the rights granted by their respective licenses.

AI and Synthetic Data

Rendered, non-extractable AVC outputs may be used for AI, computer vision, pose estimation, facial analysis, virtual try-on, fashion visualization, synthetic-human datasets and model evaluation. AVC source meshes, proprietary textures, morph libraries, rigs, presets, editable project files and internal data may not be used to train, reconstruct or create a competing system. Rendered outputs are permitted; reusable source assets are not.


Plain-Language Summary

One named-user Seat includes commercial rights for the purchased SKU. You may use AVC characters in final productions, use Avatar Wrap on content you are legally entitled to process, and sell original expansion packs made for the AVC ecosystem. Expansion packs may use the AVC base mesh and UV layout as authoring references, but must be distributed through a compatible expansion format and may not redistribute AVC source assets.

With Avatar Wrap Custom Mesh, the wrapped output keeps the Base mesh topology. AVC does not claim ownership of your mesh merely because it was wrapped; your rights to use or distribute the output depend on the rights you hold in the Base, Target, textures, scans, likenesses and other source material. AVC Sync follows the same ownership principle for third-party target assets. Any AVC-proprietary textures or other AVC Source Assets transferred into an output remain licensed AVC assets.

The delivered version is licensed perpetually. The current Windows release is supported for Blender 4.5 through 5.2 inclusive. Support and update commitments are those stated in the SuperHive product listing and any active Support Period; no lifetime support or compatibility with future Blender versions is promised.


Contact

Licensor: Lorenzo Ceaglio, operating under the name “Avatar Creator”, tax code CGLLNZ94B01I470R, Italy. For any questions contact us at support@avcsuite.com.