Avatar Creator

Commercial License & Ecosystem Rights

Last updated: July 24, 2026

Product: Avatar Creator / AVC

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 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 included only in the Avatar Creator + Wrap bundle or another SKU that expressly lists it.


1. Production Rights

You may use Avatar Creator characters 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. You retain ownership of your original creative work 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.


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. This does not apply to a third-party Synced Target Output’s target mesh, topology or native rig, which remains governed by its source ecosystem; AVC-proprietary textures contained in that 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 earn from compliant outputs. You may not redistribute AVC 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. You may use AVC characters in final productions 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.

AVC Sync processes third-party target assets. The target mesh, topology and native rig remain governed by the MetaHuman, Genesis, Character Creator or other source license, not by AVC. AVC-proprietary textures transferred to the target 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.