{"id":632,"date":"2026-09-18T18:30:00","date_gmt":"2026-09-18T09:30:00","guid":{"rendered":"https:\/\/www.dtc.teu.ac.jp\/?p=632"},"modified":"2026-09-18T18:30:00","modified_gmt":"2026-09-18T09:30:00","slug":"cc5-tokkio-avatar","status":"publish","type":"post","link":"https:\/\/www.dtc.teu.ac.jp\/ja\/cc5-tokkio-avatar\/","title":{"rendered":"Character Creator 5\u3068Unreal Engine\u3067NVIDIA Tokkio\u7528\u30ab\u30b9\u30bf\u30e0\u30a2\u30d0\u30bf\u30fc\u3092\u4f5c\u6210\u3059\u308b"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">A conversational avatar starts with a reliable character asset, not with a running service. Before connecting speech and facial animation, we need a complete character, correctly reconstructed materials, and facial morph targets that the renderer can actually drive. <a href=\"#ref-1\">[1]<\/a> <a href=\"#ref-2\">[2]<\/a><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">This first article explains how to prepare a Character Creator 5 (CC5) avatar for an Unreal Engine-based NVIDIA Tokkio workflow. We cover character preparation, FBX export, Reallusion Auto Setup import, and asset-level validation. The endpoint is a saved Unreal avatar and a documented handoff. A separate article by another contributor will cover ACE runtime integration, Tokkio configuration, packaging, deployment, and live-stream testing.<\/p>\n\n\n\n<div style=\"background: linear-gradient(135deg, #f8fafc 0%, #f1f5f9 100%);border: 1px solid #cbd5e1;border-left: 5px solid #0284c7;padding: 18px 22px;border-radius: 6px;margin: 24px 0 28px 0\">\n  <div style=\"font-weight: 700;color: #0369a1;font-size: 1.05em;margin-bottom: 6px;display: flex;align-items: center;gap: 8px\">\n    <span>Article Scope &amp; Pipeline Boundary<\/span>\n  <\/div>\n  <p style=\"margin: 0 0 8px 0;font-size: 0.96em;line-height: 1.6;color: #334155\">\n    <strong>Scope of this guide:<\/strong> Character Creator 5 (CC5) avatar preparation, clean FBX\/JSON export, Reallusion Auto Setup 2.02 import into Unreal Engine 5.5.4, and asset-level 52-morph target validation.\n  <\/p>\n  <p style=\"margin: 0;font-size: 0.92em;line-height: 1.5;color: #64748b\">\n    <em>Downstream note:<\/em> Tokkio ACE microservices, live audio streaming, and C++ runtime renderer implementation are covered in a dedicated follow-up article.\n  <\/p>\n<\/div>\n\n\n\n<div style=\"background-color: #f8fafc;border: 1px solid #e2e8f0;border-radius: 8px;padding: 22px 26px;margin: 32px 0 40px 0\">\n  <div style=\"font-size: 1.15em;font-weight: 700;color: #0f172a;margin-top: 0;margin-bottom: 14px;border-bottom: 2px solid #e2e8f0;padding-bottom: 8px;display: flex;align-items: center;justify-content: space-between\">\n    <span>Contents &amp; Pipeline Stages<\/span>\n    <span style=\"font-size: 0.75em;font-weight: 600;color: #64748b;background: #e2e8f0;padding: 2px 8px;border-radius: 4px;text-transform: uppercase\">Technical Guide<\/span>\n  <\/div>\n  <div style=\"display: grid;grid-template-columns: repeat(auto-fit, minmax(280px, 1fr));gap: 10px 24px\">\n    <div>\n      <p style=\"margin: 0 0 6px 0;font-size: 0.95em\"><a href=\"#section-1\" style=\"color: #0284c7;text-decoration: none;font-weight: 500\"><strong>1.<\/strong> Define the deliverable before starting<\/a><\/p>\n      <p style=\"margin: 0 0 6px 0;font-size: 0.95em\"><a href=\"#section-2\" style=\"color: #0284c7;text-decoration: none;font-weight: 500\"><strong>2.<\/strong> Agree on a compatible toolchain<\/a><\/p>\n      <p style=\"margin: 0 0 6px 0;font-size: 0.95em\"><a href=\"#section-3\" style=\"color: #0284c7;text-decoration: none;font-weight: 500\"><strong>3.<\/strong> Prepare the complete character in CC5<\/a><\/p>\n      <p style=\"margin: 0 0 6px 0;font-size: 0.95em\"><a href=\"#section-4\" style=\"color: #0284c7;text-decoration: none;font-weight: 500\"><strong>4.<\/strong> Export a complete FBX bundle<\/a><\/p>\n      <p style=\"margin: 0 0 6px 0;font-size: 0.95em\"><a href=\"#section-5\" style=\"color: #0284c7;text-decoration: none;font-weight: 500\"><strong>5.<\/strong> Prepare Unreal and Reallusion Auto Setup<\/a><\/p>\n      <p style=\"margin: 0 0 6px 0;font-size: 0.95em\"><a href=\"#section-6\" style=\"color: #0284c7;text-decoration: none;font-weight: 500\"><strong>6.<\/strong> Import character with materials &amp; morphs<\/a><\/p>\n    <\/div>\n    <div>\n      <p style=\"margin: 0 0 6px 0;font-size: 0.95em\"><a href=\"#section-7\" style=\"color: #0284c7;text-decoration: none;font-weight: 500\"><strong>7.<\/strong> Validate facial-animation contract<\/a><\/p>\n      <p style=\"margin: 0 0 6px 0;font-size: 0.95em\"><a href=\"#section-8\" style=\"color: #0284c7;text-decoration: none;font-weight: 500\"><strong>8.<\/strong> Review saved avatar in Unreal<\/a><\/p>\n      <p style=\"margin: 0 0 6px 0;font-size: 0.95em\"><a href=\"#section-9\" style=\"color: #0284c7;text-decoration: none;font-weight: 500\"><strong>9.<\/strong> Common problems &amp; where to fix them<\/a><\/p>\n      <p style=\"margin: 0 0 6px 0;font-size: 0.95em\"><a href=\"#section-10\" style=\"color: #0284c7;text-decoration: none;font-weight: 500\"><strong>10.<\/strong> Hand off reproducible avatar package<\/a><\/p>\n      <p style=\"margin: 0 0 6px 0;font-size: 0.95em\"><a href=\"#section-next\" style=\"color: #0284c7;text-decoration: none;font-weight: 500\">Where the next article begins<\/a><\/p>\n      <p style=\"margin: 0 0 6px 0;font-size: 0.95em\"><a href=\"#section-references\" style=\"color: #0284c7;text-decoration: none;font-weight: 500\">References &amp; Documentation<\/a><\/p>\n    <\/div>\n  <\/div>\n<\/div>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"2560\" height=\"1548\" src=\"https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/tokkio-live-stream-ui-scaled.jpg\" alt=\"NVIDIA Tokkio live avatar streaming interface\" class=\"wp-image-670\" srcset=\"https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/tokkio-live-stream-ui-scaled.jpg 2560w, https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/tokkio-live-stream-ui-300x181.jpg 300w, https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/tokkio-live-stream-ui-1024x619.jpg 1024w, https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/tokkio-live-stream-ui-2000x1209.jpg 2000w, https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/tokkio-live-stream-ui-scaled-18x12.jpg 18w\" sizes=\"auto, (max-width: 2560px) 100vw, 2560px\" \/><figcaption class=\"wp-element-caption\">The custom character avatar running in the live NVIDIA Tokkio streaming interface.<\/figcaption><\/figure>\n\n\n\n<h2 id=\"section-1\" class=\"wp-block-heading\" style=\"font-size: 1.5em;font-weight: 700;color: #0f172a;border-left: 5px solid #0284c7;padding: 4px 0 4px 14px;margin-top: 48px;margin-bottom: 20px\">1. Define the deliverable before starting<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><p>The preparation pipeline follows strict checkpoints from asset creation to runtime handover. Each transition must be verified independently:<\/p>\n\n\n\n<p>A good-looking character in CC5 does not prove that its exported textures resolve, and a clean Unreal viewport does not prove that facial animation targets were correctly imported.<\/p><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">For this article, \u201cready for integration\u201d means that the complete character has been exported, imported, saved, reopened, and checked for the facial targets expected by the downstream mapping. It does not mean that Tokkio has been deployed or that speech-driven animation has been verified.<\/p>\n\n\n\n<h2 id=\"section-2\" class=\"wp-block-heading\" style=\"font-size: 1.5em;font-weight: 700;color: #0f172a;border-left: 5px solid #0284c7;padding: 4px 0 4px 14px;margin-top: 48px;margin-bottom: 20px\">2. Agree on a compatible toolchain<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">In this implementation workflow, we use <strong>Unreal Engine 5.5.4<\/strong> as the baseline, aligned with an ACE package specifically targeting Unreal Engine 5.5. This is a version-specific baseline, not a recommendation to combine any current CC5, Unreal, and ACE releases. Confirm the engine version with the integration owner before creating production assets.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">For avatar authoring, prepare CC5, an Unreal Engine installation agreed with the integration owner, and an engine-compatible Reallusion Auto Setup package. Inspect plugin descriptors and the documentation bundled with the installed release rather than relying on a ZIP filename. Do not mix plugin binaries built for different Unreal minor versions. <a href=\"#ref-2\">[2]<\/a> <a href=\"#ref-6\">[6]<\/a><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Record the exact CC5 version, Unreal version, Auto Setup version, export directory, Unreal project path, skeletal mesh asset path, and the intended facial profile. For example, Reallusion Auto Setup 2.02 was verified in this pipeline; check your exact installed plugin version for compatibility. ACE renderer plugins and the build\/deployment toolchain belong to the next stage, but their compatibility constraints should be agreed now to avoid re-importing into another engine version later.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><\/p>\n\n\n\n<h2 id=\"section-3\" class=\"wp-block-heading\" style=\"font-size: 1.5em;font-weight: 700;color: #0f172a;border-left: 5px solid #0284c7;padding: 4px 0 4px 14px;margin-top: 48px;margin-bottom: 20px\">3. Prepare the complete character in CC5<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Finalize the character\u2019s appearance before export, then check the component tree. Exporting only the base body can produce an apparently successful import while leaving important renderable parts behind. Confirm that the character includes its mesh and skeleton, clothing and required materials, eyes, teeth, tongue, tear ducts, and eyelashes. Review these parts together in the neutral pose.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The facial profile is especially important. Use an <strong>Extended \/ ARKit-compatible facial profile<\/strong> with expressions available. In Character Creator, navigate to the <strong>Modify<\/strong> panel &gt; <strong>Motion<\/strong> &gt; <strong>Facial Profile Editor<\/strong> to verify that the Expression node explicitly reads <strong>&#8220;CC4 Extended&#8221;<\/strong>. Do not select a facial profile of <strong>None<\/strong> or standard profiles that omit ARKit-level micro-expressions. A character can render perfectly while lacking the shape changes needed for speech, blinking, or subtle emotive expressions. <a href=\"#ref-3\">[3]<\/a><\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"603\" height=\"285\" src=\"https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/cc5-slide-07-2-web.jpg\" alt=\"Reallusion interface showing the CC4 Extended facial profile\" class=\"wp-image-653\" srcset=\"https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/cc5-slide-07-2-web.jpg 603w, https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/cc5-slide-07-2-web-300x142.jpg 300w, https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/cc5-slide-07-2-web-18x9.jpg 18w\" sizes=\"auto, (max-width: 603px) 100vw, 603px\" \/><figcaption class=\"wp-element-caption\">Reallusion facial-profile UI. Confirm an Extended \/ ARKit-compatible profile in your installed CC5 version. <a href=\"https:\/\/manual.reallusion.com\/Character-Creator-5\/Content\/ENU\/5.0\/05-HD-Character\/Verifying-Current-Facial-Profile.htm\">Source: Reallusion documentation<\/a>. <a href=\"#ref-3\">[3]<\/a><\/figcaption><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Keep the original topology for this reference workflow unless you have a separately validated reason to change it. Topology or facial-profile changes should trigger another morph-coverage check. Also decide whether the export contains the current pose or whether body animation will be delivered separately; do not leave that decision implicit. <a href=\"#ref-4\">[4]<\/a><\/p>\n\n\n\n<h2 id=\"section-4\" class=\"wp-block-heading\" style=\"font-size: 1.5em;font-weight: 700;color: #0f172a;border-left: 5px solid #0284c7;padding: 4px 0 4px 14px;margin-top: 48px;margin-bottom: 20px\">4. Export a complete FBX bundle<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">In CC5, open <strong>File \u2192 Export \u2192 FBX \u2192 Clothed Character<\/strong> and select the <strong>Unreal Engine<\/strong> preset\u2014specifically setting the target tool preset to <strong>Unreal (UE5 Skeleton)<\/strong>. Ensure the base reference pose is set to <strong>A-Pose<\/strong> (or the matching bind pose for the UE5 mannequin). Include the complete character, enable the required facial morphs, and export both textures and the Reallusion JSON sidecar. Keep <strong>Embed Textures<\/strong> disabled and verify that <strong>Export JSON for Auto Material Setup<\/strong> is enabled in the advanced settings. Leave <strong>InstaLOD \/ Remesher<\/strong> disabled; altering mesh topology at export time can disrupt morph vertex IDs and cause facial targets to deform incorrectly or fail during import. <a href=\"#ref-4\">[4]<\/a> <a href=\"#ref-5\">[5]<\/a><\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"820\" height=\"880\" src=\"https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/cc5-slide-08-1-web.jpg\" alt=\"Character Creator FBX export settings for Unreal Engine\" class=\"wp-image-654\" srcset=\"https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/cc5-slide-08-1-web.jpg 820w, https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/cc5-slide-08-1-web-280x300.jpg 280w, https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/cc5-slide-08-1-web-11x12.jpg 11w\" sizes=\"auto, (max-width: 820px) 100vw, 820px\" \/><figcaption class=\"wp-element-caption\">Reallusion FBX export UI. Choose the Unreal Engine target and export the complete character; option labels vary by version. <a href=\"https:\/\/manual.reallusion.com\/Character-Creator-5\/Content\/ENU\/5.0\/17-Export\/Export-FBX.htm\">Source: Reallusion documentation<\/a>. <a href=\"#ref-4\">[4]<\/a><\/figcaption><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">The JSON sidecar is part of the asset, not optional housekeeping. Reallusion Auto Setup uses the accompanying metadata to reconstruct the intended material setup. Keep it next to the matching FBX, and preserve the relative texture paths generated during export. <a href=\"#ref-4\">[4]<\/a> <a href=\"#ref-5\">[5]<\/a><\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"365\" height=\"482\" src=\"https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/cc5-slide-08-3-web.jpg\" alt=\"Export JSON for Auto Material Setup option\" class=\"wp-image-655\" srcset=\"https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/cc5-slide-08-3-web.jpg 365w, https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/cc5-slide-08-3-web-227x300.jpg 227w, https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/cc5-slide-08-3-web-9x12.jpg 9w\" sizes=\"auto, (max-width: 365px) 100vw, 365px\" \/><figcaption class=\"wp-element-caption\">Reallusion JSON export reference. Keep the generated JSON beside the matching FBX for Auto Setup. <a href=\"https:\/\/manual.reallusion.com\/CC-iC-Auto-Setup\/All-in-One\/1.2\/02_for_Unreal\/Exporting-Characters-from-iC-or-CC.htm\">Source: Reallusion documentation<\/a>. <a href=\"#ref-5\">[5]<\/a><\/figcaption><\/figure>\n\n\n\n<div style=\"background-color: #0f172a;border-radius: 8px;overflow: hidden;margin: 26px 0;border: 1px solid #1e293b\">\n  <div style=\"background-color: #1e293b;color: #94a3b8;font-family: Consolas, monospace;font-size: 0.84em;padding: 8px 16px;border-bottom: 1px solid #334155;display: flex;justify-content: space-between;align-items: center\">\n    <span>Export Bundle Structure<\/span>\n    <span style=\"color: #64748b\">Directory Layout<\/span>\n  <\/div>\n  <pre style=\"color: #e2e8f0;font-family: Consolas, Monaco, &#039;Courier New&#039;, monospace;font-size: 0.92em;line-height: 1.65;padding: 18px 20px;margin: 0;background: transparent;border: none\"><code>AvatarExport\/\n\u251c\u2500\u2500 CharacterName.fbx         # Mesh, skeleton, and embedded morph targets\n\u251c\u2500\u2500 CharacterName.json        # Reallusion Auto Setup material metadata\n\u251c\u2500\u2500 CharacterName.fbm\/        # Base color (diffuse) and normal maps\n\u2514\u2500\u2500 textures\/                 # Metallic, roughness, opacity, and AO maps<\/code><\/pre>\n<\/div>\n\n\n\n<p class=\"wp-block-paragraph\">This layout reflects Reallusion\u2019s standard external export structure. When <em>Embed Textures<\/em> is disabled, Character Creator automatically splits textures between two locations: the <code>CharacterName.fbm\/<\/code> folder holds base color (diffuse) and normal maps, while the companion <code>textures\/<\/code> folder holds roughness, metallic, opacity, and ambient occlusion maps. The JSON sidecar maps all these relative paths for Unreal. The essential checks are that the FBX is non-empty, the JSON has the matching basename and parses successfully, and every texture referenced by the JSON exists at the resolved path. Keep both the <code>.fbm<\/code> and <code>textures\/<\/code> directories beside the FBX and JSON during transfer. <a href=\"#ref-5\">[5]<\/a><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Keep a small export record containing file paths, byte sizes, timestamps, and the results of the checks above. Fix missing files or broken references in the export bundle before importing. Copying only the FBX to another machine is not a complete handoff.<\/p>\n\n\n\n<h2 id=\"section-5\" class=\"wp-block-heading\" style=\"font-size: 1.5em;font-weight: 700;color: #0f172a;border-left: 5px solid #0284c7;padding: 4px 0 4px 14px;margin-top: 48px;margin-bottom: 20px\">5. Prepare Unreal and Reallusion Auto Setup<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Create or select the project using the agreed Unreal version. The complete reference implementation uses a C++ project for its later project-owned runtime actor. Asset preparation does not require implementing that actor in this article, but working in the intended project avoids unnecessary migration. Agree on a stable content location and skeletal mesh asset name with the integration owner.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Install Reallusion Auto Setup following the guide bundled with that exact package. Preserve its <code>Content<\/code> subtree and <code>RLPlugin<\/code> directory structure; do not flatten or rename vendor folders. The reference project includes <code>Plugins\/RLPlugin\/RLPlugin.uplugin<\/code>, together with <code>Content\/CC_Shaders\/<\/code> and <code>Content\/SSSProfile\/<\/code>. Treat these as reference paths and follow the installed package\u2019s instructions if its layout differs. <a href=\"#ref-6\">[6]<\/a><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Enable the plugin and confirm that the editor starts without relevant plugin-load or compatibility errors. A plugin appearing in a folder is not enough: Unreal must load the correct build before you rely on its import behavior.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"640\" height=\"200\" src=\"https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/cc5-slide-13-1-web.jpg\" alt=\"Unreal Engine plugin panel showing Reallusion Auto Setup\" class=\"wp-image-656\" srcset=\"https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/cc5-slide-13-1-web.jpg 640w, https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/cc5-slide-13-1-web-300x94.jpg 300w, https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/cc5-slide-13-1-web-18x6.jpg 18w\" sizes=\"auto, (max-width: 640px) 100vw, 640px\" \/><figcaption class=\"wp-element-caption\">Reallusion plugin-panel reference in Unreal Engine. Use the package compatible with your installed Unreal Engine version. <a href=\"https:\/\/manual.reallusion.com\/Character-Creator-5\/Content\/ENU\/5.0\/17-Metahuman-Interoperability\/Exporting-Characters-to-UE.htm\">Source: Reallusion documentation<\/a>. <a href=\"#ref-7\">[7]<\/a><\/figcaption><\/figure>\n\n\n\n<h2 id=\"section-6\" class=\"wp-block-heading\" style=\"font-size: 1.5em;font-weight: 700;color: #0f172a;border-left: 5px solid #0284c7;padding: 4px 0 4px 14px;margin-top: 48px;margin-bottom: 20px\">6. Import the character with its materials and morphs<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Use the Reallusion Auto Setup import workflow with the exported FBX and matching JSON beside it. The companion JSON is discovered alongside the FBX. Keep Auto Setup enabled and choose the appropriate character and shader options for the installed release. The guide\u2019s reference UI uses HQ Shader. Avoid treating a plain FBX-only import as equivalent to the metadata-driven workflow. <a href=\"#ref-7\">[7]<\/a><\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"631\" height=\"219\" src=\"https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/cc5-slide-16-1-web.jpg\" alt=\"Auto Setup import dialog with HQ Shader selected\" class=\"wp-image-657\" srcset=\"https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/cc5-slide-16-1-web.jpg 631w, https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/cc5-slide-16-1-web-300x104.jpg 300w, https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/cc5-slide-16-1-web-18x6.jpg 18w\" sizes=\"auto, (max-width: 631px) 100vw, 631px\" \/><figcaption class=\"wp-element-caption\">Reallusion Auto Setup import dialog, with Auto Setup enabled and HQ Shader selected. <a href=\"https:\/\/manual.reallusion.com\/Character-Creator-5\/Content\/ENU\/5.0\/17-Metahuman-Interoperability\/Exporting-Characters-to-UE.htm\">Source: Reallusion documentation<\/a>. <a href=\"#ref-7\">[7]<\/a><\/figcaption><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Control Rig is not required for the facial-asset preparation described here. Leave it disabled unless the project also needs that body-authoring workflow. When Unreal\u2019s FBX import options appear, confirm the skeletal mesh and mesh-import settings, choose the appropriate skeleton context, and explicitly enable <strong>Import Morph Targets<\/strong> before selecting <strong>Import All<\/strong>. <a href=\"#ref-7\">[7]<\/a> <a href=\"#ref-8\">[8]<\/a><\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"410\" height=\"582\" src=\"https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/cc5-slide-17-1-web.jpg\" alt=\"Unreal FBX import options showing Import Morph Targets\" class=\"wp-image-658\" srcset=\"https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/cc5-slide-17-1-web.jpg 410w, https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/cc5-slide-17-1-web-211x300.jpg 211w, https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/cc5-slide-17-1-web-8x12.jpg 8w\" sizes=\"auto, (max-width: 410px) 100vw, 410px\" \/><figcaption class=\"wp-element-caption\">Unreal FBX import options. Enable Import Morph Targets before selecting Import All. <a href=\"https:\/\/manual.reallusion.com\/Character-Creator-5\/Content\/ENU\/5.0\/17-Metahuman-Interoperability\/Exporting-Characters-to-UE.htm\">Source: Reallusion documentation<\/a>. <a href=\"#ref-7\">[7]<\/a><\/figcaption><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Wait for asset processing and shader compilation to finish before judging materials. Then inspect the skeletal mesh, skeleton, physics asset, materials and material instances, textures, subsurface-scattering profiles, and any facial\/profile assets produced by the installed Auto Setup version. Save all imported packages. <a href=\"#ref-7\">[7]<\/a><\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"640\" height=\"291\" src=\"https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/cc5-slide-18-1-web.jpg\" alt=\"Unreal Content Browser displaying imported character assets\" class=\"wp-image-659\" srcset=\"https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/cc5-slide-18-1-web.jpg 640w, https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/cc5-slide-18-1-web-300x136.jpg 300w, https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/cc5-slide-18-1-web-18x8.jpg 18w\" sizes=\"auto, (max-width: 640px) 100vw, 640px\" \/><figcaption class=\"wp-element-caption\">Unreal Content Browser displaying imported character asset families. Save all packages after import. <a href=\"https:\/\/manual.reallusion.com\/Character-Creator-5\/Content\/ENU\/5.0\/17-Metahuman-Interoperability\/Exporting-Characters-to-UE.htm\">Source: Reallusion documentation<\/a>. <a href=\"#ref-7\">[7]<\/a><\/figcaption><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Reopen the skeletal mesh and inspect its morph-target list. A populated list is a useful first check, but a large total count is not proof of compatibility. For instance, our tested character rig generated 249 morphs; other characters may have a different total count. What matters is whether the specific targets required by the integration are present.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"640\" height=\"480\" src=\"https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/cc5-slide-18-2-web.jpg\" alt=\"Unreal skeletal mesh preview with facial morph targets\" class=\"wp-image-660\" srcset=\"https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/cc5-slide-18-2-web.jpg 640w, https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/cc5-slide-18-2-web-300x225.jpg 300w, https:\/\/www.dtc.teu.ac.jp\/wp-content\/uploads\/2026\/09\/cc5-slide-18-2-web-16x12.jpg 16w\" sizes=\"auto, (max-width: 640px) 100vw, 640px\" \/><figcaption class=\"wp-element-caption\">Unreal skeletal mesh preview with facial morph targets. Verify that required facial targets are present and functional. <a href=\"https:\/\/manual.reallusion.com\/Character-Creator-5\/Content\/ENU\/5.0\/17-Metahuman-Interoperability\/Exporting-Characters-to-UE.htm\">Source: Reallusion documentation<\/a>. <a href=\"#ref-7\">[7]<\/a><\/figcaption><\/figure>\n\n\n\n<h2 id=\"section-7\" class=\"wp-block-heading\" style=\"font-size: 1.5em;font-weight: 700;color: #0f172a;border-left: 5px solid #0284c7;padding: 4px 0 4px 14px;margin-top: 48px;margin-bottom: 20px\">7. Validate the facial-animation contract<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Although runtime code is outside this article, the asset must satisfy the downstream facial mapping. In our direct-morph mapping pipeline, <strong>52 ACE facial inputs map to 54 CC5 target writes<\/strong>: 50 inputs map to one target each, while two inputs (inner brow raise and cheek puff) drive bilateral left\/right pairs.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Two different integration approaches:<\/strong> NVIDIA\u2019s public Unreal Renderer 0.1 guide describes a 52-frame ARKit animation, a Pose Asset, and an Animation Blueprint. Our pipeline uses project-owned C++ code that applies CC5 morph targets directly each frame. The 52-input \/ 54-write table below reflects this direct-morph mapping. Agree on the intended approach with the integration owner before preparing additional animation assets. Runtime implementation remains outside this article. <a href=\"#ref-2\">[2]<\/a><\/p>\n\n\n\n<div style=\"margin: 26px 0;border: 1px solid #e2e8f0;border-radius: 8px\">\n  <table style=\"width: 100%;border-collapse: collapse;font-size: 0.94em;text-align: left;background-color: #ffffff\">\n    <thead>\n      <tr style=\"background-color: #f1f5f9;border-bottom: 2px solid #cbd5e1\">\n        <th style=\"padding: 12px 18px;color: #0f172a;font-weight: 700\">ACE Input &amp; Index<\/th>\n        <th style=\"padding: 12px 18px;color: #0f172a;font-weight: 700\">Required CC5 Target(s)<\/th>\n        <th style=\"padding: 12px 18px;color: #0f172a;font-weight: 700\">Mapping Type<\/th>\n      <\/tr>\n    <\/thead>\n    <tbody>\n      <tr style=\"border-bottom: 1px solid #f1f5f9\">\n        <td style=\"padding: 11px 18px\"><code style=\"background-color: #eff6ff;color: #1d4ed8;padding: 2px 6px;border-radius: 4px;font-size: 0.9em;font-family: Consolas, monospace\">EyeBlinkLeft<\/code> \/ 0<\/td>\n        <td style=\"padding: 11px 18px\"><code style=\"background-color: #f8fafc;color: #0f172a;padding: 2px 6px;border-radius: 4px;font-size: 0.9em;font-family: Consolas, monospace;border: 1px solid #e2e8f0\">Eye_Blink_L<\/code><\/td>\n        <td style=\"padding: 11px 18px;color: #64748b;font-size: 0.88em\">1-to-1 direct<\/td>\n      <\/tr>\n      <tr style=\"background-color: #fcfcfc;border-bottom: 1px solid #f1f5f9\">\n        <td style=\"padding: 11px 18px\"><code style=\"background-color: #eff6ff;color: #1d4ed8;padding: 2px 6px;border-radius: 4px;font-size: 0.9em;font-family: Consolas, monospace\">EyeBlinkRight<\/code> \/ 7<\/td>\n        <td style=\"padding: 11px 18px\"><code style=\"background-color: #f8fafc;color: #0f172a;padding: 2px 6px;border-radius: 4px;font-size: 0.9em;font-family: Consolas, monospace;border: 1px solid #e2e8f0\">Eye_Blink_R<\/code><\/td>\n        <td style=\"padding: 11px 18px;color: #64748b;font-size: 0.88em\">1-to-1 direct<\/td>\n      <\/tr>\n      <tr style=\"border-bottom: 1px solid #f1f5f9\">\n        <td style=\"padding: 11px 18px\"><code style=\"background-color: #eff6ff;color: #1d4ed8;padding: 2px 6px;border-radius: 4px;font-size: 0.9em;font-family: Consolas, monospace\">JawOpen<\/code> \/ 17<\/td>\n        <td style=\"padding: 11px 18px\"><code style=\"background-color: #f8fafc;color: #0f172a;padding: 2px 6px;border-radius: 4px;font-size: 0.9em;font-family: Consolas, monospace;border: 1px solid #e2e8f0\">Jaw_Open<\/code><\/td>\n        <td style=\"padding: 11px 18px;color: #64748b;font-size: 0.88em\">1-to-1 direct<\/td>\n      <\/tr>\n      <tr style=\"background-color: #fcfcfc;border-bottom: 1px solid #f1f5f9\">\n        <td style=\"padding: 11px 18px\"><code style=\"background-color: #eff6ff;color: #1d4ed8;padding: 2px 6px;border-radius: 4px;font-size: 0.9em;font-family: Consolas, monospace\">MouthSmileLeft<\/code> \/ 23<\/td>\n        <td style=\"padding: 11px 18px\"><code style=\"background-color: #f8fafc;color: #0f172a;padding: 2px 6px;border-radius: 4px;font-size: 0.9em;font-family: Consolas, monospace;border: 1px solid #e2e8f0\">Mouth_Smile_L<\/code><\/td>\n        <td style=\"padding: 11px 18px;color: #64748b;font-size: 0.88em\">1-to-1 direct<\/td>\n      <\/tr>\n      <tr style=\"border-bottom: 1px solid #f1f5f9\">\n        <td style=\"padding: 11px 18px\"><code style=\"background-color: #eff6ff;color: #1d4ed8;padding: 2px 6px;border-radius: 4px;font-size: 0.9em;font-family: Consolas, monospace\">MouthSmileRight<\/code> \/ 24<\/td>\n        <td style=\"padding: 11px 18px\"><code style=\"background-color: #f8fafc;color: #0f172a;padding: 2px 6px;border-radius: 4px;font-size: 0.9em;font-family: Consolas, monospace;border: 1px solid #e2e8f0\">Mouth_Smile_R<\/code><\/td>\n        <td style=\"padding: 11px 18px;color: #64748b;font-size: 0.88em\">1-to-1 direct<\/td>\n      <\/tr>\n      <tr style=\"background-color: #fffbeb;border-bottom: 1px solid #f1f5f9\">\n        <td style=\"padding: 11px 18px\"><code style=\"background-color: #eff6ff;color: #1d4ed8;padding: 2px 6px;border-radius: 4px;font-size: 0.9em;font-family: Consolas, monospace\">BrowInnerUp<\/code> \/ 43<\/td>\n        <td style=\"padding: 11px 18px\"><code style=\"background-color: #f8fafc;color: #0f172a;padding: 2px 6px;border-radius: 4px;font-size: 0.9em;font-family: Consolas, monospace;border: 1px solid #e2e8f0\">Brow_Raise_Inner_L<\/code> + <code style=\"background-color: #f8fafc;color: #0f172a;padding: 2px 6px;border-radius: 4px;font-size: 0.9em;font-family: Consolas, monospace;border: 1px solid #e2e8f0\">Brow_Raise_Inner_R<\/code><\/td>\n        <td style=\"padding: 11px 18px;color: #b45309;font-weight: 600;font-size: 0.88em\">Bilateral pair (1-to-2)<\/td>\n      <\/tr>\n      <tr style=\"background-color: #fffbeb;border-bottom: 1px solid #f1f5f9\">\n        <td style=\"padding: 11px 18px\"><code style=\"background-color: #eff6ff;color: #1d4ed8;padding: 2px 6px;border-radius: 4px;font-size: 0.9em;font-family: Consolas, monospace\">CheekPuff<\/code> \/ 46<\/td>\n        <td style=\"padding: 11px 18px\"><code style=\"background-color: #f8fafc;color: #0f172a;padding: 2px 6px;border-radius: 4px;font-size: 0.9em;font-family: Consolas, monospace;border: 1px solid #e2e8f0\">Cheek_Puff_L<\/code> + <code style=\"background-color: #f8fafc;color: #0f172a;padding: 2px 6px;border-radius: 4px;font-size: 0.9em;font-family: Consolas, monospace;border: 1px solid #e2e8f0\">Cheek_Puff_R<\/code><\/td>\n        <td style=\"padding: 11px 18px;color: #b45309;font-weight: 600;font-size: 0.88em\">Bilateral pair (1-to-2)<\/td>\n      <\/tr>\n      <tr style=\"border-bottom: 1px solid #f1f5f9\">\n        <td style=\"padding: 11px 18px\"><code style=\"background-color: #eff6ff;color: #1d4ed8;padding: 2px 6px;border-radius: 4px;font-size: 0.9em;font-family: Consolas, monospace\">TongueOut<\/code> \/ 51<\/td>\n        <td style=\"padding: 11px 18px\"><code style=\"background-color: #f8fafc;color: #0f172a;padding: 2px 6px;border-radius: 4px;font-size: 0.9em;font-family: Consolas, monospace;border: 1px solid #e2e8f0\">Tongue_Out<\/code><\/td>\n        <td style=\"padding: 11px 18px;color: #64748b;font-size: 0.88em\">1-to-1 direct<\/td>\n      <\/tr>\n    <\/tbody>\n  <\/table>\n<\/div>\n\n\n\n<p class=\"wp-block-paragraph\">The table is a review sample, not the complete mapping. Validate every entry in the complete 52-input mapping against the imported mesh. Preserve the documented spelling, capitalization, and input ordering in the handoff. In particular, eye look-in and look-out are relative to each eye: the reference maps <code>EyeLookInLeft<\/code> to <code>Eye_L_Look_R<\/code>, and <code>EyeLookInRight<\/code> to <code>Eye_R_Look_L<\/code>. Do not \u201ccorrect\u201d these names based on screen direction.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">For an asset-level visual check, double-click the imported Skeletal Mesh in Unreal Engine to open the Persona mesh editor, and locate the <strong>Morph Target Previewer<\/strong> tab (accessible via <strong>Window \u2192 Morph Target Previewer<\/strong> if hidden). Drag the weight sliders from <code>0.0<\/code> to <code>1.0<\/code> for representative morphs: left and right blinks, jaw opening, smiles, the inner-brow pair, cheek puff, and tongue movement. Confirm that the geometry deforms cleanly, the correct anatomical side responds without inversion, and the teeth, tongue, and tear ducts remain visually intact. Reset all sliders back to <code>0.0<\/code> to restore a neutral resting face before saving. This manual preview is a deformation check, not evidence of a working ACE or Tokkio stream. <a href=\"#ref-8\">[8]<\/a><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Produce a target-by-target coverage report for the complete reference mapping, with no missing required targets. If a target is absent, first recheck the CC5 facial profile, expression export, and Unreal\u2019s Import Morph Targets setting. Do not silently rename or skip targets to make a report pass.<\/p>\n\n\n\n<h2 id=\"section-8\" class=\"wp-block-heading\" style=\"font-size: 1.5em;font-weight: 700;color: #0f172a;border-left: 5px solid #0284c7;padding: 4px 0 4px 14px;margin-top: 48px;margin-bottom: 20px\">8. Review the saved avatar, not just the import dialog<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Inspect the neutral character in Unreal under useful lighting and a front-facing view. Check skin, eyes, eyelashes, clothing, and hair where present, and look for missing textures or unintended material assignments. Save the project assets and reopen them to confirm that the imported state persists. Keep a screenshot of the actual imported character and record its asset path.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Distinguish errors that affect this character from unrelated project warnings. A missing texture referenced by a CC5 material or a missing required morph is blocking. A warning about an unused sample asset may be unrelated, but it should be classified rather than ignored indiscriminately.<\/p>\n\n\n\n<h2 id=\"section-9\" class=\"wp-block-heading\" style=\"font-size: 1.5em;font-weight: 700;color: #0f172a;border-left: 5px solid #0284c7;padding: 4px 0 4px 14px;margin-top: 48px;margin-bottom: 20px\">9. Common problems and where to fix them<\/h2>\n\n\n\n<div style=\"margin: 26px 0;border: 1px solid #e2e8f0;border-radius: 8px\">\n  <table style=\"width: 100%;border-collapse: collapse;font-size: 0.94em;text-align: left;background-color: #ffffff\">\n    <thead>\n      <tr style=\"background-color: #f8fafc;border-bottom: 2px solid #cbd5e1\">\n        <th style=\"padding: 12px 18px;color: #0f172a;font-weight: 700;width: 34%\">Symptom<\/th>\n        <th style=\"padding: 12px 18px;color: #0f172a;font-weight: 700;width: 66%\">Check and Repair Procedure<\/th>\n      <\/tr>\n    <\/thead>\n    <tbody>\n      <tr style=\"border-bottom: 1px solid #f1f5f9\">\n        <td style=\"padding: 13px 18px;font-weight: 600;color: #b91c1c\">Export appears empty or 0 bytes<\/td>\n        <td style=\"padding: 13px 18px;color: #334155;line-height: 1.55\">Check export folder file sizes and inspect any sibling <code>.fbm<\/code> directory. Re-export if the primary FBX or required material definitions are absent.<\/td>\n      <\/tr>\n      <tr style=\"background-color: #fcfcfc;border-bottom: 1px solid #f1f5f9\">\n        <td style=\"padding: 13px 18px;font-weight: 600;color: #b91c1c\">Textures are missing after transfer<\/td>\n        <td style=\"padding: 13px 18px;color: #334155;line-height: 1.55\">Restore both the matching JSON and companion texture folder structure (<code>CharacterName.fbm\/<\/code> + <code>textures\/<\/code>). Verify all referenced paths resolve.<\/td>\n      <\/tr>\n      <tr style=\"border-bottom: 1px solid #f1f5f9\">\n        <td style=\"padding: 13px 18px;font-weight: 600;color: #b91c1c\">Materials do not match intended setup<\/td>\n        <td style=\"padding: 13px 18px;color: #334155;line-height: 1.55\">Confirm compatible Auto Setup installation in Unreal Engine, ensure <code>RLPlugin<\/code> is loaded, and use the JSON-assisted import dialog rather than a raw FBX import.<\/td>\n      <\/tr>\n      <tr style=\"background-color: #fcfcfc;border-bottom: 1px solid #f1f5f9\">\n        <td style=\"padding: 13px 18px;font-weight: 600;color: #b91c1c\">Character renders but facial targets missing<\/td>\n        <td style=\"padding: 13px 18px;color: #334155;line-height: 1.55\">Recheck the CC5 <strong>CC4 Extended<\/strong> profile, verify facial-morph export was selected, and confirm <strong>Import Morph Targets<\/strong> is enabled in Unreal import options.<\/td>\n      <\/tr>\n      <tr style=\"border-bottom: 1px solid #f1f5f9\">\n        <td style=\"padding: 13px 18px;font-weight: 600;color: #b91c1c\">Many morphs exist but coverage fails<\/td>\n        <td style=\"padding: 13px 18px;color: #334155;line-height: 1.55\">Compare actual morph target names in Persona against the complete 52-input mapping specification. Total count alone is not a valid pass criterion.<\/td>\n      <\/tr>\n      <tr style=\"background-color: #fcfcfc;border-bottom: 1px solid #f1f5f9\">\n        <td style=\"padding: 13px 18px;font-weight: 600;color: #b91c1c\">Expressions affect the wrong side<\/td>\n        <td style=\"padding: 13px 18px;color: #334155;line-height: 1.55\">Review left\/right anatomical naming and eye-relative look directions (e.g. <code>EyeLookInLeft<\/code> maps to <code>Eye_L_Look_R<\/code>). Preview affected targets individually.<\/td>\n      <\/tr>\n    <\/tbody>\n  <\/table>\n<\/div>\n\n\n\n<h2 id=\"section-10\" class=\"wp-block-heading\" style=\"font-size: 1.5em;font-weight: 700;color: #0f172a;border-left: 5px solid #0284c7;padding: 4px 0 4px 14px;margin-top: 48px;margin-bottom: 20px\">10. Hand off a reproducible avatar package<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Deliver the complete FBX\/JSON\/texture bundle together with the saved Unreal project assets and their dependencies. Include a short manifest of tool versions, plugin compatibility, facial profile, export settings, import settings, skeletal mesh path, and the full morph-coverage results. Add a neutral Unreal screenshot and list any remaining limitations explicitly.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><\/p>\n\n\n\n<div id=\"section-next\" style=\"background: linear-gradient(135deg, #0f172a 0%, #1e293b 100%);border-radius: 8px;padding: 26px 28px;margin: 36px 0;color: #f8fafc;border-left: 5px solid #38bdf8\">\n  <div style=\"font-size: 0.85em;text-transform: uppercase;letter-spacing: 0.06em;color: #38bdf8;font-weight: 700;margin-bottom: 8px\">Upcoming in Part 2<\/div>\n  <div style=\"font-size: 1.25em;font-weight: 700;color: #ffffff;margin-bottom: 12px\">Where the next article begins<\/div>\n  <p style=\"margin: 0 0 12px 0;font-size: 0.96em;line-height: 1.65;color: #cbd5e1\">\n    At this stage, we have defined and validated the avatar asset ready for consumption by downstream systems. The companion article will take this saved Unreal asset and implement the full runtime integration:\n  <\/p>\n  <div style=\"display: grid;grid-template-columns: repeat(auto-fit, minmax(260px, 1fr));gap: 8px 16px;margin-top: 14px;font-size: 0.9em;color: #e2e8f0\">\n    <div style=\"padding: 8px 12px;border-radius: 4px\">&bull; Connecting to NVIDIA ACE runtime services<\/div>\n    <div style=\"padding: 8px 12px;border-radius: 4px\">&bull; Custom C++ renderer actor implementation<\/div>\n    <div style=\"padding: 8px 12px;border-radius: 4px\">&bull; Direct 52-target morph application loop<\/div>\n    <div style=\"padding: 8px 12px;border-radius: 4px\">&bull; Camera microservice &amp; Tokkio WebRTC streaming<\/div>\n  <\/div>\n<\/div>\n\n\n\n\n<div id=\"section-references\" style=\"background-color: #f8fafc;border: 1px solid #e2e8f0;border-radius: 8px;padding: 24px 26px;margin: 40px 0 20px 0\">\n  <div style=\"font-size: 1.2em;font-weight: 700;color: #0f172a;margin-bottom: 16px;border-bottom: 2px solid #e2e8f0;padding-bottom: 8px;display: flex;align-items: center;justify-content: space-between\">\n    <span>References &amp; Official Documentation<\/span>\n    <span style=\"font-size: 0.75em;color: #64748b;font-weight: 500\">Accessed Sept 2026<\/span>\n  <\/div>\n  <div style=\"display: flex;flex-direction: column;gap: 14px;font-size: 0.93em;line-height: 1.6\">\n    <div id=\"ref-1\" style=\"border-left: 3px solid #76b900;padding-left: 12px\">\n      <span style=\"font-weight: 700;color: #0f172a\">[1] NVIDIA.<\/span>\n      <a href=\"https:\/\/docs.nvidia.com\/ace\/tokkio\/5.0\/customization\/customization-options.html\" style=\"color: #0284c7;text-decoration: none;font-weight: 600\" target=\"_blank\" rel=\"noopener\">Tokkio 5.0: Customization Options &rarr;<\/a>\n      <div style=\"color: #475569;font-size: 0.9em\">Overview of digital human and avatar scene customization workflows in NVIDIA Tokkio.<\/div>\n    <\/div>\n    <div id=\"ref-2\" style=\"border-left: 3px solid #76b900;padding-left: 12px\">\n      <span style=\"font-weight: 700;color: #0f172a\">[2] NVIDIA.<\/span>\n      <a href=\"https:\/\/docs.nvidia.com\/ace\/unreal-renderer-microservice\/0.1\/avatar-customization\/fully-custom-avatar-workflow.html\" style=\"color: #0284c7;text-decoration: none;font-weight: 600\" target=\"_blank\" rel=\"noopener\">Unreal Renderer Microservice: Custom Avatar Workflow &rarr;<\/a>\n      <div style=\"color: #475569;font-size: 0.9em\">Specifications for driving 3D humanoid avatars based on 52 ARKit facial blendshapes in Unreal Engine.<\/div>\n    <\/div>\n    <div id=\"ref-3\" style=\"border-left: 3px solid #0284c7;padding-left: 12px\">\n      <span style=\"font-weight: 700;color: #0f172a\">[3] Reallusion.<\/span>\n      <a href=\"https:\/\/manual.reallusion.com\/Character-Creator-5\/Content\/ENU\/5.0\/05-HD-Character\/Verifying-Current-Facial-Profile.htm\" style=\"color: #0284c7;text-decoration: none;font-weight: 600\" target=\"_blank\" rel=\"noopener\">Character Creator 5 Online Manual: Verifying Current Facial Profile &rarr;<\/a>\n      <div style=\"color: #475569;font-size: 0.9em\">Details on CC4 Standard, Extended, and HD facial profiles.<\/div>\n    <\/div>\n    <div id=\"ref-4\" style=\"border-left: 3px solid #0284c7;padding-left: 12px\">\n      <span style=\"font-weight: 700;color: #0f172a\">[4] Reallusion.<\/span>\n      <a href=\"https:\/\/manual.reallusion.com\/Character-Creator-5\/Content\/ENU\/5.0\/17-Export\/Export-FBX.htm\" style=\"color: #0284c7;text-decoration: none;font-weight: 600\" target=\"_blank\" rel=\"noopener\">Character Creator 5 Online Manual: Exporting FBX &rarr;<\/a>\n      <div style=\"color: #475569;font-size: 0.9em\">Export commands, Unreal tool presets, mesh\/motion settings, and texture export configurations.<\/div>\n    <\/div>\n    <div id=\"ref-5\" style=\"border-left: 3px solid #0284c7;padding-left: 12px\">\n      <span style=\"font-weight: 700;color: #0f172a\">[5] Reallusion.<\/span>\n      <a href=\"https:\/\/manual.reallusion.com\/CC-iC-Auto-Setup\/All-in-One\/1.2\/02_for_Unreal\/Exporting-Characters-from-iC-or-CC.htm\" style=\"color: #0284c7;text-decoration: none;font-weight: 600\" target=\"_blank\" rel=\"noopener\">Auto Setup Online Manual: Exporting Characters for Unreal Engine &rarr;<\/a>\n      <div style=\"color: #475569;font-size: 0.9em\">Guidelines for external textures, disabling embedded textures, and generating the Auto Setup companion JSON file.<\/div>\n    <\/div>\n    <div id=\"ref-6\" style=\"border-left: 3px solid #0284c7;padding-left: 12px\">\n      <span style=\"font-weight: 700;color: #0f172a\">[6] Reallusion.<\/span>\n      <a href=\"https:\/\/www.reallusion.com\/linkcount\/linkcount.aspx?lid=Auto-Setup-for-Installation-Guide-Unreal\" style=\"color: #0284c7;text-decoration: none;font-weight: 600\" target=\"_blank\" rel=\"noopener\">Character Creator &amp; iClone Auto Setup for Unreal Engine Installation Guide &rarr;<\/a>\n      <div style=\"color: #475569;font-size: 0.9em\">Instructions for copying Content and Plugins directories into Unreal Engine projects.<\/div>\n    <\/div>\n    <div id=\"ref-7\" style=\"border-left: 3px solid #0284c7;padding-left: 12px\">\n      <span style=\"font-weight: 700;color: #0f172a\">[7] Reallusion.<\/span>\n      <a href=\"https:\/\/manual.reallusion.com\/Character-Creator-5\/Content\/ENU\/5.0\/17-Metahuman-Interoperability\/Exporting-Characters-to-UE.htm\" style=\"color: #0284c7;text-decoration: none;font-weight: 600\" target=\"_blank\" rel=\"noopener\">Character Creator 5 Online Manual: Exporting Characters to Unreal Engine &rarr;<\/a>\n      <div style=\"color: #475569;font-size: 0.9em\">Auto Setup workflow in Unreal Engine, HQ Shader options, and inspecting imported assets.<\/div>\n    <\/div>\n    <div id=\"ref-8\" style=\"border-left: 3px solid #334155;padding-left: 12px\">\n      <span style=\"font-weight: 700;color: #0f172a\">[8] Epic Games.<\/span>\n      <a href=\"https:\/\/dev.epicgames.com\/documentation\/unreal-engine\/fbx-morph-target-pipeline-in-unreal-engine?lang=en-US\" style=\"color: #0284c7;text-decoration: none;font-weight: 600\" target=\"_blank\" rel=\"noopener\">Unreal Engine Documentation: FBX Morph Target Pipeline &rarr;<\/a>\n      <div style=\"color: #475569;font-size: 0.9em\">Technical overview of importing and previewing morph targets for Skeletal Meshes.<\/div>\n    <\/div>\n  <\/div>\n<\/div>\n\n","protected":false},"excerpt":{"rendered":"<p>A conversational avatar starts with a reliable character asset, not with a running service. Before connecting speech and facial animation, we need a complete character, correctly reconstructed materials, and facial morph targets that the renderer can actually drive. [1] [2] This first article explains how to prepare a Character Creator 5 (CC5) avatar for an Unreal Engine-based NVIDIA Tokkio workflow. We cover character preparation, FBX export, Reallusion Auto Setup import, and asset-level validation. The endpoint is a saved Unreal avatar and a documented handoff. A separate article by another contributor will cover ACE runtime integration, Tokkio configuration, packaging, deployment, and live-stream testing. Article Scope &amp; Pipeline Boundary Scope of this &hellip; <\/p>\n<p class=\"link-more\"><a href=\"https:\/\/www.dtc.teu.ac.jp\/ja\/cc5-tokkio-avatar\/\" class=\"more-link\">\u7d9a\u304d\u3092\u8aad\u3080<span class=\"screen-reader-text\"> &#8220;Creating a Custom Avatar for NVIDIA Tokkio with Character Creator 5 and Unreal Engine&#8221;<\/span><\/a><\/p>\n","protected":false},"author":4,"featured_media":670,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[45],"tags":[],"class_list":["post-632","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-tech-blog"],"_links":{"self":[{"href":"https:\/\/www.dtc.teu.ac.jp\/ja\/wp-json\/wp\/v2\/posts\/632","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.dtc.teu.ac.jp\/ja\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.dtc.teu.ac.jp\/ja\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.dtc.teu.ac.jp\/ja\/wp-json\/wp\/v2\/users\/4"}],"replies":[{"embeddable":true,"href":"https:\/\/www.dtc.teu.ac.jp\/ja\/wp-json\/wp\/v2\/comments?post=632"}],"version-history":[{"count":17,"href":"https:\/\/www.dtc.teu.ac.jp\/ja\/wp-json\/wp\/v2\/posts\/632\/revisions"}],"predecessor-version":[{"id":689,"href":"https:\/\/www.dtc.teu.ac.jp\/ja\/wp-json\/wp\/v2\/posts\/632\/revisions\/689"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.dtc.teu.ac.jp\/ja\/wp-json\/wp\/v2\/media\/670"}],"wp:attachment":[{"href":"https:\/\/www.dtc.teu.ac.jp\/ja\/wp-json\/wp\/v2\/media?parent=632"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.dtc.teu.ac.jp\/ja\/wp-json\/wp\/v2\/categories?post=632"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.dtc.teu.ac.jp\/ja\/wp-json\/wp\/v2\/tags?post=632"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}