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.
Current-source notes for review
Verified against iClone 8 and Character Creator 4 documentation, May 2026.
Approved Decision-7 UI labels used in this draft:
3D viewport,Character,Humanoid,Apply,Scene Manager,Transform,Reset (Zero Out),Characterization,T-pose,Active,Motion Profile,Motion T-Pose (Optional),FBX Import Settings,Auto-generate to perform list,Animation Player,Perform List,Smart Content Manager, andAnimation Library.Product-format source checked against MCO - Products
FORMATrecords for iClone, FBX Format, and All Formats.
