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How to Sell iClone Assets Online in 2026 — Complete Reallusion Creator Guide

Reallusion iClone and Character Creator produce some of the highest-quality animated characters in the industry. Here's how to export, package, price, and sell your iClone assets online — with 0% commission and in-browser 3D preview.

Published July 22, 2026 · 9 min read

Reallusion iClone 8 and Character Creator 4 (CC4) are the tools of choice for real-time animated characters, virtual production content, and VTuber assets. The CC4 ecosystem produces humanoid characters with ARKit blendshapes, full body rigs, and PBR materials that drop directly into Unity, Unreal Engine 5, and Blender. If you create characters, motion packs, or environments in iClone, you already have inventory that game developers, VTubers, and indie animators actively purchase.

This guide covers what iClone assets sell and to whom, the FBX and GLB export workflow for marketplace distribution, how to price at different quality and content tiers, which platforms give you the best return per sale, and how to protect your characters from the file-sharing that moves through creator communities.

What iClone Assets Sell Best

The iClone ecosystem serves multiple buyer segments with different needs. The table below maps asset categories to buyer types and demand — prioritize the high-demand, high-value rows for passive income.

Asset TypePrimary BuyerDemandPrice Range
Animated humanoid characters (FBX, full rig)Game devs, indie studios★★★★★$15–$80
Motion capture packs (walk, run, idle, combat)Game devs, animators★★★★★$20–$100
VTuber / VRM avatarsVTubers, streamers★★★★★$30–$300
Fantasy / sci-fi characters (Unreal / Unity ready)Game devs, modders★★★★☆$20–$90
Environment props and furniture setsVirtual production, game devs★★★★☆$20–$80
Clothing and accessories (GLB, wearables)Character customization devs★★★☆☆$10–$40
CC4 source project (.ccProject + assets)Reallusion pipeline users★★★☆☆+40–60% premium

Motion capture packs provide the best passive income trajectory — once you have 50+ clips in a pack, it sells repeatedly to game studios who need complete animation sets. A single well-produced combat motion pack at $45 can generate $500+/month on an established listing.

Export Workflow: iClone to Marketplace Formats

iClone and Character Creator export to FBX and GLB natively. The key is configuring the export correctly for each buyer target — game engine buyers, VTuber buyers, and rendering buyers each need different settings.

FBX — Game Engine Export

Primary — Unity / Unreal / Godot

From iClone: Export → FBX → Humanoid Rig. Settings for game engines:

  • Enable Embed Media to include textures in the FBX, or export a Textures/ folder alongside
  • Set FBX Version: FBX 2014 for maximum engine compatibility
  • Enable ARKit blendshapes if the character has facial expressions (Unity ARKit, Live Face)
  • Export BoneMap to Unity / Unreal option from Character Creator for correct bone naming
  • Include a separate FBX per animation clip for Unity animation controller compatibility

GLB / GLTF

Upload as primary — enables 3D preview

Upload a GLB as your primary file on Proofly — it renders in-browser so buyers can rotate, inspect materials, and view the character before purchasing. From iClone: Export → GLTF (iClone 8 has native GLTF export). Alternatively export FBX then convert through Blender: Import FBX → File → Export → GLTF 2.0 → format GLB → Include Animations (one animation per clip or all embedded). PBR metallic-roughness materials from iClone transfer cleanly through this pipeline.

VRM — VTuber Export

VTuber / VSeeFace / VNyan

VRM is the standard format for VTubing software (VSeeFace, VNyan, VirtualMotionCapture, VMagicMirror). Character Creator 4 with the CC4 iClone to VRM plugin exports VRM directly. Alternatively: export FBX → import into Blender with VRM add-on (VRM Add-on for Blender by Saturday June) → configure VRM metadata and blendshapes → export VRM. VTuber avatars with facial blendshapes, spring bones for hair/clothing physics, and ARKit 52-target expressions command the highest prices ($50–$300).

Motion Clips (BVH / FBX Animation)

Animation buyers — any rig

Motion capture packs sell in FBX (with a reference T-pose character skeleton) and BVH format. From iClone: use the Motion Layer export, or export each animation as a separate FBX. Buyers retarget the animation to their own character rig in Unity (Humanoid Avatar), Unreal (Control Rig / Retarget Manager), or Blender (Rigify retarget). Include at least two formats (FBX + BVH) and specify the bone naming convention used (iClone, Unity, Unreal, Mixamo).

Recommended ZIP Bundle Structure

FantasyKnight_v1.0/
├── GLB/
│   └── FantasyKnight_v1.0.glb           ← upload as primary (3D preview)
├── FBX/
│   ├── FantasyKnight_T-Pose.fbx          ← character mesh + rig
│   ├── FantasyKnight_Idle.fbx            ← animation clips separate
│   ├── FantasyKnight_Walk.fbx
│   └── FantasyKnight_Combat_Slash.fbx
├── VRM/
│   └── FantasyKnight_v1.0.vrm           ← optional VTuber tier
├── Textures/
│   ├── body_albedo_4k.png
│   ├── body_normal_4k.png
│   ├── armor_albedo_4k.png
│   └── armor_metalness_4k.png
└── README.txt                            ← poly count, bones, blendshapes, Unity/UE setup

iClone Asset Pricing Guide

Character assets are consistently underpriced on 3D marketplaces. A well-rigged, PBR-textured humanoid with animations can save a game studio 40–100 hours of artist time — price accordingly. The table below reflects realistic market rates.

AssetBaseMidPremium
T-pose character (FBX, no animations)$10$25$50
Animated character (FBX + 5–10 clips)$20$45$80
Motion capture pack (20–50 clips)$20$45$100
VTuber avatar (VRM + ARKit blendshapes)$30$80$200
VTuber avatar (full physics + 52 expressions)$80$150$300+
Environment prop set (20+ pieces)$20$50$100
CC4 source project add-on (.ccProject)+$15+$30+$60

Animation Quantity = Value

A character with 5 animations is a prop. A character with 50 animations is a production-ready asset. Double the animation count and triple the price — studios pay for completeness because re-retargeting animations is expensive.

VRM Quality Tiers

Spring bones (jiggle physics for hair and clothing) and 52 ARKit blendshapes are the premium markers VTubers look for. Add these and you can charge $100+ over a base VRM avatar without spring physics or limited expressions.

Engine-Tested Premium

"Unity Humanoid-ready — tested in Unity 6 with no import issues" or "UE5 Skeletal Mesh — bone naming matches UE5 Mannequin" signals professional quality and justifies $20–$40 more than untested FBX exports.

Platform Comparison — Where iClone Creators Sell

PlatformCommission3D PreviewNotes
Proofly0%✓ In-browser GLB/FBXBuyer pays flat $1 fee. HiddenMark watermarking. FBX, GLB, OBJ, VRM — all accepted. One-time download tokens.
Reallusion Marketplace30%iClone viewerLargest iClone-native audience. Requires iClone format. 30% commission. Best for selling .iAvatar / .iMotion files to the iClone community.
Fab (Epic)12.5%✓ In-engine viewerExcellent for Unreal Engine character buyers. Low commission. Requires Unreal-compatible packaging — extra setup time for iClone exports.
Sketchfab Shop30%✓ Full 3D viewerStrong 3D preview for character showcase. 30% commission erodes margins on mid-tier assets. Best for hero character showcases with premium pricing.
Unity Asset Store30%LimitedLarge Unity-specific audience for humanoid characters and motion packs. Requires .unitypackage format — additional packaging work from CC4 FBX.
Gumroad10% + 3.5% + $0.30✗ Image onlyEasy setup. No discovery — you must drive all traffic. No piracy protection. Works for established audiences.

Commission Math on a $45 Motion Pack (150 sales/year)

$6,750
Proofly (0%)
$5,906
Fab / Epic (12.5%)
$4,725
Sketchfab / Unity (30%)
$4,725
Reallusion Mkt (30%)

iClone / CC4 Tips for Marketable Assets

1.
Export characters at real-world scale: iClone characters are 1.7–1.8m tall by default (real-world scale = 1 unit = 1 cm in iClone's internal units). When exporting FBX to Unity or Unreal, verify the character imports at the correct height. Unity expects 1 unit = 1 meter; iClone's 170cm character may import as 1.7m (correct) or 170m (wrong scale). Always document the scale in your README and include the correct scale factor if non-standard.
2.
Include a T-pose FBX separately from animations: Game engine artists need the character in T-pose as a separate FBX for rig setup, then animation clips as separate files. Exporting one combined FBX with all animations embedded is a common mistake that prevents buyers from properly retargeting. Name files clearly: CharacterName_TPose.fbx, CharacterName_Idle.fbx, CharacterName_Walk_Forward.fbx.
3.
Document bone naming convention: iClone/CC4 uses its own bone naming (CC_Base_Hip, CC_Base_Spine01, etc.). Unity expects Humanoid mapping; Unreal expects UE4/5 Skeleton naming. State the bone convention in the README and whether you exported with iClone bone names, Unity HumanDescription mapping, or Unreal skeleton matching. This one line prevents 80% of import support questions.
4.
Test in Blender before selling: Import your FBX into Blender (free) to verify: correct bone hierarchy displays in Pose Mode, mesh deforms correctly on basic pose, materials and textures load without errors, scale is reasonable. If it imports cleanly in Blender it will import cleanly in Unity and Unreal 95% of the time. Fix any issues — especially scale and bone hierarchy — before publishing.
5.
Spring bone setup for VRM: VTuber buyers specifically look for spring bones (secondary motion for hair, clothing, accessories). In Blender with the VRM add-on: assign VRM spring bone components to hair chains (each hair strand bone gets Spring Bone settings with stiffness/drag/gravity). Spring bones are the difference between a $40 VRM and a $150 VRM — they make characters feel alive during streaming.
6.
Screenshot wireframe and rig: Game developers buy characters based on topology quality and rig cleanliness. Include a wireframe render and a screenshot of the rig in Pose Mode (showing bone count and hierarchy). Clean skinning weights and logical bone hierarchy signal professional quality before the buyer opens the file. Articulate the poly count per LOD if you provide multiple LOD levels.

Protecting iClone Assets from Piracy

Character assets from iClone and CC4 are particularly vulnerable to piracy because the communities around VTubing, game dev, and indie animation are tightly networked. A leaked FBX character file will circulate in Discord servers within hours of a purchase if it is not watermarked. High-quality VRM avatars are especially targeted because of their high price points.

Proofly's HiddenMark system embeds an invisible steganographic watermark directly into the mesh geometry at the vertex level. The watermark is imperceptible visually, survives format conversion (FBX → GLB → OBJ → VRM mesh extraction), and can be detected in any extracted mesh format. If your character appears in a piracy channel, you can scan the leaked file to recover the original purchaser ID.

How HiddenMark Works for Character Creators

  1. Enable HiddenMark on your listing before publishing
  2. Each buyer receives a download with a unique watermark embedded in the character mesh
  3. If your character appears in a Discord piracy channel, download the shared file
  4. Run the Proofly HiddenMark detection scan — it recovers the purchaser ID from any mesh format
  5. Issue a targeted DMCA takedown identifying the specific leaker by their purchase record

The watermark persists through FBX → GLB → OBJ conversion and basic rigging/skinning operations. It is invisible in any standard rendering pipeline including Unreal Engine, Unity, and Blender Cycles.

Step-by-Step: Publish Your First iClone Asset on Proofly

1

Finalize your character in Character Creator 4

Set up materials, PBR textures, clothing, accessories, and expressions. Apply skin, muscle, and clothing simulations if needed. Set morphs and blendshapes. Document the character's poly count (LOD0 for close-up, LOD1 for mid-range) and bone count — buyers need these to evaluate engine compatibility.

2

Export FBX with humanoid rig

From CC4: File → Export → FBX → Humanoid. Enable ARKit blendshapes if character has face morphs. Choose Unity or Unreal bone naming depending on your target. Export T-pose as the primary skeletal mesh FBX. Export each animation clip as a separate FBX.

3

Export GLB for 3D preview

In Blender: import the FBX → File → Export → GLTF 2.0 → format GLB → enable 'Include Animations' (optional, first clip only for preview). Verify the GLB displays correctly in Blender's GLTF viewer before uploading. This is the file that renders in Proofly's in-browser preview.

4

Export VRM (if selling to VTuber market)

Install VRM Add-on for Blender. Import your FBX character in Blender, set up VRM metadata (title, author, license), configure blendshapes as VRM expressions (Neutral, Joy, Angry, Sorrow, Fun, Blink, LookUp, LookDown, LookLeft, LookRight), add spring bone components to hair/clothing chains. Export VRM.

5

Test in your target engine

Import FBX into Unity: create a Humanoid Avatar mapping and verify all bones map correctly. Check rig, pose the character in Preview window — it should be anatomically correct and move cleanly. For Unreal: import with Skeleton setup, verify no missing bone warnings. Fix any issues before zipping.

6

Create renders and screenshots

Render the character from 3–4 angles in Blender Cycles or Unreal Engine (better lighting for game-ready showcase). Include a wireframe screenshot and a screenshot of the rig in Pose Mode. For VTuber avatars: screenshot the expressions panel showing all morphs.

7

Upload to Proofly with HiddenMark

Create listing, upload GLB as primary (3D preview). Upload full ZIP (FBX T-pose, FBX animations, GLB, VRM if applicable, textures, README). Enable HiddenMark. Write listing with poly count, rig type, bone naming convention, ARKit blendshape count, engine compatibility, and included formats. Publish.

Frequently Asked Questions

Can I sell iClone assets on a 3D marketplace?

Yes. iClone characters, props, and environments can be exported to FBX and GLB/GLTF — industry-standard formats accepted on all 3D marketplaces. You export from iClone/Character Creator to a universal format and sell that file; buyers do not need iClone installed to use your model in Unity, Unreal Engine, Blender, or their own pipeline. On Proofly you can also sell the original iClone .iAvatar or Character Creator .ccProject source file in a premium tier for buyers who work in the same pipeline.

What iClone assets sell best online?

Animated humanoid characters with full rig and ARKit blendshapes sell extremely well because they are ready for game engines and VTuber systems out-of-the-box. Motion capture packs (idle, walk, run, combat) are perennial bestsellers because indie developers buy dozens of motion clips. Fantasy and sci-fi characters in GLB format with PBR materials sell to Unreal and Unity developers. VTuber-ready avatars (iClone CC4 characters exported to VRM) sell to the streaming community. Environment props (furniture, structures, decoration sets) sell well for virtual production and Unreal MetaHuman scenes.

What file format should I export from iClone for selling?

For game engine buyers (Unity, Unreal, Godot): FBX with humanoid rig, PBR textures, and ARKit blendshapes baked in. For Blender and rendering buyers: GLB (GLTF 2.0 with embedded textures and PBR metallic-roughness materials). For VTuber buyers: VRM (export via the iClone VRM exporter plugin or convert CC4 export through Blender with VRM add-on). Upload a GLB to Proofly as the primary file to enable the in-browser 3D preview — buyers can inspect the character's topology, texture quality, and proportions before purchasing, which dramatically increases conversion for character assets.

How much do iClone assets sell for?

Single character models (game-ready, PBR, full rig) sell for $15–$80 depending on complexity and included accessories. Motion capture packs (20–50 clips) sell for $20–$100. VTuber-ready avatars sell for $30–$150. Full environment prop sets sell for $25–$120. VRM avatars for VTubing can command $50–$300 for high-quality characters with facial expressions and physics. CC4 source project bundles (.ccProject with accessories, expressions, clothing) command a 40–60% premium over FBX-only exports. On Proofly you keep 100% of your listed price — the buyer pays a flat $1 service fee, not you.

How do I protect iClone assets from piracy?

FBX and GLB files can be freely forwarded once downloaded — there is no file-level DRM that prevents redistribution. Character assets from iClone and CC4 circulate widely in Discord communities. Proofly's HiddenMark system embeds an invisible steganographic watermark directly into the mesh geometry at the vertex level. The watermark is imperceptible visually, survives format conversion (FBX → GLB → OBJ), and persists through most rigging and mesh modification pipelines. If your character appears in a piracy channel, you can scan the leaked file to recover the original purchaser ID and issue a targeted DMCA takedown.

Where is the best marketplace to sell iClone assets?

Reallusion's own Marketplace (marketplace.reallusion.com) has the largest iClone-specific audience but requires Reallusion-native formats and takes a 30% commission. Proofly offers 0% commission and accepts FBX and GLB exports — broader audience across Unity, Unreal, Godot, and Blender users. Fab (Epic) has 12.5% commission and is excellent for Unreal Engine character buyers. Sketchfab Shop has 30% commission but great 3D preview for character showcase. For the best income per sale on high-quality FBX and GLB character exports, Proofly's 0% model beats all competitors once your listings are established.

Start Selling Your iClone Assets Today

Create a free Proofly account, upload your FBX and GLB character exports, and keep 100% of every sale. In-browser 3D preview, HiddenMark watermarking, and one-time download tokens included at no extra cost.

Upload Your iClone Assets

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