For this project, the character creator embedded all geometry data (body, face, clothing, accessories…) as well as a fully functional rig in a generic character. It also included controlRig, blendshapes, and skinning data.
This way, 80% of the work was done before the implementation of modeling and motion capture works. This character made it possible to adapt the various topologies resulting from the 3D scans of the actors, including about forty specific faces. At the end of the line, modelings were already rigged and necessitated very little adjustments.