As I use it mostly for game development especiately mobile/VR, the rig is quite complex. I would appreciate if there will be some toggles or something similar to hand fingers, where you can select 0. These are the areas that I think could be simplified: Foot fingers - add option to have just...More
Hi, recently i created a post with the same text just with Unreal 4. I tested it now in Unreal 5 and it's the same issue. The new UE5 skeleton has a new structure, but the UE4 Mannequin is also available. It would be amazing if there would be and export option for old and new skeleton hierachy...More
I'm using Accurig 1.0.5, Free version When I try to export the rig and animation to FBX to Blender, it gets stuck at 60% in all the models... I've finally found that it's because of the naming conventions. I always use the underscore "_": "Neanderthal_Woman_NoBonesJoined"...More
Hi everyone, I'm new to Accurig and noticed that it seems to be missing settings for specific rotation angles like 15, 30, 45, 90 and more in the x, y, z axes. In order to better observe the location where the joints will be placed, I hope it will be updated as soon as possible. Thank you for...More
Hey, like in any other Reallusion Software, it would be also amazing for this software, if there would be a button to just export the Character + Rig without any textures. On my hole workflow pipeline, the textures are allready in a seperate folder. I don't understand, why we should transfer...More
I have cleaned out a mixamo skeleton from everything except the mesh and exported as FBX Blender 3.3 Export FBX ( Removed: Mixamo skeleton, shape keys and vertexgroups) https://drive.google.com/file/d/1-Uxz6qdcmC_fC-WYCR1qCRFxV6ZO-Ocp/view?usp=share_link...More
being able to view mesh when placing guides would be great. when the custom model has specific topology on knees and elbows it would be great to easily see it...More