The keyboard command works great, as does rotating the IBL numerically from the IBL section, but it might be good to have a clickable icon in the toolbar to rotate the IBL. Something to think about....More
All the characters currently use approximately 60k polys. When it comes to games, an LOD system needs the same character but with different polys. Right now there is no option to generate this in CC 1.5 and CC 2.0. An option to set character poly count to low/medium/high/very high would be...More
I suggest putting the "Tabs" for the Content panel in the same location as in iClone. I really like how the Character Creator and iClone interfaces are becoming very similar. That makes it easier to switch back and forth between applications. This is a minor thing, but the less searching...More
Automated system for creating human characters with machine enhancements - i.e. cyborg. Then a completely new setup which allows for fully robotic characters to be created (bipeds/tracks/guns/etc) The cyborg system could also be used to create a zombie variation upon the standard characters...More
Character Creator expanded to include animal creation (with animations - basic moves and blended motions [suggest checking out FarCry's latest animal development])...More
I noticed you can now use the appearance modifier on accessories now which is great. Just wondering if we're also going to have map import windows for them as well....More
Currently 3DXchange can map extend bones, but CC strips out any extra bones that are added to the skeleton. Or rather it sees them as a "non mesh entity" and throws a critical error. The error is only for the extra bones. The rest imports fine. Would it be possible for CC to recognize non...More
I don't know if this has been discussed, but the inability to have mesh on the face conform to viseme morphs is a real drag. It even affects the Reallusion supplied hair when the forehead is furrowed. It is especially bad when you are using more extreme morphs. Facial hair like eyebrows, beards...More
If you do some adjustments to any material channel textures through the new 'Adjust Color' panel (which is very practical btw) and save your project, then the modification are 'baked' into the texture (or it appears to be so). When you load back a project/character, all the color adjustments...More