Hello, We have a couple questions about Reallusion's skeleton joint data in CC3, and the skeletons export data read by our third party software (Maya 2019). We have noticed that CC3+'s export data is not read by Maya as we would expect. If you refer to the included image ("CC3_Export_JointData...More
A lot of CC3+ characters, when exported to FBX are not stable on the ground. They are either above or below ground in an A Bind Pose. Many of them slide forward by Y. This cause some problems while modeling and importing modeled cloth or accessories back to CC. Specially when exported with...More
Steps to reproduce: Convert character to game base and export to Blender in FBX format, using "calibrate" option. Expected result: Character's origin is at world origin (0,0,0). That is, character is centered and on the ground....More
Steps to reproduce the issue: 1. follow the tutorial from the lower link to retopologizing a low poly mesh and creating a high poly mesh. Link: https://manual.reallusion.com/Character_Creator_3/ENU/3/Content/Character_Creator_3/3.3/09_Transformer/Importing-HD-DAZ-Characters.htm...More
I converted a CC3+ character to Game Base and a lot of body poly is hidden since he is wearing cloth. But the texture for the skins also covers the complete legs and arms and these basically get deleted. Is it possible to generate UV maps that only cover the poly that exist to get more texel...More
When exporting a CC3+ character, one can either choose between "Remesher" or "Merge Material". It would be very perfect for game optimization, if you could Merge Materials AND have LODs. Because when I pick "Merge Materials", no LODs get exported. But when pick "Remesher", I do get the LODs...More