391 issues found

0

Votes
Closed
Stylized Character Morphs only comes in the Export version, but if I try to apply "Remove Davos Claw Nails" slider to a character it can't be exported anymore due to a request for an Export license. Any other slider of that pack seems to work properly....More
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Submitted by Matt GH

2

Votes
Active
First the eye wrinkler. When creating heads from photo for example the eye lid's textures often don't look right. I'd like to at least be able to export/GoZ or 3DCoat etc to fix errors. Although I thought about it for a while and I think the photo to face example picture is wrong, I think...More
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Submitted by Ascensi

0

Votes
Active
Kia ora
I feel a option for having export like Left, Right hand, Head and Feet would be a great help to those creating RPG's similar to The Elder Scrolls series when palyer changed armours and cloths.
Much less work fitting clove/Gaunlets over the end of an arm rather then make sure fingers...More
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Submitted by Kiwi-Hawk

0

Votes
Active
Kia ora
I like to see us be able to find the textures for ouir model together, I'm frustrated having the Albedo and Normal one place and all the other maps 10 folders deep some place else.
Is there a vaild reason that textuers get put so deep in a folder structure specialy when some folder...More
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Submitted by Kiwi-Hawk

11

Votes
Active
It seems like a bit of a oversight, or perhaps there was a reason behind it. I, for the life of me, cannot figure out how to set up proper IK bones inside of UE4. I can set up VIRTUAL bones inside the engine, but it's just not the same. Whenever I export out of CC3 straight to engine, and I...More
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Submitted by samwhite

1

Votes
Active
Because, I want to be able to remove character meshes at runtime, re-use (eg switch shoes) or want to use them for other characters, ie. sunglasses, hats etc. we need the option to either export selected meshes directly out of CC3, or as a character export without one combined mesh.
That would...More
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Submitted by unit23

1

Votes
Active
Even though iClone can do a lot of animation, some of it is easier to do in 3ds max or maya. It'd be nice to have a resource of a rigged .fbx model with added constraints and targets suited for the CC3 character animation....More
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Submitted by Attensi AS

0

Votes
Active
ok, probably what i gonna ask must be "impossible or near impossible but who knows right???.
Would be cool if we could "clone" weight influence from already existing cloths when adding new cloths to CC library
like for exemple: i go in daz and get a new bikini or underwear for female them...More
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Submitted by Ellessarr

0

Votes
Not Reproducible
Hi,
When exporting .FBX'es, the smoothing groups of non-native CC3 clothing is lost.
If the .FBX is opened directly in Unity (not through any editing program), the smoothing groups are just fine, but when opened in 3DS Max, the smoothing is completely gone, and the smoothing groups are non...More
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Submitted by Attensi AS

0

Votes
Released
I just tried the export from CC3.03 to Unity3D 2018.3.3f1 with HDRP following your tutorial and using your setup script. I'm using Unity High Definition RP package version 4.9.0 released 2019-01-28. The materials mapping does not work as I end up with a prefab that's all white....More
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Submitted by michael.pickering
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