123 issues found

2

Votes
Active
For character Creator to become more or less complete this would allow rapid change and complexity.
1. The creator would likely have to choose a preset for performance limiting constrains (how many parts can be used) This could include a new format: Non Human V2 which could be used with mocap...More
  •  2
  •  1637
Submitted by Ascensi

1

Votes
Not Reproducible
hi just tried my cc3 morphs on cc1 character base they work , but the eyes and mouth don't scale with the morph?...More

0

Votes
Not a Bug
Hello,
First I would like to know what exactly this "Edit Facial" window is all about and how I can use it. Also, the Modify tab is grayed out and unusable.
Please help....More
  •  2
  •  918
Submitted by Dorothy Jean

3

Votes
Assigned
I started with the overweight character then the CC3_Base Male and then tried various morphs. In my particular character I had to make him super large so I set full body scale to 450. There is a size difference already seen on the left foot... When I try to make both feet resized larger it...More
  •  2
  •  2416
Submitted by Ascensi

1

Votes
Not Reproducible
The problem exists in 3.02 but not in 3.01.106.1. If I save a head in iClone, then apply it to a CC3 character and create a morph. The morph will not be created correctly. Please fix. This is not an issue with 3.01, using exactly the same assets.
This is important for my workflow as I have...More
  •  2
  •  974
Submitted by anandadivine108

0

Votes
Not Reproducible
1. I create a character with beard.
2. I make game base.
3. I setup the export with InstaLOD option and I check to keep the original LOD0....More

0

Votes
Not Reproducible
When I opened a .ccProject file, a dialog was displayed saying that 2 of the sliders could not be found (see screenshot). I pressed the Close button and examined the sliders for the character and all of the sliders were present, including the 2 listed in the dialog.
So I saved the .ccProject...More
  •  1
  •  307
Submitted by jeff.davies

0

Votes
Active
I haven't seen an easy way to create morphs other than importing them into 3DXchange from exported Zbrush obj files.
I think this method would make creating morphs for animation and for baking or a breeze. In Zbrush users could create layers, name them to identify the morph that could be automatically...More
  •  1
  •  471
Submitted by Ascensi

5

Votes
Active
There really should be a plug in that allows users to export morphs to game engines. Even if it is a direct pipeline that can only be used to send morphs to say UE4 or Unity. I understand they need to prevent people from recreating their product. Morphs are their bread and butter, but as an...More
  •  1
  •  532
Submitted by amazinde

4

Votes
Active
I think it would be awesome to be able to increase the default polycount for the character.
For example, when I import characters in UE4, the close-up body seems a bit blocky due to the lack of polygons, although they look great in CC3 due to the subdivision function, but the exported characters...More
  •  1
  •  615
Submitted by vadim+2
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