96 issues found

119

Votes
Active
like in daz studio be able to export to fbx files the morphs targets from CC3, in my opnion this is one of the big miss of character creator, being able to export the morphs direct from CC can make easy and fast build characters customization in game, this is being for me a big problem in using...More
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Submitted by Ellessarr

8

Votes
Active
Minor request: A tool to scale your character or get a measurement of how tall said character is in real world units or at least to say that one unit in CC3 is equal to 1 meter or something and get the height of your character that way....More
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Submitted by mattrified

17

Votes
Active
The eyelash is a huge problem when trying to create highly optimised models for Unity. When using tools within Unity to optimise your models, the eyelashes end up as opaque blocks, unless they are given their own mesh and material. This means 2 additional draw calls (4 when lighting is applied...More
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Submitted by daithi

8

Votes
Active
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Graphic engine used: Unreal engine 4
Character creator 3 pipeline: character set up ready to play with simplified bones all by default...More
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  •  2387
Submitted by jonathanlight

4

Votes
Active
UE4 and CC3
Well This is a solution for the retarget in unreal engine 4 and CC3
It is a video made by a user who saw my request...More
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Submitted by jonathanlight

0

Votes
Not a Bug
Hi i have tried posing the eyes in CC3, but there is not an apparent way to do this, when the eyes are selected the are no transform tools operational to move / pose the eyes? why is that?...More
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Submitted by Siverse

12

Votes
Active
I wish there was a export setting to separate the head and body meshes. I believe this would be more efficient in game engines that utilize blendshapes/morphs. Though you'd have two skinned meshes instead of one, only the head would have blendshapes since the body's verts aren't affected...More
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Submitted by mattrified

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
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Submitted by Ascensi

1

Votes
Active
hi i have been trying to export a hi res mesh from cc3, of about 50k - 100k poly, without any success, just wondering if you had any suggestions thanks, i have tried instalod and fbx but everytime it just exports at the base mesh level of 16k ?...More

3

Votes
Active
I have been using Character creator 3 pipeline
it seems like a fantastic option from editing to integration
however I have had many problems in relation to the structure of the skeleton game base in relation to the hands...More
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