148 issues found

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Please add the ability to be able to multi select bones to activate them as spring bones all at once instead of one by one....More
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Submitted by ahingel

1

Votes
Not Reproducible
I have Substance Painter installed on my machine and Character Creator 4 does not seem to recognize it. Button is grayed out. I reinstalled both programs and still see the same issue....More
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Submitted by me_356531

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Active
Hello,
I would like to suggest the ability to define export sets for the bones.
For instance, when exporting it would be great to have a check box to turn off bones I don't want (Maybe I want fingers, facial bones, chest bones, maybe I dont). My current desired character set does not need...More
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Submitted by foy

0

Votes
Released
In CC4 ( 4.02.0718.1):
-open the Talking Kevin sample project
-Render --> Render Video...More
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Submitted by paul.vanderlaan

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Votes
Not a Bug
There a gap between FBX and OBJ exported
Could you fix that please ?
How to reproduce ?...More
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Submitted by Patrick_AIV

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Votes
Released
First problem: It is not possible to import BVH files directly into CC4 as it was with 3DX.
That means in order to create a custom profile we still need to use 3DX, or convert it to FBX outside of RL products.
Example, is resent attempt to convert a huge library of Dataset BVH motions....More
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Submitted by 4u2ges

0

Votes
Not Reproducible
We have an issue when attempting to export animations to FBX from Character Creator 4 using the Custom radio button in the FBX dialog. We can select the range of animations we want to export using the file dialog, however the export fails at 30% every time. We have tried the export using one...More
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Submitted by wright3258

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Votes
Not a Bug
1. By default the body is not sent to Zbrush
2. I had to select all meshes in order to send to Zbrush and when I did it created duplicates of them
3. Cannot update morph expression with using ALL (finally did work after deleting the duplicates and making sure the body is selected)...More
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Submitted by Ascensi

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Votes
Active
1.This would allow morphs to have non linear functionality - move in all directions through time.
2.Advanced Effects (melting, water flow/liquify, bubbling, fire, cracking, healing, wiggle, shape-shifting, electricity, bending in multiple angles, acid rain, clouds (ideal with volumetric shader...More

1

Votes
Active
Vertex assignment is like glue/weight painting - CC4/iC8 has cloth tracking and can be used to temporary glue your character's face vertex positions of from a preset you make identifying and covering the face area; lips, eyes etc so the points gets matched on another character's eyes, lips...More