658 issues found

0

Votes
Released
Version 1.32 does not work with Unreal 5.3. I am aware that I can keep 5.2 installed and use that, but using that storage for that is not an option for me....More
  •  2
  •  132
Submitted by seth.fitz94

0

Votes
Not a Bug
hi.
I installed CC4.32 to G Drive not C:
Zbursh2020.08 installed C drive...More
  •  2
  •  407
Submitted by seishi

1

Votes
Active
I am getting the exact issue described here: https://www.reallusion.com/FeedBackTracker/Issue/Can-not-klick-target-tool-preset-or-FBX-options-while-exporting-as-fbx
I can no longer Export to Unity, or to anything other than Maya because it only allows the default setting here.
There is no...More
  •  2
  •  87
Submitted by drew_927096

0

Votes
Active
1. Selected Character
2. Enabled Facial Profile Editor
3. Sent all parts to Zbrush with model scale x0.01...More
  •  2
  •  87
Submitted by Ascensi

7

Votes
Active
Hi, currently character creator is exporting to UE4 skeleton, it would make life a lot more easier for game developers if you give option of both UE4 & UE5 Skeleton, its a long due feature, it should happen now i had been waiting.
(p.s. Also, it would be wonderful if you can directly export...More
  •  2
  •  171
Submitted by speplworks

0

Votes
Active
So I customized the Camila model to get the benefit of the facial morph targets and it works great. However, when I did the same to Kevin I realized the base model does not have enough topology to match my model. It's way too dependent on normal maps. If there could be an upgrade to the topology...More
  •  2
  •  155
Submitted by zancoisrice

0

Votes
Not a Bug
After using "Update Textures from Substance Painter" to import textures, select the model and go to Modify => Materials. Select one of the materials that was imported, and select the Bump map texture under Texture Settings. Notice that the "Strength" slider will be greyed out, and it can't...More
  •  2
  •  126
Submitted by dan.goyette

0

Votes
Not a Bug
Hello,
When starting a new project with previously having created a char in mesh mode, the Head to Mesh window still contains the old Mesh. I think this should be empty , not shure if this intended. You can go through the whole mesh process including attaching it to a body again , even you...More
  •  2
  •  101
Submitted by K_Digital

0

Votes
Released
When exporting an FBX for Unity where "Export Mesh and Motion Individually" is chosen, the animations in the _Motion.fbx file won't contain any blend shapes.
This is easy to reproduce on a stock character. Here are the steps:
- New CC4 project, add the CC4 Kevin to scene....More
  •  2
  •  172
Submitted by dan.goyette

7

Votes
Active
Start a new project and bring load the default Kevin. Now, under Content Manager > Animation > Expression > Expression_Loop, apply any of the expressions there, such as "01_Anger_Lo". This will immediately show a warning dialog reading:
"The iTalk file contains custom expressions which can...More
  •  2
  •  186
Submitted by dan.goyette
1 ... 891011 12 13141516 ... 66