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
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
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
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
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
*Bug: Mesh Symmetry doesn't seem to work with HIK, or at least multi-arm/leg characters even though my mesh & UV is symmetric. *Enhancement Request: In sculpt mode, please make the default shader set to "smooth" we already have the option to set it to smooth with wireframe, we just need to...More
When creating characters with elasticity and realistic exaggeration, we need to sometimes even out the surface stretch and spread out bones as needed. The only other way around this is to add two additional neck bones and have the 3rd starting as the main head bone but we don't always have...More
I've cycled through the list of bones to identify influences and also selected verts on body parts such as the foot to know why the verts are being stretched over to the opposite side as if the Characterization ignores the toe weight paint - Also why in bone edit mode the breast bones are symmetric...More