198 issues found

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If users create bones with custom names intended for Spring Physics, perhaps a one button import from unused to used and applied to the spring joint group named after either user created group name or it automatically inherits the name from the prefix or suffix.
This will help accelerate setting...More
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Submitted by Ascensi

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The tutorial doesn't match what came up after I installed.
There's no woman there to practice zoom on, it's just blank.
Which means, can't use the first tutorial. Unless I want to assume it's going to be fine without seeing what you are talking about....More
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Submitted by dan_190125

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It would really be helpful to see how the bones are working during an animation especially with weight painting or with spring effects and xray mode....More
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Submitted by Ascensi

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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

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Some areas can look very glitchy and to new users they may not trust the process when things don't look right. Having a slider that can allow the users to transition to a t-pose will give them better feedback to help show they're on the right track.
Even the most skilled can become frustrated...More
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Submitted by Ascensi

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My experience is perfectly fine without this forced "help". I have to flip it back to 4096 immediately every darn time. My system doesn't even begin to break a sweat at these levels, which is why things like this are not a bad idea, optionally. At worst, I should be able to say no thank you...More
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Submitted by bad_character

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Working with Exotic creatures as hybrid characters often requires adjustments as to how the joints will move uniquely. I currently having an issue with finishing a character 97% done for the marketplace only to discover some joints will not work properly unless flipped or rotated differently...More
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Submitted by Ascensi

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I don't know why we can't use the bone Gizmo display inside Edit Mesh, it almost seems like a waste for an extremely useful concept.
Sometimes with custom characters, bones or the mesh may drift apart from each other. The Bones might be in an ideal location but you want to have the rest of...More
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Submitted by Ascensi

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In the 'hide body mesh tool' one can hide most of the body of a character. The exception is the head. While you can click on the face to hide the face, it leaves eyes the tearline, eyes, teeth, and tongue. This prevents us from adding the ability to easily have modular characters in unreal...More
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Submitted by websites_899962

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I'd like to be able to selected an IK chain and reduce strength with a percentage slider.
Users should have additional options such as the ability to make the strength global across all the joints in the hierarchy or a falloff starting at the toes and ending at upper arm or clavicle or the...More
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Submitted by Ascensi
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