266 issues found

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I was just thinking it would be amazing if a user of character creator could define the color being used upon the selection of an item withing character creator when selecting the grid of the mesh during editing. what i mean by this is when the active mesh that is being edited, it would highlight...More
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Submitted by Sharknado

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Hello,
I have a character which after I used the Optimize & Decimate option Custom, it now has only the Thumb and Middle finger bones, as i want it for optimization
My question is if theres a way to automatically set the weights of the other fingers (index, ring, pinkie) to the middle finger...More
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Submitted by odd_112

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Now there is no way in CC4 to have the nails in the same uv as the body. I mean a continous UV. Now they are broken and when optimizing the character it looks bad for the uv seams and the low vertex count.
I tried to uncheck the nails from the Morphs tab but nothing happens. If i put the...More
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Submitted by odd_112

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It would be fantastic if Character Creator 5 allowed us to add bones directly to the rig for hair and clothing. This would enable more realistic secondary animations—like swaying hair or flowing garments—without needing to export to other programs. Keeping everything within CC5 would streamline...More
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Submitted by zancoisrice

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It will be great if Character Creator enable users to convert CC Characters into MetaHuman-compatible topology for seamless conformation and animation in Unreal Engine 5.5+, especially when using MetaHuman Animator or Control Rig workflows?
With Unreal Engine 5.5's growing ecosystem around...More
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Submitted by damiakinbode

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I've recently noticed that in areas with strong deformations maps are being baked with nasty sharp edges when using GoZPlus to bake normals. Which is fixable by using the SNormals modifier when baking by hand.
Tried experimenting with the settings, but it looks like GoZPlus has its own set...More
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Submitted by shila.entresol

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When we transfer a character from Character Creator 4 (CC4) to Blender via the pipeline, the facial expression shape keys are successfully imported. However, using these shape keys can be quite challenging—primarily because there are too many of them, making it hard to find the ones we actually...More
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Submitted by Elvisual

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This was a "show stopper" for so many years already. I am not sure why you guys limit DHS to Standard Bases only!
Standard bases are way too limited when it comes to character customization.
No matter how well you design topology and allow to customize it CC, a strict polygon limit and armature...More
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Submitted by 4u2ges

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In order to replace DAZ (which I would like to do), I really need support for 2 (or more) characters. Maybe you could "freeze" the first character, while the user works on the second--?
CC4 is a very good but expensive product. This added feature would go a long way to making it and its assets...More
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Submitted by kevphil

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When I transfer to unreal I'm currently on unreal 5.2 I have tested 5.3 5.4 and 5.5 for the animation retargeting from cc4 to Unreal and it is very difficult is it possible if you can put the bones for unreal 4 and unreal 5 mannequin in a default setup that you can export without the cc4 twist...More
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Submitted by RiZRoC
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