57 issues found

0

Votes
Assigned
There is an issue with Pose Offset while using mirror check box for symmetry.
If you leave this box checked, every second bone you select would produce an unpredictable result for the mirrored bone.
You have to keep unchecking and checking back the mirror check box for every other bone you...More
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Submitted by 4u2ges

0

Votes
Active
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

0

Votes
Active
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

0

Votes
Active
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

0

Votes
Active
There are a few frames added to the Facial Morph editor that add to your custom morphs even though in the animation bar it states "current frame"
If this is done on purpose so users can expand there facial morph library from existing facial animations, a suggestion then: -maybe when creating...More
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Submitted by Ascensi

0

Votes
Active
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
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Submitted by Ascensi

1

Votes
Active
I would like to be able to create non-human hands and feet, as well as non-human attributes including wings, and horns. Every hand is 5 digits and a thumb. We see Andorians on Star Trek that have head mounted appendages that move. We have Ahsoka Tano in StarWars that has unique head appendages...More
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Submitted by phuhque

0

Votes
Not Reproducible
1) Modelling by Blender with ARP, export Humanoid to CC4 via CC/IC Pipeline add-ons.
2) CC4 + Blender - Edit Facial Expression and Characterisation (Finally success, grateful for CC/IC Pipeline & Blender Auto).
3) IC8 - import the model from CC4 -> apply animation (All okay)....More
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Submitted by arthurmobi

0

Votes
Not Reproducible
1) Modelling by Blender - meta rig.
2) import .fbx as Humanoid (CC4 auto calibration for the bones).
3) Everything is normal but ......More
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Submitted by arthurmobi

5

Votes
Active
Breathing is fundamental in giving life to a character and because of this it should be a normal feature of iClone/CC. It is beyond me why this is not so. Currently for us to make an avatar breathe we need to create a second version with sliders set in different positions to the original. This...More
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Submitted by esemgee