204 issues found

0

Votes
Closed
Dear person in charge
Hello,
I am experiencing unnatural changes in the tint of models imported on Unreal Engine 5 and would like to seek support....More
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Submitted by k.kuramasu

3

Votes
Active
I know this has been brought up several times already, but proper support for current UE5 skeletons with CC4 would be greatly appreciated....More
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Submitted by DaGlassMan4797

0

Votes
Active
When I send a character to AccuRig the resultant rig that is reimported to maya/Houdini is offset from the source mesh. Can you please make it so that the mesh maintains its positioning after rigging....More
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Submitted by bryanebentley81

0

Votes
Released
When exporting a character from CC4 or iClone 8, the hair mesh conform and expression blends appear to move in the wrong word direction.
For example, I have a character with a mask, that mask is being treated as hair and the facial expressions are transferring their movement on to the mask...More
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Submitted by spencerreeve

1

Votes
Assigned
Create a new project by adding the default Kevin model, then export to FBX. Under Advanced Settings, choose "Mouth Open as Morph", and export the FBX. (Use whatever other target and options you like.)
Normally, when exporting to FBX, the model will have four character meshes: CC_Base_Body...More
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Submitted by dan.goyette

0

Votes
Active
It would be amazing if we can add 3DCoat to the pipeline/workflow plug ins, same as Blender and Zbrush. As someone who always used 3DCoat it is cumbersome to learn ZBrush and pay for that license only to work better with CC4. Many people use and prefer 3DCoat for many reasons, and I dare to...More
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Submitted by artofmarinaortega

0

Votes
Not a Bug
I have updated Zbrush and updated CC4. I used goZ to Zbrush with the neutral base character. That worked fine. Then I used goZ to CC4 without adjusting anything and the only options are cloth, accessory, and prop. Please, advise....More
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Submitted by corey.dimond

0

Votes
Not Reproducible
I started a new project in CC4 with a Neutral FCCAVatar base model. I made no changes to the base model, exported it with the Maya preset. It came into Maya with the Rotate X -90 Y 0 Z 0. The Translate X Y Z should be all at "0" I believe? Also my models are not symmetrical, all are Asymmetrical...More
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Submitted by keefemg

0

Votes
Released
Export character using Unreal FBX config (CC4.4.2509.1) with standard settings.
Import using Auto Setup for Unreal 5.3 (version 1.33) in HQ settings and morph targets import turned on.
Character imports correctly....More
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Submitted by tvtom100

0

Votes
Assigned
link to same issue by another user https://www.reallusion.com/FeedBackTracker/Issue/Merge-material-export-progress-stop-and-crash-CC4-every-time
Exporting with InstaLOD making the materials into one, the system stops at 75% every time. i have tried different computers and different characters...More
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Submitted by shadhaller
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