I started a brand new project to test this and it still doesnt work. You bring in the Metahuman head file with the textures exported from CC4 like normal, no problem there. You migrate the Metahuman from Quixel and then Assemble it. Then you hit "Apple Textures" like always, and it does absolutely...More
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
When running the Auto Setup for 3DSMax on our exported characters, and then loading our well tested mocap data onto them - we get some bones that are oriented badly and cause these distortions. Image provided....More
Hello, I recently purchased CC4 and installed v4.5 upon exporting a character for use in Maya, I found that although the skinning for the clothing is working nearly perfectly within CC4, the skinning had a lot of problems. I have attached two image, one from within CC4 and the other from within...More
Convert a .blend file to fbx. rig it in 3dx7, then load into iclone8 and send to CC4. Choose adjust bones in the modify panel, turn the bone opacity to zero. Click adjust bones again and the character is no longer there. If I do the same steps using the proportions tab, I get the same result...More
1.The FBX import in 3ds Max can be very slow due to the large number of materials. For projects that do not require high precision, this step might be overly cumbersome. It is suggested to add an option for "import without materials." 2.If I modify the material ball of a character, it...More
When I import an animation from Mixamo, the animation applied to my character has shoulders too high and thumbs twisted incorrectly. STR: 1. Download an animation from mixamo (Swagger walk in this example), 60FPS....More