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
I would deeply appreciate being able to store my own custom export presets when exporting to FBX. Currently there are a few presets built in to CC4. This is helpful, but literally 100% of the time when I export a character to FBX, I have to make various other changes that are not stored in...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
It's happening 80% of the time, if not for the first character you load, then the second most defiantly will crash CC and iClone... Started happening after the latest update. https://discussions.reallusion.com/t/character-creator-4-52-official-issues-thread/12824/24...More
Hello, i saw this on twitter https://x.com/reallusion/status/1717711073414115712?s=20 Please pay attention only to the first minutes where the guy is using blender....More
Hello, Is it possible to mirror an asset so that I can use it on the Left side of my character instead of the Right side? I know it can be done by converting an asset to hair, but that's cumbersome....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
I recently bought character creator 4 . After finished installing i tried to open the software everything came properly except the smart content manager. i followed default installation process only.. i searched everywhere but i couldn't find any solution. Also, I raised ticket for this issue...More
Problem: For the longest time, the mirror option in CC4 had been mirroring the weights to the other side of the model on a bone that is either designated as left or right. Solution: It makes more sense if you make mirroring to opposite bone default (if the bone is named left or _L or _Right...More