CC4 has the ability to do asymmetry through morphs already, but being individually done and on such an extensive list leads to the usual boo boo of "stared at it too long, cannot see the mistakes" pushing asymmetrical blendshapes too far after doing enough of them. I wish to suggest that CC4...More
Please, create some kind of change. I find the mouth and lip combinations are off in several places, I can give you one correction so far - saying the word "Works" for example, I mostly corrected the W. As I've explained in the past on the feedback tracker, You seem to have an extra Viseme...More
I am using the CC Auto Setup in 3ds max and selecting VRay GPU_7_update 1 when importing the .FBX export from CC 4. VRayOSLMtl is NOT supported for VRay GPU Rendering. VRayOSLMtl is being used in in the Normal Map slot....More
Please provide the option to make Character parts that are weight painted, "Sub-items" on Humanoid/Non Native Characters or allow us to separate merged items keeping it's weight painting and quad structure in tact. In my previous post we (Myself and Rampa) discovered a problem with character...More
Devs Please Fix this: custom spring joints work awesome in the head area but not in the body unless they are hand & finger joints. The secondary and third set of arms are cloned joint hierarchies of the arm joints and they work as expected. This character is intended for the marketplace as...More
Steps to reproduce: 1) create Base character Toon Neutral F 2) Run Motion -> Facial rig -> Full face, when eyes are closed, eyelashes coming from the face....More
I've been dealing with an issue for a few years now regarding getting characters to blink properly. I work a lot with customized cartoon characters, and often to achieve a perfect blink, an in-between blend shape is necessary, where the eyelid moves slightly forward before closing. The linear...More
I'm running into major problems working on non character props painting skin weights rigged outside CC4 but need fixes and testing within CC4. The scale of my props are 5-20 times larger than a human and I have to drag a dot across each face or vert to get it to change. Maybe not make the...More
How many times do you wish you had an additional material channel to fade in/out wetness or bake it into the existing channel? The ability to bake the blend channel was great although just as important would be the ability to blend in wetness as an overlay effect on a character, terrain or...More