Currently in CC4, a character's eyeball geometry is driven by its skeleton joint. In the Facial Profile, the eight 'Eye Look' expressions (look Up, Down, In, Out) are driven by a combination of bone transforms and mesh deformations for the entire eye area (eyeball, eyelid, eyelash, surrounding...More
I am doing a trial test before buying program. I saved a new character file in my project, then switched to Game Base and exported the character, but it failed. When I export the same character as high-poly it works fine. Why does this problem? Please tell me how to solve it....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
(1) How to make many texture maps of one object to one diffuse texture map ? (2) I need to make lights and shadow into the diffuse texture, like Render to texture function in the other 3D software. In the end, I just need one texure, and make it self-illunimation 100%. So that I don't need...More
Hi, As of right now, we have a keep "borders" feature but it would be great to have a "keep facial guide". If I line up the guides to the nose, brows, or cheek and Try to smooth the area around it moves. It would be great if that stayed where I placed it when smoothing for more accurate projections...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
When Re Importing a Character creator Actor, from Blender, the UVs for the teeth and eyes are scrambled. Every customized actor that I had created in the past has been affected by this bug. This started happening after I updated to CC4 Version 4.33 and sadly there is no way to roll back...More
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