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Note: this AI concept must be connected directly to systems inside CC4
1. AI analyzes sketches and or photos and creates a character image reference
2. the detection of eyes, mouth, lips, nose, brows, ears and hair is further refined for HQ realism or toon (to create headshot character and...More

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https://www.youtube.com/watch?v=YHD9zR8cXbw
Another quest besides the question posted in the video above, is to set the position of the head in the facial profile editor. in 3DXchance you could set the head by moving the Head_bone, in CC4 you can't set the position of the head by the bones...More
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Submitted by fabio.alexandre.barletta

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For fast iteration, have a scrollable part list of common Human, animal and creature bone configurations. These parts would be all normal CC bones but more than one of the same templates would designate the character a "Multi-Ped Hybrid HIK Character" etc
Some hand templates with finger joint...More
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Submitted by Ascensi

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It's a bit of an inconvenience with no warning. If users are in the Facial Profile Editor and have for example used edit mesh to sculpt a morph and the user wants to render it first before baking CC4 will exit the FPE and enter the render options.
Suggestion: maybe if there is an unbaked morph...More
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Submitted by Ascensi

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When I tested with only creating a few morphs, the speech was realistic but as it got more complex the mouth movement starts vibrating around the mouth area.
I've been observing the evolution of Visemes for years and their associated thumbnails to help identify to users what the face expression...More
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Submitted by Ascensi

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Not a Bug
1. By default the body is not sent to Zbrush
2. I had to select all meshes in order to send to Zbrush and when I did it created duplicates of them
3. Cannot update morph expression with using ALL (finally did work after deleting the duplicates and making sure the body is selected)...More
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Submitted by Ascensi

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There are a few frames added to the Facial Morph editor that add to your custom morphs even though in the animation bar it states "current frame"
If this is done on purpose so users can expand there facial morph library from existing facial animations, a suggestion then: -maybe when creating...More
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Submitted by Ascensi

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1.This would allow morphs to have non linear functionality - move in all directions through time.
2.Advanced Effects (melting, water flow/liquify, bubbling, fire, cracking, healing, wiggle, shape-shifting, electricity, bending in multiple angles, acid rain, clouds (ideal with volumetric shader...More

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Vertex assignment is like glue/weight painting - CC4/iC8 has cloth tracking and can be used to temporary glue your character's face vertex positions of from a preset you make identifying and covering the face area; lips, eyes etc so the points gets matched on another character's eyes, lips...More

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When creating characters with elasticity and realistic exaggeration, we need to sometimes even out the surface stretch and spread out bones as needed.
The only other way around this is to add two additional neck bones and have the 3rd starting as the main head bone but we don't always have...More
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Submitted by Ascensi