In the current version, the body morphs affected the position of the bones is not applied exactly (as is). Every time I apply the same morph to a neutral character, the position of the bones (and the whole character) unpredictably changes along the Z axis in the range of 1 mm (each time the...More
When using any pose other than the bind pose on a character, symmetry is broken. Here is a link to the video showing the issue : https://youtu.be/m_M4ZAbqo2w...More
Unless I am not following the correct workflow for hair removal for digital scans, please provide a way to filter out hair from the digital 3D scan. After the fact, I now understand I would likely have to manually sculpt away hair on the digital scan first before transferring it to CC4 characters...More
When doing basic edits, especially for customizing facial expressions in the mesh editor, it would be very helpful to be able to select an edgeloop to then be able to transpose, rotate and scale it. This would make for quick jobs such as pulling out lips to form a pucker....More
Proportion/ Move and Rotate cannot be edited within numerical boxes in CC4. They can be edited on the boned model with the Gizmo but not in the numerical boxes....More
ability to control complex blend shapes at run time while it was advisable to bake them in animation clips , but in case a dialog scenes dynamic control for cc4''s emotions can be very helpful this can be done by making a runtime version of the facial expression editor to be use at runtime...More
My character has a base shirt and a vest, both of which can be worn separately. So I first did the skin weighting for the base shirt (I manually fixed areas like armpits and shoulders), and then did the vest. But when doing the skin weighting for the vest, I encountered some problems, that...More