Trying to age my character. when I activate the appearance editor, it fails to load textures and results in pure white texture for much of the character. In Outfits, with Actor selected, the activate appearance edit is grayed out....More
*Various automatic toon joint profiles to apply to CC3+ characters *Universally apply toon joint to any kind of character defined in the Characterization process. *Apply physics to threshold range of particles between joints - could be spring joint so entire arm, leg, neck has a ripple/wave...More
Hi, I am in Trial version of cc4+headshot2 start to learn the workflow before to buy. I got an issue with headshot 2 when I activate the shape adjustement, impossible to make any morph changes with my mouse. I can only modify the shape in morphs tab....More
My CC3+ character has to be in a custom pose to have the fur properly bind to the body. I have no problem sending the fibermesh over as a prop, then convert to clothing, but once its clothing if I try to update the fibermesh fur on the character with a sculpt change, CC4 V 4.4.2405.1 crashes...More
I've suggested this idea in an earlier FT post but you've since added more compatible and worthwhile technology like AI Headshot and the Wrinkle System so I am pointing out the existing tech you already have to make this possible. A superior product catered to every unique users face for...More
You have animated morph slider functionality in Motion Live, we need this same functionality in the facial profile editor but highlight either a radial button next to the active slider or the label itself during facial calibration animations so we can better see which slider morph is at fault...More
CC4.31, Headshot 2.01. A similar issue has been reported earlier IIRC. When editing the headshot photo diffuse map a few times, reprojecting the photo, readjusting skin color etc and editing the diffuse map again a few times the base color map (see screenshots) seems to become currupted. I...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