It seems like the Replace Mesh feature found under the Mesh dropdown doesn't work after the 5.05 update, and I've tried it in multiple projects with different characters. In previous versions, I'd do an OBJ export with Nude Character in Bind Pose, make adjustments as needed inside of Maya,...More
Hello Reallusion Support Team, I would like to formally request the addition of Morph Correction support for humanoid characters imported from Blender into Character Creator 5. At the moment, I understand this option is limited to native CC5 characters. However, for users who rely on Blender...More
The manual page - Fixing Eye Close Flaw for Big-eye Character - says to use 3Dxhange https://manual.reallusion.com/Character-Creator-5/Content/ENU/5.0/09_Transformer/Fixing_Blinking_Flaw_for_Big_Eye_Character.htm?Highlight=3dxchange The only way I could find to install 3DX was to install...More
Hi - the background of this suggestion is this: At times, I as the user woud want to just get a head - including skin and correct eyes, of one of the ActorMixer character. Currently, this is very cumbersome to achieve: one needs to go to the actor mixer, go the the head of interest, and assig...More
Currently, CC5 only supports seamless import of DAZ G8 and G9, but G2 also has a vast and excellent model library (such as VAM games). We really hope the developers can add a feature to import and convert G2 models into CC5 characters....More
Allow the exporting of Clothing only, so users of UE can create Skeletal Socket Components and use the Set Leader Pose Component in Unreal Engine, without having to manually delete the Base Character Mesh in an external application. This would allow users to create Character Creators for their...More
Hi Reallusion Staff, I want to request some feature changes and additions for Headshot v2: 1. Sculpt Morph mode of Image generation shows area of influence, but it would be better for precision to use dots like you have for Mesh mode....More
The autosetup plugin doesn't accept even a single bonechain e.g. a tail, and refuses to create control rig if it exists. It makes more sense that the control rig does generate for such a skeleton, but just ignores the bones it don't recognise...More