If importing multiple different characters inside an unreal project, the characters share the same subsurface profiles. Steps to reproduce: - Have two different characters exported as an fbx file from CC5 for UE5....More
We created a cartoon character in ZBrush and brought it into Character Creator 5. We managed to rig the body, but we're having a lot of trouble with the face; we can't get the bones generated in CC5 to work in the animation. We purchased your programs: one iClone and two Character Creators...More
My character's body bulges when they blink, chest, arms, legs, they bulge out. "Correct eyeblink" does not resolve the issue. I imported it into blender and tried to see if it was tied to weight paints, but no it appears to be directly connected to the Blink Shape keys...More
Hey, so, I'm on the trial version (in case that makes any difference). When I disabled the SkinGen editor I noticed the eyeshadow would disappear (and even look a different color from the skin), and couldn't figure out why, so started experimenting with different controls. Turns out, if you...More
CC5 character turned into Game Base character has the CC5 HD facial profile with all the new blendshapes except for Corrective Expressions causing facial animations to not work correctly anymore...More
i'm using Zbrush's visible feature to port subtools to CC5, it works fine when selecting "create prop" for my body subtool, but CC5 keeps crashing when selecting "create acc"....More
Hello, the Maya AutoSetup is great! Awesome new feature. One small sticking point though: It seems as though the Maya AutoSetup plugin does not build the logic for the "CTRL_lookAtSwitch" control (which is present in the current MetaHuman for Maya rig). Is this known? GIFs attached. Steps...More