291 issues found

3

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I spend most of my time working in virtual production environments, and the unique VFX tools that only Houdini Indie offers to its users are an integral part of my 3D content workflow.
So if you think that there is a way that Reallusion's impressive array of tools can be used in conjunction...More

3

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Hi Devs, I'd like to suggest something that will help automate the workflow for both film makers and game developers. When planning a scene currently I have to put audio elements on many tracks in DAWs and try to match things up. Game devs also have the challenge of finding all their assets...More
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Submitted by Ascensi

3

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As many may likely already know, if you want your character to have a high gum showing grin with AccuLips speaking it's almost impossible without manipulating a lot of facial sliders between lip movements in the face key editor and Acculips, you can't simply apply levels of expression because...More
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Submitted by Ascensi

3

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What if you were able to mute one part of the motion clip. For instance, you mute the legs part of the motion clip, so when you blend the motion clip with another motion clip (exp arms) it would give you the ability to combine the motion clips. I attached an image to make it clearer....More
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Submitted by megaoutput

3

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I have recently purchased Iclone with Unreal Live Link, and facing a problem that when I update morphs in Iclone, it doesn't make any changes in Unreal Engine. Please in your next version of IClone and LiveLink also add this feature to animate morph, or just improve IClone's rendering quality...More
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Submitted by jamalpsychologist

3

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Animating rigged props is a hassle in most of the cases. A simple bend requires dozens of bone tweaking for a smooth animation.
So I propose to have a spline control of the rig chain, where transforming a single control point would bend entire IK chain in the respective direction. Spline should...More
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Submitted by 4u2ges

3

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Pose editor does not show all the bones within the model. Toe gap is an example of a morph where we could not see the bones shift. When making a new morph with any bone-shifting morphs, it cannot be used within the morph animator. Here is a list of other morphs that do not work with the morph...More
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Submitted by Merron Mist

3

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Assigned
Instead, the key is written to the next frame on the left. Depending on which bones are getting transformed, the outcome is unpredictable.
Slippery feet, jerky motions.. etc. There is nothing helps to fix the faulty frame, except to move the entire clip by a few frames to the left or right...More
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Submitted by 4u2ges

3

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From the new Motion LIVE feature I understand we can now layer motions together by blending the mocap recording and masking body parts.
This is not possible for already recorded motions, but would be a helpful feature. Imagine you create a pose for sitting on a horse (as in your docs), then...More
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Submitted by SilvCorp

3

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I spent hours and hours today trying to get convincing walking. No matter which method I employ, I get the dreaded sliding.
For me, this is the number one issue to be solved. I don’t want to be told to speed up or slow down the walk as I want the characters to walk at the speed that I tell...More
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Submitted by andyrumble
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