233 issues found

26

Votes
Assigned
I work at 24 fps, which is the international standard for projection and playback, and has been since sound was added to film (about 90 years ago). This is impossible in Iclone.
In order to animation at 24fps in Iclone, you must animate in 60fps and then export at 24 fps. This unfortunately...More
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Submitted by bexley

15

Votes
Assigned
You are at version 7 of an animation program and have yet to implement a simple "mirror pose" function. This is an elementary component of any decent animation package. Making a repeatable walk-cycle is twice as much work with your software!!!! Even more, if you're looking for accurate symmetry...More
  •  5
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Submitted by bexley

9

Votes
Active
It would be excellent if this productivity improvement could be made.
i.e. in simple terms:
1. select one or more props in a scene...More
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  •  655
Submitted by trianimate

8

Votes
Active
The Curve Editor manual mentions here (if you click on "Note"):
http://manual.reallusion.com/Curve_Editor_Plug_in/ENU/Default.htm#Curve_Editor_1/Curve_Editor/Supported_Data_for_Curve_Editor.htm%3FTocPath%3DBasic%2520Concepts%7C_____4
...that the Curve Editor will be updated at some point...More
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Submitted by Hookflash

8

Votes
Active
I like that iclone uses physx, Oh a choice between CPU and GPU option would be nice , please add . but i would love to see rag doll physics for characters . So characters interact with each other eg fists , legs , heads collide with others . I am sure this can be done as shapes for collision...More
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Submitted by Kenokocomics

8

Votes
Active
Hi, I know that the technology to make Live Face work is the iphone X IR camera with software based on Faceshift (apple), but Faceshift were working with Intel realsense cameras as hardware for their system. It would be great if Reallusion could pursue a depth sensing facial tracking solution...More
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Submitted by zflorence1

6

Votes
Active
If you make an avatar look at a panning or moving camera, the motion head/eye weight that is then available in iClone is not exported as part of an FBX file. Would like to see the motion either be baked into the FBX (like soft-cloth can be baked), or have it exported as the avatar's animation...More
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Submitted by TonyDPrime

5

Votes
Active
I find it really time consuming to look through tons of motion content, and having to apply each motion to my characters (and then undo) if it's not going to work. I have hundreds of different types of animations for sword fighting combat alone, and even though those animations are labeled...More
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  •  441
Submitted by james_muia

5

Votes
Assigned
There is a *major* problem with baking Reach IK keys: When you bake Reach keys on a Motion clip, either directly with the Bake Reach Key option or indirectly via Collect Clip export, it adds unwanted up and down motion on the hips/center of gravity at seemingly random points in the active clip...More
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Submitted by DialogueTrainer

5

Votes
Assigned
According to the iClone manual, it should be possible to use IK with non-human characters using Bone Edit Mode in the Edit Motion Layer panel and enabling the IK Constrain option. However, the following steps will demonstrate that IK currently seems to be broken for non-human characters:...More
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Submitted by Hookflash
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