Been 7 months, still no fix for this. I noticed in the forum that this has been mentioned a few times and frustrated users are quitting Iclone. Specific issue is right hand rigging is reversed I believe. See my previous submission....More
Hello Reallusion Team, I'm an active developer and creator within Decentraland and would like to suggest features that could greatly improve the workflow between Character Creator/iClone and Decentraland (DCL). With the growing demand for metaverse-ready assets, native support for DCL inside...More
Here is a conversation with me and Rampa: The wrinkles system you have is great: https://www.reallusion.com/contentstore/character-creator/pack/3d-characters-wrinkle-essentials/default.html...More
Hello Support Team, I'm currently using the connector to transfer a Crowd-Sim animation into Omniverse. While the character positions update correctly in the Composer, the animations themselves do not appear to transfer—the characters remain in a T-pose within Omniverse. I suspect I may have...More
Description: Please add an option to export a head-only version of a character from Character Creator 4 or iClone that retains all facial animation data, including pose morphs (blendshapes) and facial bone animations (jaw, eyes, neck). This export could exclude the body geometry entirely, providing...More
I am exporting animations for a game engine (Unity), where the root is matched to the hips over the whole animation. I've read the tutorials and in "advanced fbx settings" I check Reset Motion Root" and export. Checking the resulting fbx, the root motion is not reset. It is keyed on every frame...More
t-pose FBX exports to maya are going wrong. The T-pose from older Iclone version I have made before the latest update are currently still working, while if I try to export a t-pose from the current Iclone version and import it in maya, joints have bad values and the generated t-pose file also...More