117 issues found

0

Votes
Released
NOTE: why is there no longer a bug tag? There are no General tags to choose from. This not a Pipeline problem, but I had to select something.
When placing an ActorCore character on a traditional (non-heightmap) terrain and then applying a pose or motion, the character's limbs are distorted...More
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Submitted by animagic

1

Votes
Active
Hi ,
It will be nice to be able to select multiple 3D objects using the SHIFT key when selecting them.
This feature is already available in a lot of programs and will improve the workflow instead of constantly going into the scene menu or click drag with a mouse (wich always leads to problems...More
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Submitted by kamehasutraa

2

Votes
Active
Hi ,
It would be nice to be able to see where we have modified the animations layers in the timeline using color coded tags.
It's always a mess to find wich keyframe to remove or modify because they are all the same grey color....More
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Submitted by kamehasutraa

2

Votes
Assigned
Hi I have a question :
I noticed that the blueprints from characters imported via Unreal live link are reset to 0 when we transfer them once again in Unreal Engine. So, each time I change the appearance of a character in iclone and transfer it again in Unreal using Live Link, the blueprint...More
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Submitted by kamehasutraa

1

Votes
Active
Hi, here is a suggestion of a useful feature to add to Iclone.
In Unreal Engine, we can easily snap a 3D model to the ground by using a shortcut. Surprisingly, there is not such a feature in Iclone wich is a must have for a 3D program.
Actually, we have to eyeball it wich is not precise at...More
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Submitted by kamehasutraa

1

Votes
Active
Hi, here is a suggestion of a useful feature to add to Iclone.
In Unreal Engine, we can easily rotate any 3D object using a specific angle using the mouse wich is great to rotate those objects at 45°, 90° or 180° easily. Surprisingly, there is not such a feature in Iclone wich is a must have...More
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Submitted by kamehasutraa

2

Votes
Active
It’s a real pain to have to export to OmniVerse then from there to Blender to get a baked switch camera.
Would be great to add the same support to export FBX....More
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Submitted by bad_character

0

Votes
Not a Bug
I succesfully created a creature in CC4 (Bull with motions), however, in iClone 8, when I apply the first motion, it works with no problems, but the gizmo stays at the beginning of the position, causing that the second motion moves the avatar back to the first motion's original location (see...More
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Submitted by Andrés Moya

0

Votes
Active
The extended expression controls need simpler versions. It's nice to have separate controls to tweak an expression, but most of the time expressions are symmetrical, Smile, Frown, Blink, etc. are symmetrical movements unless you've had a stroke, and it's a PITA to have to move twice or four...More
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Submitted by Auroratrek

1

Votes
Active
Camera mesh representation in the scene is great while working but it would be helpful to exclude them when rendering. I cant think of much scenarios when you would want them to be visible but in that case It could be an option in the render settings while not rendering them would be the default...More
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Submitted by martin.mejzlik
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