1130 issues found

2

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The current avatars are great, but just an added level of realism would be to have skin that appears and acts 'soft'
Maybe something for the next gen avatars.
So when for instance a strap or elastic waist band on an outfit would sink a little into the skin rather than sit on it....More
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Submitted by Darren01

2

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After watching Kai's tutorial on the Pose Mixer (https://www.youtube.com/watch?v=Ku4gt7g1QgA) I started playing with it and immediately ran into trouble. I have an existing sitting inmation and I used the Pose Mixer to select only the arms, then added another animation into the mix (a Standing...More
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Submitted by jeff.davies

2

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It is a bit annoying that the name of the imported animations has the format "CharacterName_2023_05_28_13_22_52" because if you pass several animations you have to rename them all and remember which one is which.
It would also be ideal if it were possible to substitute the animations just...More
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Submitted by IndigoStudios

2

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Assigned
AccuLips works as it should when the project framerate is set to 60 FPS. However, when the project framerate is set to 30 FPS, many vowel visemes are assigned incorrectly. (This may occur at any project framerate other than 60 FPS, I did not check that.)
The attached image illustrates the...More
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Submitted by animagic

2

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We really need the possibility to use the ‘look at’ feature not only with objects moving in iclone but also objects that are moving around in UE. Realtime. So please make the pipeline 2-way. This would be a game changer....More
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Submitted by Holger.Schwedt

2

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Not Reproducible
+ System
- Provider
[ Name] Application Error...More
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Submitted by Angelramosjr13

2

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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

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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

2

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Active
It would be very cool to add v-tubing features and make it possible to stream on platforms or as a virtual camera using motion live and iphone....More
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Submitted by v.salanevich

2

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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
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