Bottom line is, that Shoes (specially High Heels), which were created before the latest release do not fit/conform well and despite strong effort to fit them in CC, they require fitting, rigging and weighting all over again in an external app on a new CC3+ Base. Trying to convert CC1/CC3 Base...More
The body template is applied incorrectly to the created head in a headshot! And on the contrary, the head is used not with the form that was saved, how to fix this?...More
currently the character from CC3 is around 16k poligons with 32k tris, which while overal still a good number, could be good to add a "more high poly version" for more "ending game pcs and top consoles like xbox one and ps4 and for the income future of ps5 and new xbox, many triple A games...More
Greetings, In addition to crash on exit if to use "New Morph Slider" (see my previous feedback) I found two another bugs in it: - Teeth bug -- any custom morph slider affect on Teeth position even there is no changes for teeth bones in target iAvatar (see 2018-10-10-19-00-15_prcc3 hands v2r1...More
We need more export options, but at least direct x, its a common format to export to and most people working in direct x need this export option....More
I have Character Creator 3.21 Pipeline. I have created a character with clothing which has largely been created from imported 3rd party clothes. There are 12 layers in total. When I attempt to export to Unity (2048 max texture, no embedded textures, default or no pose data) the process hangs...More
When making a CC3 character into a Game Base, it changes the rig of the character. This is a massive issue when a studio got rig based scripts, but a need to use both types of characters. It would be great to have a choice to keep the same rig as a CC3 character when converting to game base...More
Originally I noticed that eyes imported from Daz3d with larger eyes did not fully close. I attempted a test with the default model and noticed that if the eyes are larger than normal, even with the base mesh, it will not fully close. This should be considered a bug if the base mesh is having...More