1077 issues found

1

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Steps:
1. Place smart hair components on default avatar.
2. Make sure to include a smart hair brow piece....More
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Submitted by tantrum

5

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AfroAmerican/Jewish/PoC hair and skin color are really challenging in Character Creator. Several of us would like to see dark skin tones, curly hair, and even braids. Paying EXTRA for these things are not acceptable. We should have access to these things in the base package.
You can see this...More
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Submitted by ToonaciousD

0

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Steps to reproduce the problem:
1. Open a project and apply Headshot to the default avatar
2. In the modify tab, select a morph for the head...More
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  •  577
Submitted by GoldSliverGames

1

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Is there a way when exporting to epic ue4 or blender select which morph targets to export? When i exported a character into unreal engine, there is alot of morph targets which i believe are eye level stuff like tear duct, etc.. half of the morphs seem like for eyes, things i will not need....More
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Submitted by harrism76

1

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It would be very convenient and a huge improvement, if the morphs that get transferred on the clothing would be editable to improve the quality and be able to edit them to fit better....More
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Submitted by mastajappa

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That the new smart hair is not set up for soft cloth is disappointing...More
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Submitted by bobu2357

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Since the last improvements I started using Character Creator in my workflow. I am really pleased with the quality of the base models. Since I create a lot of custom assets as clothing and such I was wondering if Reallusion has any plans to update the weightpainting workflow inside of Character...More
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Submitted by mastajappa

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The problem is that in VR apps we are needing to use ForwardRendering for performance, meaning important things like subsurface scattering and HDRi lighting aren't available to us.
I know baking that stuff in as color info isn't the real thing but much better than not having it at all.
Right...More
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Submitted by devcommon

1

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When AutoSetupForUnity runs, it replaces the first line of scripting defines in the Unity player settings, instead of appending new defines. Of course this causes all kinds of compilation errors and other disasters as it deletes essential defines used by other assets and scripts. Please do...More
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Submitted by bennett_027069

1

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If I export a character to Unity using the plugin, selecting 'current pose' in the export dialogue, it names this pose to 'AvatarCurrentMotion' in the FBX. The problem is that unity applies the default pose for a character as the first one in alphabetical order, so the T-pose ('0_T-Pose') is...More
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Submitted by bennett_027069