This issue is about educating creators to teach proper method to remove parts that would otherwise be impossible to hide if the creator tries to sculpt it down to nothing either externally or natively. I also wanted to point out this bug when using Edit proportions with scale then for whatever...More
glTF has seen wide adoption across the industry with many large companies and game engines adding import and export support in recent years: https://www.khronos.org/gltf/#gltf_ecosystem This would also be optimal for exporting the PBR textures and settings of the character, because FBX does...More
I'd like an export option to export the game mesh with the head on its own material and the body on another. Currently the resolution on the face is not what I need it to be with the materials combined on export...More
Our problem occurs when we are trying to export an FBX of a character; when we export we get a warning stating that the avatar requires a license. When we check unpurchased packs it does not identify what is missing specifically. In our pipeline, our characters are shared between multiple machines...More
Hello. You have said that the "standard" pose is by design.. But all characters now look broekn::Add an alternative pose like in CC3 that resembled a more A-pose All my own characters now look broken and it's a pain in the @ss to look at....More
Hello, The first thing is that I find the resources consumed gargantuan, for a display very much below most conventional 3d software. I've been doing 3d for 20 years and I know that our software is very demanding, I don't have a warlord but I do have a 9750 proc i7, 64g of ram, a 2070 RTX...More
I've edited my base character with extra bones to be dedicated and labeled "spring joints" I show the result of movement in the attached video by adding joints in key locations. I further recommend you allow batch import of joints built into the character identified as "SpringJoint" with...More
It can be hard editing weights with the weight painter especially if you don't have your reference/skin textures showing.. they can often help/remind users where the limits of hard and soft should be - texture borders....More
One of the the most amazing things about vertex assignment + physics weights/cloth hybrid is that If you have a slider that shifts the strength from balanced (vertex assignment + Soft cloth) then shift it completely to soft cloth, then all those pieces can fall! So imagine hair suddenly fall...More