216 issues found

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only OBJ is availiable...More
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Submitted by snake.silva

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[X] Advanced Material Merge
List all meshes/sub meshes in a table, in the second column you write the merge name, all meshes with the same "merge name" get merged, pass info to InstaLOD, simple as that...;-)...
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Submitted by anders_187857

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Currently, if you import a prop (Create -> Prop) from an FBX file, CC4 will bring in the BaseColor and Normal maps if they are present in the corresponding .fbm directory. However, other common textures, such as Metallic and Roughness, are not imported.
It seems it should be fairly simple...More
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Submitted by dan.goyette

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If you try to close CC4 while there are unsaved changes in your project, you'll encounter the following dialog:
The current project will be discarded. Would you like to save? Cancel &Yes &No
If you choose "Yes", then instead of saving the current project, it will open the Save...More
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Submitted by dan.goyette

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1.I exported a facial expression profile of my CC3+ character so I could reapply it after adding tail bones in an external application
2. After adding bones, I imported into CC4 and only 3 compatible Characterization profiles were available.
3. My Visemes were still available but all the other...More

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Hi
I would like to suggest some tweaks for exporting to Blender:
1) conform the bones to Blender's rigify without unuseful extra bones in arms and legs;...More
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Submitted by blenderhighschool

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Pressing ESC aborting current calculation. (Anything from mistakely loading the wrong project to Headshot Image calculation)...More
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Submitted by K_Digital

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Twenty years ago I was creating skeletons with extra Clavicle bones between the base spine root joint and the shoulder to account for more realistic character deformation of the shoulders. Once the shoulder rotates up, the clavicle should be adjustable independently to get a natural deformation...More
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Submitted by garyoliverio1

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We're rigging and animating about a dozen custom characters through Character Creator and iClone at the studio I work at, and I've grown pretty fond of the Facial Profile Editor and how quick and easy it is to update and create blendshapes in a variety of programs. However, I can tell there...More
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Submitted by ken_741248

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* New method: no matter how tangled hair/fur might be when users create it, this additional concept should be utilized to keep hair cards separated and properly weight painted when users are given the option to convert their models to cloth.
-Universal Hair Card Binding Process
*When the binding...More
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Submitted by Ascensi
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