There seems to be some kind of caching of where the reset location is for vertices. Take this shirt for example. I did the same thing on both of these items. I placed the character in a A Pose Open pose. Reset the items to an assessory and reset to its original shape.I then did the normal...More
Unreal 5.2 ML Deformer is impressive. I’d like a muscle deformation system and random pose generator to be used with Unreal Engine at some point....More
We have one feature wish for the Headspace plug-in. It would be amazing if you could feed more than one photo into it to create the face. Particularly a side view of the face, that would save a lot of time sculpting the model. Perhaps even 5 photo’s? Frontal, 45 degrees from both sides, and...More
Hey guys, 4.2 broke the mouth open as morph feature for fbx exporting. 4.2.1 fixed it, but now my models are exporting with duplicate and broken blendshapes, and it's making unity puke....More
I have a question, I can't find a solution. I have made several CC3+ avatars, originally created in Character Studio 3.44. All my characters are saved with 4K textures. When I open them in CC3, the textures are correct in 4K resolution. When I open them in Character Creator 4.2, the program...More
Adjustments made in materials using the Digital Human Eye shader are lost when exporting to FBX from both Character Creator 4 and iClone 8. STR: - create / import a character in character Creator 4 (I used CC4 Kevin.ccAvatar from the Characters pack for this test)...More
There is an extra joint on accessories. I'm not talking about the extra node which can be deleted in the export options "delete extra pivot node" I'm talking about there is a pivot joint for the accessory where you place it and then an additional joint where it is attached to. If I don't use...More
Change the A-pose of Character creator in the timeline to be consistent with how it looks in Zbrush when using GoZ. (the palms and fingers should be flat). Also there should be 'bind pose" content ready to deploy within Character creator, that is consistent with how it looks when exported to...More