216 issues found

6

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Active
Hi, Great job for the Transformer Support, works well now CC4. As a request, would love to see support for Genesis 8.1 characters to be imported into CC4.
Thanks
Winton...More
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Submitted by wintoons

0

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*Bug: Mesh Symmetry doesn't seem to work with HIK, or at least multi-arm/leg characters even though my mesh & UV is symmetric.
*Enhancement Request: In sculpt mode, please make the default shader set to "smooth" we already have the option to set it to smooth with wireframe, we just need to...More
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Submitted by Ascensi

2

Votes
Assigned
Option to adjust scale of fonts in CC4 preferences. I suggested this after RL tech support failed to provide a solution. We tried everything but nothing could be done to resolve the issue -- please read on;
Adjusting Windows Ease of Access > Display > Scale % and Fonts % did not resolve...More
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Submitted by 3CPU

0

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When creating characters with elasticity and realistic exaggeration, we need to sometimes even out the surface stretch and spread out bones as needed.
The only other way around this is to add two additional neck bones and have the 3rd starting as the main head bone but we don't always have...More
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Submitted by Ascensi

0

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I don't know if this is a bug or an oversight, but bones that weren't included in characterization should be adjustable, this is essential!
FK mode in Edit Motion Layer still allows us to animate non characterized bones with FK which is awesome but we have no way to refine the bones in CC4...More
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Submitted by Ascensi

1

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I would like to be able to create non-human hands and feet, as well as non-human attributes including wings, and horns. Every hand is 5 digits and a thumb. We see Andorians on Star Trek that have head mounted appendages that move. We have Ahsoka Tano in StarWars that has unique head appendages...More
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Submitted by phuhque

0

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Most of us usually don't sculpt with smooth with wireframe in sculpting programs, it's extremely hard to see smoothness with wireframe render mode. To see smoothness we usually see the normal sculpt mesh and examine with lighting....More
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Submitted by Ascensi

0

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This is an easy method for Individual hairs, or other meshes attach to any area that has multiple joint influences.
With right click and copy over the mouse position, the user is able to copy all the weight influences from many joints then then select another object's verts, either partially...More
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Submitted by Ascensi

0

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Pose based retargeting by using a Dynamic 3D version of the Human Retargeting Characterization map -the user customizes the 3D Characterization pose altering it to match the character to be retargeted. For example If you posed the Dynamic Human Characterization model into a quadruped pose there...More
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Submitted by Ascensi

0

Votes
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Some times the bone order is not ideal or the model has too many/unnecessary joints. Some might want to simplify the joints for games or prep a version of it for sale etc.
Often after creating an experimental character externally I'd import into CC4 and examine functionality with animation...More
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Submitted by Ascensi