60 issues found

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Vertex assignment is like glue/weight painting - CC4/iC8 has cloth tracking and can be used to temporary glue your character's face vertex positions of from a preset you make identifying and covering the face area; lips, eyes etc so the points gets matched on another character's eyes, lips...More

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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

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(Essential for getting complex characters weight painted quickly that have duplicated joints) I have duplicated hands & arms but we should be able to paste the joint weights as the same.to a new area on the existing body that exists as duplicate joints without effecting the same verts where...More
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Submitted by Ascensi

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Good evening, I would like to know why I cannot export the tests in the free version. How am I going to purchase it if I can't test it correctly, there are still 27 days to go.
I can't save the project and even exporting says that the free version is not allowed....More
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Submitted by koralalvarenga1

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Devs Please Fix this: custom spring joints work awesome in the head area but not in the body unless they are hand & finger joints.
The secondary and third set of arms are cloned joint hierarchies of the arm joints and they work as expected. This character is intended for the marketplace as...More
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Submitted by Ascensi

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Assigned
I have encountered a problem when working with characters designed in Character Creator 4 (CC4). After exporting these characters as FBX files and making modifications in 3ds Max, I found that the FBX files, once exported from 3ds Max, do not remain compatible with their original versions from...More
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Submitted by tech_232532

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I want to create live lip sync in Unity, and I need the character to have independent lip sync blend shapes for sounds like 'Ah,' 'EE,' and 'Oh.' How can I achieve this?
Also, I am unable to use the 'Jaw_Open' blend shape to open the character's mouth, until using the character preview tools...More
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Submitted by dev-unity

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Not Reproducible
I have created a character and optimised it to an ActorBUILD. I have applied a simple idle motion and attempted to export to FBX. It only exports the Mesh and fails when I include the motion as well. The same CC3+ character (the back-up) will export the mesh and motion fine with exactly the...More
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Submitted by leeprobert

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*Various automatic toon joint profiles to apply to CC3+ characters
*Universally apply toon joint to any kind of character defined in the Characterization process.
*Apply physics to threshold range of particles between joints - could be spring joint so entire arm, leg, neck has a ripple/wave...More

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I've suggested this idea in an earlier FT post but you've since added more compatible and worthwhile technology like AI Headshot and the Wrinkle System so I am pointing out the existing tech you already have to make this possible.
A superior product catered to every unique users face for...More
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