60 issues found

2

Votes
Not Reproducible
Following a thread in Reallusion support, it has been suggested that we post the following query here to the Feedback tracker as well:
We've been trying to figure out an issue regarding animations and blendshapes coming from a CC4 character into Unity.
We cannot use blendshapes while an animation...More

0

Votes
Not a Bug
If you want to fix some morphs and reupload the file, the morphs dont update
neither with the fbx import neither with the frame sequence...More
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Submitted by ahingel

0

Votes
Assigned
There is an issue with Pose Offset while using mirror check box for symmetry.
If you leave this box checked, every second bone you select would produce an unpredictable result for the mirrored bone.
You have to keep unchecking and checking back the mirror check box for every other bone you...More
  •  1
  •  215
Submitted by 4u2ges

6

Votes
Active
For a future update to Character Creator 4, I think that it would be quite helpful if a couple of parameters were introduced that could give artists the capability of either generating a new character completely at random using the artists' entire material/asset library, or by giving the artists...More

0

Votes
Active
Please add the ability to be able to multi select bones to activate them as spring bones all at once instead of one by one....More
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Submitted by ahingel

0

Votes
Active
If users create bones with custom names intended for Spring Physics, perhaps a one button import from unused to used and applied to the spring joint group named after either user created group name or it automatically inherits the name from the prefix or suffix.
This will help accelerate setting...More
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Submitted by Ascensi

0

Votes
Active
I'd like to be able to selected an IK chain and reduce strength with a percentage slider.
Users should have additional options such as the ability to make the strength global across all the joints in the hierarchy or a falloff starting at the toes and ending at upper arm or clavicle or the...More
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  •  237
Submitted by Ascensi

0

Votes
Active
There are a few frames added to the Facial Morph editor that add to your custom morphs even though in the animation bar it states "current frame"
If this is done on purpose so users can expand there facial morph library from existing facial animations, a suggestion then: -maybe when creating...More
  •  1
  •  304
Submitted by Ascensi

0

Votes
Active
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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  •  929
Submitted by Ascensi

1

Votes
Active
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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  •  254
Submitted by phuhque