123 issues found

1

Votes
Not Reproducible
When exporting a character with subdivision ticked and importing such character into Unreal Engine there is always an issue around the face no matter the model. Even when using a default character model and adding subdivisions the issue still persists. Please try this for yourself.
When importing...More
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Submitted by vicvictoriouz

0

Votes
Not a Bug
When I do Goz, if I check *0.01 (Default), it comes in at 0.18cm, and when I don't check it, it seems to come in at 1800cm.
Even if you just extract it with OBJ, it comes in at 18cm.
Export scale is strange....More
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Submitted by bhs_swlc

0

Votes
Not a Bug
It reverts back each time a saved character is loaded...More
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Submitted by doubblesixx

0

Votes
Active
I don't know why we can't use the bone Gizmo display inside Edit Mesh, it almost seems like a waste for an extremely useful concept.
Sometimes with custom characters, bones or the mesh may drift apart from each other. The Bones might be in an ideal location but you want to have the rest of...More
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Submitted by Ascensi

0

Votes
Active
This is very annoying and time consuming to try to fix, resetting the bones creates mesh spikes. Can you develop a bone lock feature for "Adjust bones" area so we can lock selected bones and only the other bones that aren't locked can be reset?
Maybe, also include the ability in Edit Mesh...More
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Submitted by Ascensi

0

Votes
Active
It can be hard editing weights with the weight painter especially if you don't have your reference/skin textures showing.. they can often help/remind users where the limits of hard and soft should be - texture borders....More
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Submitted by Ascensi

0

Votes
Active
CC4 needs to include soft body physics as the models are too rigid and not lifelike enough...More
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Submitted by freddiewhyalla

0

Votes
Active
Working with Exotic creatures as hybrid characters often requires adjustments as to how the joints will move uniquely. I currently having an issue with finishing a character 97% done for the marketplace only to discover some joints will not work properly unless flipped or rotated differently...More
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Submitted by Ascensi

0

Votes
Active
In character creator, I should be able to test my Acculips script to make sure the mouth corresponding correctly. Also be allowed modify each facial expression vowel in the lips editor inside of character creator. Also I should be able to use face key window to pick the right expression per...More
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Submitted by megaoutput

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
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