When Re Importing a Character creator Actor, from Blender, the UVs for the teeth and eyes are scrambled. Every customized actor that I had created in the past has been affected by this bug. This started happening after I updated to CC4 Version 4.33 and sadly there is no way to roll back...More
I realized that If I set CC4 to High Priority on Windows I get more "chances" to ORM Textures for Unreal Engine get exported correctly. But even with those "tweaks" sometimes it doesn't and it's very time consuming because I have to export 3/4 times to get the expected results. Those issues...More
Steps to reproduce: 1) create Base character Toon Neutral F 2) Run Motion -> Facial rig -> Full face, when eyes are closed, eyelashes coming from the face....More
1.I exported a facial expression profile of my CC3+ character so I could reapply it after adding tail bones in an external application 2. After adding bones, I imported into CC4 and only 3 compatible Characterization profiles were available. 3. My Visemes were still available but all the other...More
Hello, When starting a new project with previously having created a char in mesh mode, the Head to Mesh window still contains the old Mesh. I think this should be empty , not shure if this intended. You can go through the whole mesh process including attaching it to a body again , even you...More
Hi I would like to suggest some tweaks for exporting to Blender: 1) conform the bones to Blender's rigify without unuseful extra bones in arms and legs;...More
i have this character with multiple facial hair components. as been seen in the screenshot. i export it as a unity template, and enabled "merge brows and beard into one object." when i open the fbx in 3d software ( in my case cinema 4d) i see that there alot of blendshapes in the facial hair...More