Hello, during the export of my two last characters the CC is crushing. I tried a couple of advice from bug reports but nothing helped. Sending you a link to the latest crush dump. https://drive.google.com/file/d/1cvu9hfzR0GBNj9inRt46I0yJ-Rn-bu9O/view?usp=sharing...More
I don't know how to export a good charater, when I export a charater to unity, the result look very bad, the hair,the eye look bad, could you tell me how to export a charater to make it look as well as in the Charater Creator Sence? My email: xinyunapp@163.com...More
Dear person in charge Hello, I am experiencing unnatural changes in the tint of models imported on Unreal Engine 5 and would like to seek support....More
When I send a character to AccuRig the resultant rig that is reimported to maya/Houdini is offset from the source mesh. Can you please make it so that the mesh maintains its positioning after rigging....More
It would be amazing if we can add 3DCoat to the pipeline/workflow plug ins, same as Blender and Zbrush. As someone who always used 3DCoat it is cumbersome to learn ZBrush and pay for that license only to work better with CC4. Many people use and prefer 3DCoat for many reasons, and I dare to...More
I have updated Zbrush and updated CC4. I used goZ to Zbrush with the neutral base character. That worked fine. Then I used goZ to CC4 without adjusting anything and the only options are cloth, accessory, and prop. Please, advise....More
I started a new project in CC4 with a Neutral FCCAVatar base model. I made no changes to the base model, exported it with the Maya preset. It came into Maya with the Rotate X -90 Y 0 Z 0. The Translate X Y Z should be all at "0" I believe? Also my models are not symmetrical, all are Asymmetrical...More
Export character using Unreal FBX config (CC4.4.2509.1) with standard settings. Import using Auto Setup for Unreal 5.3 (version 1.33) in HQ settings and morph targets import turned on. Character imports correctly....More