216 issues found

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The tutorial doesn't match what came up after I installed.
There's no woman there to practice zoom on, it's just blank.
Which means, can't use the first tutorial. Unless I want to assume it's going to be fine without seeing what you are talking about....More
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Submitted by dan_190125

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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

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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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Submitted by Ascensi

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When I tested with only creating a few morphs, the speech was realistic but as it got more complex the mouth movement starts vibrating around the mouth area.
I've been observing the evolution of Visemes for years and their associated thumbnails to help identify to users what the face expression...More
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Submitted by Ascensi

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I do not model in triangles specifically because quads make weight painting easier than triangles, but every mesh that I import is automatically triangulated in CC4. This and the automatic Tesselation make it difficult to accurately weight paint in CC3. Because it's triangulated, you can no...More
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Submitted by will2power71

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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
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Submitted by Ascensi

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While trying to sculpt Visemes and other morphs, it can be difficult to see what you've selected when using vertex mode, even sculpt mode.
Having a different camera that can be positioned inside a mouth looking out can visually show us our selection is too much and may cause flipped normals...More
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Submitted by Ascensi

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Hi, Great job for the Transformer Support, works well now CC4. As a request, would love to see support for Genesis 8.1 characters to be imported into CC4.
Thanks
Winton...More
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Submitted by wintoons

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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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Submitted by Ascensi

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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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