Right now to move an avatar you only have the ball with the three drag axis. This is VERY IMPRECISE and when trying to edit some animation it makes it almost impossible to tweak frames between to positions precisely! Everything about Iclone is almost perfect except this ugly Spot. If Iclone...More
I don't seem to be able to get to the section on create face using my own photographs. I did see that someone suggestion going to modify,attribute and create face but I can't get to it. I used to use this option for many years on iclone5 etc, so if you could point me in the right direction...More
In iClone 7 we have an extra digit for the transform (X, Y, and Z) values. This is great, but I don't think the extra digit is used optimally. 0.001 cm is very small indeed and I think a resolution of 0.01 cm (1/10 of a millimeter) would be sufficient. On the other end of the scale we currently...More
The character's ribs(breasts) are springing, but the others are not.. So, abdominals and hips have problem, breasts are working correct. Also, iClone 6 has the same problem....More
It seems strange that the user has to fool around with collision meshes. For fast rendering, iClone needs them at render time. But *between* renders there's a whole lot of processor power available that iClone could put to good use designing and keyframing the best layout of collision meshes...More
Easy to replicate. Just add any avatar with extended bones to the project (Heidi, Mason). Move/Rotate any of extended bones and try to locate the key on a timeline. It is recorded somewhere, but not visible on a timeline nor it follows a key set, when it moved along the timeline. Please rectify...More
I have been getting many errors trying to use a custom character in iClone 7 pipeline and then transfer that data back to Maya 2017 under Windows 8.1 I can easily do this in iClone 6/3dXchange pipeline >>>from support ticket<<<...More
If avatar is rotated (transformed) to 45 degrees by Z (or otherwise any other angle not divisible by 90) for instance, it is really hard to move bones straight (in respect to avatar - local). Have to do numerous tweaks before you get the bone to the right position, or use a gizmo plains, which...More
In timeline view when changing cameras, can we have a (big fat) solid rectangle that states "Camera1" or "Camera 2" etc (similar in size to the rectangle we see for animation)? So you can very easily see which camera is active in the timeline. Muvizu has a visual indicator like this and it...More