Update

The Latest Release

  • Version: v4.52 (4.52.3526.1)
  • Release Date: 2024-11-28
  • File Size: 253 MB
v4.52 (4.52.3526.1) released on Nov. 28th, 2024
Several bug fixes.
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Fixed
  • Wrinkle normals can now export without defects when the "Export Head > Mesh to MetaHuman" option is enabled.
  • Exported body models from Face Tools will now retain their Polygroupings.
  • Sorting group settings in the "Edit Spring > Set HIK T-Pose" panel no longer causes the application to crash.
  • Clicking the "Cancel" button in the Select Color panel under Shader Settings > Base Color will now correctly revert any color changes. Feedback Tracker
  • v4.51 (4.51.3501.1) released on Nov. 4th, 2024
    The 4.51 update introduces the groundbreaking AI Smart Search for Any Digital Asset, a powerful tool integrated across iClone, Character Creator, and Cartoon Animator. This feature enhances content discovery, making it easier than ever to access models and animations from the Content Store, Marketplace, and ActorCore. Several bug fixes.
    Know More
    Added
  • AI Smart Search is seamlessly integrated into iClone, Character Creator, and Cartoon Animator, and provides instant access to countless models and animations from the Content Store, Marketplace, and ActorCore.
  • Deep Search:
    AI-enhanced Deep Search offers an intuitive way to find the assets you need. Use natural language, upload images, or discover results with similar features.
    ■ Text Input
    - Natural Language Support: Even brief descriptions will give accurate, immediate results.
    - 100+ Languages: Input your native language. Multilingual Deep Search has you covered!
    ■ Image Input
    - Drag and Drop: Streamlined search by dragging image references from your files or web pages.
    - Copy and Paste: Be able to copy images or specific sections within any visual source for immediate use in your work.
    ■ Find Similar Content
    - By Search Results: Almost found what you’re looking for? Use “Find Similar” to refine your search with closely related assets.
    - From the Scene: Find content similar to items in your project and swap them out with better options.
    - Via Content Manager: Find alternatives to embedded and purchased assets to add variety to your projects.
    Keyword Search:
    Keyword Search offers a reliable way to find straightforward results. Simply input text to match assets by name, description, tags, or author.
    ■ Name, Tag, or Description: Query content using matching titles, descriptions, and tags thoughtfully applied by content authors.
    ■ Match by Author: Search for items created by specific artists, including top-rated and favorite content developers.
    ■ Search Motions: Find the perfect motion with keywords, tags, and the upcoming Deep Search support.
    Fixed
  • When using AccuRIG on a character with an accessory on the hands, after binding the skin, the fingers do not show any skin results.
  • If the bones on the character do not have Physics Collision Shape data, there is a chance that the FBX export will not generate the JSON file correctly, causing related AutoSetup to fail.
  • When using the Split Part function in the Facial Profile Editor, if the character has Bone Move or Rotate results, it will cause the function to fail, resulting in the slider becoming disabled.
  • v4.5 (4.5.3325.1) released on Sep. 26th, 2024
    Several bug fixes.
    Know More
    Fixed
  • OV Connector does not support CC 4.5.
  • Syncing the Smart Content Manager causes an AP crash. Feedback Tracker
  • After updating a character with Face Tools from ZBrush back to CC, the character's head disappears. Feedback Tracker
  • After generating the head using Mesh mode in Headshot 2.0, the mouth opens and the mesh sticks together. Feedback Tracker 1, Feedback Tracker 2
  • When exporting FBX with "Bake Diffuse maps from skin color" checked, and loading it into any 3D software, only the head has the baked Skin Color applied.
  • Because the Actor under the Reallusion Custom Content folder does not have Avatar Control, it is unable to create a ccSlider. Feedback Tracker
  • Hair or Motion files larger than 100 MB cause AP to crash during loading. If these files are in the Custom folder, they also cause the Smart Content Manager to crash during data syncing. Feedback Tracker 1, Feedback Tracker 2
  • Applying a hair-type iAcc/ccAcc to a character and scaling the Camera view causes the hair to appear or disappear with the zoom. Feedback Tracker
  • The "Enable DLSS" setting in the Preferences panel is not being saved. Feedback Tracker
  • When DLSS is enabled, switching Final Render settings to Medium or High and then rendering causes AP to crash.
  • After entering Proportion, switching to Full Body and adjusting the Scale value, exiting the mode causes an AP crash. Feedback Tracker
  • When the Creature character uses AccuRIG and executes the Bind Skin process, it causes an AP crash.
  • v4.5 (4.5.3306.1) released on Sep. 6th, 2024
    Minor bug fixes.
    v4.5 (4.5.3305.1) released on Sep. 5th, 2024
    Several bug fixes, and added features for Smart Content Manager.   
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    Fixed
  • Manually removing ZBrush does not clear the related registry datas, causing CC GoZ to fail because it cannot retrieve the ZBrush path from the registry. Feedback Tracker
  • After applying hair to a character, enabling the GI light source, picking the hair, and then selecting Translucent GI in the Material > GI Settings, the hair becomes semi-transparent. Feedback Tracker
  • If an accessory's physics collision shape is set to ConvexHull, it can cause the export of the FBX file to fail. Feedback Tracker
  • When a prop contains substance data, if the substance has a Visible If parameter set, it may fail to load.
  • When using shared materials, if some meshes lack skin weight data, there is a chance that the application may crash during motion playback. Feedback Tracker
  • When facial hair with a custom morph is exported as an FBX, the morph result is incorrect. Feedback Tracker
  • Added for Smart Content Manager
  • Added back and forward navigation to browse Content Manager directory.
  • Prior Content Manager directory will now be recorded and restored upon restart.
  • Multiple custom content files can now be select and moved to another custom folder location.
  • Multiple content can now be selected and trial content can be removed.
  • Category and folder location for content items can now be viewed.
  • Recording search history is now optional.
  • Search history can now be cleared on command.
  • v4.42 (4.42.3004.1) released on Jun. 6th, 2024
    Added features, and several bug fixes.
    Know More
    Added
  • The CC GoZ Plus feature, which supports the conversion between Polypaint and Diffuse for general objects such as Humanoids or Props, as well as the conversion between Normal and Displacement. See more >
  • Subdivision levels and soft/hard edge options for sending CC assets to ZBrush. See more >
  • Dedicated option in ZBrush GoZ plugin for sending models with baked texture maps to Character Creator.
  • One-click transfer of CC character poses, expressions, and wrinkles to ZBrush. See more >
  • Fixed
  • Revised the calculation method for the eye sockets in Headshot 2 to ensure that the mesh results do not protrude. Feedback Tracker
  • No response after exporting the character from Toolbar > Polygon Reduction > InstaLOD Feedback Tracker
  • Selecting Max Texture Size when exporting FBX may sometimes result in incorrect texture output. Feedback Tracker
  • v4.41 (4.41.2812.1) released on Apr. 17th, 2024
    Added function, enhancements, and several bug fixes.
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    Added
  • The Export FBX panel now has the option to export character expressions as pure morph data, including "Jaw Open", "Jaw Left", and "Jaw Right".
  • Enhanced
  • Using the View Unpurchased Items will now also display items that include unbought components, making it easy to identify items that need to be licensed.
  • Content Manager: Enhanced upcoming Workgroup service messages.
  • Fixed
  • The High Texture option is missing with Export Head > Mesh to MetaHuman function for characters with 4K skin textures. Feedback Tracker
  • A character given any piece of clothing, has its material switched to SSS, has its body selected after using the Paint Material > Pick Cloth tool will lose its shader settings.
    Feedback Tracker
  • Glow > Strength slider max values become 6,000 after importing a Glow channel texture. Feedback Tracker
  • Textures do not update after editing them in an external application when Progressive Texture Loading and Compress Resources are enabled. Feedback Tracker
  • Content Manager: An item cannot be redisplayed in "My Collections" after marking it as invisible and enabling the "Hide invisible content" option.
  • Content Manager: "My Collections" is unexpectedly wiped clean after upgrading to iClone 8.4 / Character Creator 4.4.
  • v4.4 (4.4.2714) released on Mar. 20th, 2024
    Several bug fixes.
    Know More
    Fixed
  • After adjusting the height of a character in ZBrush, when using GoZ to send it back to Character Creator with the "Adjust Bone to Fit Morph" option checked, entering Edit Pose will show incorrect Effector positions for the feet.
  • After adjusting the height of a character in ZBrush, when using GoZ to send it back to Character Creator with the "Adjust Bone to Fit Morph" option checked, using Adjust Bone will cause the character to sink down.
  • After adjusting the height of a character in ZBrush and sending it back to Character Creator using GoZ with the "Adjust Bone to Fit Morph" option checked, when removing motion from the character, it will appear to float in mid-air.
  • When going back to Character Creator from ZBrush using GoZ, the eyes are not visible.
  • Sending only the CC3+ body back to Character Creator from ZBrush, and selecting "Switch Pose to T-Pose" in CC's GoZ Options, will enable the "Adjust Bone to Fit Morph" option, which was originally disabled.
  • v4.4 (4.4.2509.1) released on Jan. 10th, 2024
    Several bug fixes.
    Know More
    Fixed
  • Crash resulting from exporting USD files with A2F data for 'Toon Neutral' in the "Character Pack".
  • Problem with the glow texture maximum value adjusting to 6,000.
  • Missing textures on certain content as a side-effect of progressive loading.
  • The glow map would color-shift under no-light conditions when 'Compress Resource & DDS Cache' is enabled.\
  • Hand and foot meshes weren't present when a CC character is sent to ZBrush using GoZ with the 'Split Body Part' option enabled.
  • Crash resulting from sending individual accessories from ZBrush to CC using GoZ.
  • Crash resulting from applying certain ccSkins onto CC3+ characters.
  • Certain systems experienced faulty color tones on the heads of CC+ characters.
  • v4.4 (4.4.2405.1) released on Dec. 6th, 2023
    Several added and enhanced features.
    Know More
    Added
  • Exporting a character in FBX format will include an HIK profile, which speeds up the characterization process upon re-import and maintains twist bone settings.
  • Content Manager: Custom tags are now allowed on every item for forthcoming search and management enhancements.
  • Content Manager: Support for the upcoming Workgroup content download.
  • Content Manager: Multi-word searches are now allowed, separated by spaces, commas, or underscores.
  • Content Manager: New Search History function will store prior search terms.
  • Enhanced
  • Content Manager: Files can now be dragged from the FIle Explorer directly into Content Manager subfolders.
  • Content Manager: The 'Item' tab now displays purchased items. Before only the downloaded content were shown.
  • Content Manager: Installed' and 'Not Installed' filters have been incorporated into the search function, displaying them directly on the user interface.
  • Content Manager: The original global tag under the tree node has been renamed to "My Collections".
  • Content Manager: Enhanced Content Manager stability and sped up performance.
  • v4.33 (4.33.2315.1) released on Nov. 16th, 2023
    Bug fixes.
    Know More
    Fixed
  • UV defects on the eyes of certain characters exported to 3rd party software in FBX format.Feedback Tracker
  • v4.33 (4.33.2302.1) released on Nov. 6th, 2023
    Several bug fixes and enhancements.
    Know More
    Fixed
  • Once in SkinGen mode, the character's textures will downsize and lose small details (Modify > Skin > Activate Editor).
  • Enhanced
  • Lowered the minimum size for dockable panels, allowing the viewport to take up more space.
  • v4.32 (4.32.2212.1) released on Oct. 16th, 2023
    Compatible with ZBrush Face Tools 1.0.
    v4.31 (4.31.2001.1) released on Aug. 2nd, 2023
    Several bug fixes.
    Know More
    Fixed
  • When a part of the face is selected and hidden on the avatar (Edit Mesh > Face Tab), and the eyelashes are displayed, the viewport wireframe becomes fragmented.
  • The avatar fails to export after applying certain content, such as those from "CC Essential Clothing & Fabric Pack".
  • Certain clothing on the avatars turns black when the project is played back.
  • Export error message appears when a character is exported to FBX after Merge Material function was applied.
  • Following the application of the Transfer Skin Weight function, the process of editing the skin weights for the clothing leads to a loss of the garment's initial shape. This, in turn, presents challenges in achieving precise modifications.
  • After pressing the Preview button in the Iray Preview Render (Plugin > Iray Render > Render Settings), users are unable to export animation frames with file extensions changed to iMtlPlus. Feedback Tracker
  • v4.3 (4.3.1815.1) released on June 19th, 2023
    Create 3D heads from any mesh with the newly-released Headshot 2.0 plug-in. Also several added funtions, enhancements, and bug fixes.
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    Added
  • Direct baking of the current subdivision level is supported on props.
  • A button now exists in the Modify and Edit Mesh panels for hiding the CC3+ character's eyelashes under all render modes.
  • The ability to weld vertices on props is now accessible.
  • New iC/CC button for blend map bake and UV settings.
  • CC now supports progressive texture loading.
  • Transformer now supports Daz Genesis 9 characters.
  • Enhanced
  • Users can now chose to replace the diffuse and/or normal maps when skin content is applied to the head.
  • Fixed
  • After adding iTalk to the Perform list of the character, attempting to export the motion as an FBX file and loading it using the Load Perform feature results in successful loading of iTalk, but the export process fails. Feedback Tracker
  • Applying faulty SPX files causes the application to crash due to memory overload. Feedback Tracker
  • The Modify Morph button should be disabled for characters that lack the Morph tab in the Facial Profile Editor. Feedback Tracker
  • CC4's ability to render WAV format has been disabled. Feedback Tracker
  • The project will be named "TempAvatarWithMotionPlus.iAvatar" when Send to iClone is used on a character. Feedback Tracker
  • A 4K-texture character exported from CC3 to CC downgrades to 2K textures. Feedback Tracker
  • Bringing a character with multiple facial hair that was exported in FBX format back into CC causes the application to crash. Feedback Tracker
  • AccuRIG characters exported with Unreal preset with merged materials in FBX format do not have converted Unreal Engine skeleton. Feedback Tracker
  • FBX export fails for characters with "Mouth Open" morph shape. Feedback Tracker
  • The mesh repositions when parts of it has been hidden and its bones have been adjusted under the Adjust Bone mode. Feedback Tracker
  • The application freezes when an EXR file is dragged into the Displacement texture channel. Feedback Tracker
  • When exporting a Daz character with a facial profile to FBX and importing it as a Humanoid into CC, and then using the Facial Profile Editor to import the facial FBX file, the expression slider malfunctions. Feedback Tracker
  • When Windows user names contain non-English characters, exiting the Edit Expression mode in CC causes the program to crash.
  • With the Sculpt Morph panel open, entering certain functions of the Modify panel causes the Sculpt Morph panel to exit abnormally. Feedback Tracker
  • Fail to import objects containing faces with more than 10 sides.
  • If the CC3+ character has opacity applied to the eyes, resulting in holes in the material, it causes the ActorBuild conversion to fail.
  • Applying Lock Position to the animation player and a motion to a character causes it to displace.
  • The application crashes when certain foundational makeup data is applied to the character and its texture size has been adjusted to 4K.
  • Pressing the Convert button has no effect after using Optimize and Decimate on a character, selecting the Custom setting, and adjusting the texture channel.
  • When a character with bone scale is converted into an ActorBuild, there is a possibility of encountering faulty facial blend shapes.
  • Projects imported into CC via the Open Project command aren't being displayed in the Recent Projects list.
  • Whenever Optimize and Decimate are applied to a character with cloth physics data, selecting a bone in the Skeleton tab and subsequently pressing the Convert button results in an application crash.
  • When attempting to bind skin on a character that includes wrinkle data, an error message appears. Pressing the OK button within this message leads to a program crash.
  • When a character is exported in FBX format with merged materials, issues appear in its facial expressions. Feedback Tracker
  • v4.23 (4.23.1722.1) released on May 23rd, 2023
    Several enhancements and bug fixes.
    Know More
    Enhanced
  • AccuRIG: Besides restricting AccuRIG characters to 600K poly count, poly count display and links to binding instruction have also been added.
  • AccuRIG: The skin binding process has been optimized. In our internal tests conducted on models with poly counts of 600K to 800K, we observed a significant reduction in processing times, with the times being cut in half in some instances.
  • Revised the icons for the Select Tool > Grow / Shrink Selection, Edit Mesh, Skin Weights, and Transfer Skin Weights function.
  • Fixed
  • Application crashes when motions are applied to certain characters, e.g., MetaHuman dummy avatar from the iClone MetaHuman Kit and some ActorCore characters. Feedback Tracker
  • v4.22 (4.22.1612.1) released on Apr. 13th, 2023
    Several bug fixes.
    Know More
    Fixed
  • The morph sliders in the Facial Profile Editor are ineffective for certain FBX files that were converted to Humanoid characters. Feedback Tracker
  • The position of the lower jaw shifts for textures baked with the Export Head > CC to MetaHuman preset.
  • Presence of UV seams with textures baked with Export Head > CC to MetaHuman preset.
  • v4.21 (4.21.1515.1) released on Mar. 16th, 2023
    Several enhancements and bug fixes.
    Know More
    Enhanced
  • CC 4.2 has enhanced the Render > Render with Max Texture Resolution feature. Users now have the option to toggle it on or off depending on their needs.
  • To achieve better texture baking (converting the textures of a CC character to the MetaHuman UV layout), select Mesh to MetaHuman as the Pipeline Preset under Export Head > Target menu, and then further specify whether the character is Male or Female.
  • Fixed
  • Abnormal rendering as a result of using Expression Wrinkles while the diffuse, normal, and roughness textures on the head material (Std_Skin_head) do not match in size. Feedback Tracker
  • The visuals in the viewport remain unchanged when Output Size is increased after having launched the Appearance Editor. For example, content set at 1K textures stay 1K in the viewport even after adjusting to 2K).
  • Attempting to change the normal map of the head material ("Std_Skin_Head") on a character with General Expression Wrinkles applied may cause the program to crash. Feedback Tracker
  • Applying certain CC3 hair content causes physics settings and weight maps to go missing. Feedback Tracker
  • When using the actor from ActorCore to apply a facial profile to a character, if the user does not select the Viseme option in the pop-up dialog, the original Viseme data of the character will still be applied and replaced.
  • Export fails when Export FBX > Advanced Settings > Mouth Open as Morph is enabled.
  • When a character is converted to a Game Base (Character > Convert to Game Character) and Export Settings > InstaLOD Remesher is enabled, the application will fail to export an iAvatar. Feedback Tracker
  • v4.2 (4.2.1421.1) released on Feb. 23rd, 2023
    The newly-added Dynamic Wrinkle System is designed for any industry professionals who is ambitious to upgrade their 3D characters and digital avatars with a true likeness of real humans. Triggered in real-time by facial expression morphs, adding delicate wrinkle expressions to elevate your digital human's believability. It's intuitive, customisable, and is able to instantly level up your existing CC characters.
    Know More
    Added:
    Expression Wrinkles
  • The new Expression Wrinkles for CC3+ characters enhances the outcome of Facial Puppet, Face Keys, Look At, and LIVE Face. Know more >
  • The new Modify > Expression Wrinkles panel includes General Settings, Regional Influence, and Texture Settings. Know more >.
  • New rlWrinkle files are available under Content Manager > Actor > Expression Wrinkles section. Wrinkle content are separated into General (Live) and Individual (Flattened). Know more >
  • Preference
  • New Preference > Included baked wrinkle textures on save can help speed up the loading of wrinkle assets.
  • Export Head
  • Using Export Head with Target set to "Mesh to MetaHuman" lets users export the head mesh with baked MetaHuman UV layout and textures.
  • AccuRig
  • New Snap to Center Plane lets the users precisely position selected joints on the center plane of the scene.
  • AccuRig > Skeleton and Bind Skin > Force Symmetry lets users work on both sides of a symmetrical model at the same time.
  • Optimize and Decimate
  • Optimize and Decimate > ActorBUILD provides several options for converting the hair. When the Hair Type is set to "Body Mesh", the conform data for the facial hair is assigned to facial morphs.
  • GoZ
  • Vertex colors will now carry over from Zbrush to Character Creator when the character is created and updated. Know more >
  • Render
  • Smooth display mode now shows the vertex colors of the meshes.
  • Import
  • New auto-conversion profiles for importing FBX motion files, authored in 3rd-party application, into iClone and Character Creator. Tutorial
      - Supported AI motion capture tools include Rokoko Video, Plask AI, RADiCAL, DeepMotion.
      - Motion files were sourced from PixCap.
  • Enhanced:
    Expression Wrinkles
  • Expression Wrinkles can be saved together in a ccAvatarPreset file (Content Manager > Actor > Head Morph & Skin).
  • Expression Wrinkles can be saved together in a ccSkin file (Content Manager > Skin > Overall).
  • Convert Content
  • Characterize profiles for Poser Michael 3 and 4 as well as Victoria 3 and 4 are now available under Create > Create Creator > Import FBX.
  • Export FBX
  • The two Cinema 4D target tool presets have been unified into one (Export FBX > Target Tool Preset).
  • General
  • Rearranged the options under Scene Manager > Smooth Mesh. "Subdivision" is now the second option so that when the option is toggled, the selected mesh is subdivided instead of being tessellated. This change can lead to slight improvements in working speed.
  • Render
  • The Max Texture Size setting will now max out for final rendering with the highest texture resolution. Once the rendering is complete, the Max Texture Size will return to its original setting. Feedback Tracker
  • Fixed:
    AccuRig
  • Create Guides in AccuRIG no longer displays the cones for the thumb joints.
  • Optimize and Decimate
  • Facial animation on a character disappears when Custom LOD > Facial > Expression Morphs is enabled.
  • The shader type for "std_Tongue" of a CC3+ character that has been converted to ActorBUILD fails to convert to PBR.
  • Convert Content
  • Physics data under Modify > Physics for a soft-cloth or hair is wiped clean when it is converted to accessory. Feedback Tracker
  • Export FBX
  • The character lacks the morphs for facial hairs when InstaLOD and Keep Original Actor are both enabled during export. Feedback Tracker
  • The exported brow and hair end up being merged together when Assign Conformable Regions is applied to the character's hair and Export FBX > Merge Beard and Brows into one object is enabled.
  • Skin Weight
  • The skin does not display when an unlocked bone is picked after having locked some bones with Modify > Skin Weights. Feedback Tracker
  • Morph data are not kept when CC's Create Props is used, and therefore they do not appear under the Morph Animator panel (Only a portion of the problems raised on the Feedback Tracker has been resolved). Feedback Tracker
  • The following procedure results in a cloth that has faulty skin weights, making it prone to mesh penetration: Feedback Tracker
  • 1) Convert cloth to accessory (Convert to Accessory).
    2) Delete mesh faces (Edit Mesh > Delete Faces).
    3) Turn the mesh back to cloth and apply the appropriate skin weight preset (Transfer Skin Weights).
    General
  • Performing Modify > Adjust Bone on ActorBUILD or ActorSCAN characters causes the child bones to move as well.
  • Saving characters with SkinGen content applied (.ccSkinGenPreset) result in extremely large file sizes.
  • Render
  • Loss of motion blur when Preference > Real-time Render Options > Depth of Field > Correct Transparency is enabled. Feedback Tracker
  • The "Shadow Catcher" dummy object can not receive shadows when Visual > Toon Shader is enabled. Light > Shadow > Darkness must have a value, otherwise shadows will not appear. Feedback Tracker
  • Rendered images are inconsistent with rendered videos for scenes that have refractive objects (Material Settings > Refraction) with Render > Final Render > Anti Aliasing Medium 2x2 enabled.
  • Line artefacts appear on exported videos when Render > Final Render > Anti Aliasing > Temporal AA is turned on.
  • Crash
  • Application crashes from the following procedure:
  • 1) Merge materials on a CC character.
    2) Perform InstaLOD > Polygon Reduction.
    3) Perform Merge Identical All.
  • Application crashes upon entering Edit Spring mode when multiple bones of an object or character are selected in the Bone Manager.
  • The application crashes when a multi-hierarchy prop is attached to a character and Modify > Create Hair / Brows / Beard is performed.
  • Smart Content Manager
  • Users are unable to download trial content from the Marketplace. Feedback Tracker 1, Feedback Tracker 2
  • Program crashes while downloading content on an unreliable network.
  • Content Manager prompts an error message when the prerequisite folders are missing. Now the database has been foolproofed against application-dependent file tampering so the error will not occur.
  • Content Updates - Know More
  • Embedded characters Kevin and Camilla now come with Expression Wrinkles.
  • New "Susan" character comes with Expression Wrinkles.
  • Wrinkle performances have been added to the "1_Talking Kevin" project.
  • Wrinkle performances have been added to the "2_Camilla Facial Demo" project.
  • Added the "2_Susan Expression Wrinkles Demo" project.
  • Added Expression Wrinkles: 2 General Wrinkles: "Neutral", "Camilla", and 2 Individual Wrinkles: "Kevin", "Susan".
  • There are now four Facial profiles under Wrinkle Enhancement used for enhancing smile line and other wrinkle related topology, around 30 morphs are enhanced for a better expression wrinkle effects. Make sure apply one of those profile first at your existing CC3+ character for the optimized wrinkle effects.
  • New "Expression Wrinkles" folder under Content Manager > Animation > Expression contains the following iTalk files:
  • - The "Regional Influence" folder contains 14 iTalk files for checking the expression wrinkles, since iClone lacks the Modify > Regional Influence > Check with Expressions option that is present in Character Creator.
    - The "Sample Animation" folder contains 3 iTalk sample files for checking expression wrinkles, since iClone lacks Animation Player > Calibration > Wrinkle Check option that is present in Character Creator.
    - The "Wrinkle Creation" folder contains 4 iTalk files for developers who wish to create Expression Wrinkles.
    v4.12 (4.12.1125.1) released on Nov. 29th, 2022
    Bug fixes in Content Manager.
    Know More
    Fixed
  • Certain shared textures cannot be found for loaded characters when CC3 and iC7 are not installed. Know More | Feedback Tracker 1, Feedback Tracker 2, Feedback Tracker 3, Feedback Tracker 4, Feedback Tracker 5, Feedback Tracker 6, Feedback Tracker 7, Feedback Tracker 8
  • Content Manager fails to initialize after running CC3 and CC4 in succession.
  • v4.12 released on Nov. 17th, 2022
    Several added and enhanced functions.
    Know More
    Smart Content Manager
    Added:
  • Search items by parent folder name.
  • Thumbnails can be adjusted to be extra large, large, or medium. Know More
  • New List and Details view. Know More
  • Animated thumbnails for motion assets. Know More
  • Ability to sync Template and Custom categories.
  • New navigation bar below the Template and Custom tabs. It displays the content folders by hierarchy.
  • New icons for major content info on top of the content thumbnails.
  • Enhanced:
  • Drag-and-drop behavior for folders and files.
  • v4.11 released on Oct. 17th, 2022
    Bug fixes.
    Know More
    Fixed:
  • TAA does not take effect for rendered videos.
  • Watermarks appears when purchased content are applied (ex: Headhost sliders).
  • Defects in skin weights cause by merging identical mesh with merged materials.
  • v4.1 released on Sept. 29th, 2022
    Major new functions were introduced such as the advanced AccuRIG technology which includes the ability to auto-rig any character, export subdivided high-res film characters, optimize and decimate for crowd characters, and offers several ehancements and bug fixes.
    Know More
    Added:

    AccuRIG:
    Reallusion is committed to providing the best user experience for skin binding characters within AccuRIG. Via an intuitive user interface, AccuRIG walks the user through a series of simple steps that provide an immediate feedback on the skin bind/weight process.
    This time around, impeccable solutions were implemented to handle multi-mesh characters wearing armor and accessories—especially the ability to retain hard-surfaces. At last, one can rely on Character Creator's comprehensive toolsets to handle all their needs of a post-bound, animation-ready character.

  • Target Mesh: Two binding methods are provided for items that are hard to skin such as armor, accessories, long skirts, etc.
  • - Whole Mesh: Best for single mesh characters.
    - Selected Mesh: Best for multi-mesh characters.
    - Unbound meshes will convert to accessories if Selected Mesh is chosen. Subsequently, these accessories will be attached to the nearest bones.
  • Create Guide: Skeleton guides are placed by AccuRIG's proprietary algorithm. If the character comes with a premade skeleton, then the corresponding guides are created to save time in production.
  • Number of Fingers: Select number of fingers to accuratly rig different hand types.
  • Mask: Masked bones will be overlooked during the rigging procedure and bind process for irregular characters.
  • Generate Skeleton: Generate bone positions according to the placement of the guides; bones can be repositioned for new skin binding.
  • Bind Skin: Calculate the skin weights based on bone positioning.
  • Check Animation: Test animations can be applied to bound characters to preview skin weight efficacy. One can switch between rigging and test mode to iterate on the skeleton.
  • Gizmo Display Setting: Guide and bone gizmo size and color can be modified to improve visibility.
  • Display Placement Diagrams: Instructional guide display can be toggled on/off to free up space in the viewport and enlarge the work area.
  • Switch View Target: Different camera angles are provided for better inspection to facilitate the accurate place of guides/bones.
  • - Toggle Orthogonal: Switches between perspective and orthogonal view.
    - Frame Character: The camera centers on the entire character.
    - Frame Right Hand: The camera centers on the character's right hand.
    - Frame Left Hand: The camera centers on the character's left hand.
    It works with CC camera switch for different viewing angles (hotkeys: A, S, D, F, G, J).
  • Mirror: Provides convenient mirroring to expedite guide/bone positioning.
  • - Right to Left: Mirrors the right-side bones to the left side.
    - Left to Right: Mirrors the left-side bones to the right side.
    - Selected: Mirrors the selected guides or bones to the other side.
  • Transform Type: Bone translation methods:
  • - Selected: Moves the selected bone only.
    - Hierarchy: Moves the bone along with its child bones.
  • Midpoint Placement: two guide snapping methods to situate guides in the most optimal locations (especially for overlapping mesh bodies).
  • - Whole Mesh: Factors in all of the mesh in the viewport when calculating the midpoint.
    - Front Mesh: Only considers the nearest mesh to the viewport when calculating the midpoint.
  • Save/Load Bone Profile: Guide and bone positions can now be stored and read with INI files.
  • Restore Bind Pose: The Bind Pose can now be restored for Standard characters and characters used in AccuRIG.

  • Optimize and Decimate:
    For crowd characters, three aggressive LOD reduction methods are provided to optimize bone count, polycount, textures, and facial expression data. These methods significantly shorten the time to produce LOD characters. In addition, customizable optimization settings can be used for specialized streamline requirements. These customizable settings can be stored for repeated application.

  • ActorBUILD (near to mid-distance):
  • - 30 characters per scene.
    - 7k polycount, 4K texture resolution, 101 bones.
    *Use ActorBUILD option to turn CC avatars to Game Based topology; it retains simplified facial animations and 101 bones for application compatility aimed at crowd simulation.
  • LOD1 (mid-distance):
  • - 50+ characters per scene.
    - 7k polycount, 1K texture resolution, 54 bones.
  • LOD2 (far):
  • - 100+ characters per scene.
    - 800 polycount, 512x512 texture resolution, 22 bones.
  • Three character optimization templates are provided: ActorBUILD, LOD1, and LOD2 to streamline the character's bone count, polycount, texture settings, and facial expression data.
  • Several configurations for the bone count, polycount, texture settings, and expression data are provided to fulfill the needs of our users. Furthermore, custom LOD1 and LOD2 templates along with custom facial bones can now be stored.
  • Optimize and Remesh: Added two mesh reduction methods:
  • - Optimizer: suitable for mid-distance characters with complex meshes and materials; it also keeps complex model structures.
    - Remesher: suitable for faraway characters with a single mesh and single material.
  • Hand poses can be replaced with static meshes when all finger bones are removed with gesture options None, Default, or Current for mesh replacement.
  • Texture size for each channel can now be adjusted or removed.
  • One can decide to keep or remove morphs for Eye Rotate, Head Rotate, Jaw Open, and facial expressions.
  • Subdivision Export: Characters with skin weights and animation can now be subdivided for significantly higher quality in applications such as Unreal and Omniverse. Subdivisions are supported for FBX, OBJ, and USD formats.
  • Smart Content Manager:
  • - Exporting and importing Tags for sharing and rebuilding the content library on another machine.
    - Exporting and importing custom packs to backup custom pack info and physical files.
    - Legacy content can now be downloaded when the program is downgraded.
    - Animation Tags can now be used for search in the Content Manager.
    Enhanced:
  • GoZ: Added a slew of supporting features for GoZ to improve the linkage between CC and ZBrush. These features include the following:
  • - Support for current poses.
    - Matching character scales.
    - Unified mesh.
    - The current pose can now be brought into CC from ZBrush. This ability greatly empowers the CC to Zbrush pipeline.
    - ZBrush models are now scaled by 100 to match the scale in CC upon GoZ transfer.
    - CC models are now scaled to 0.01 to match the scale in ZBrush upon GoZ transfer.
    - CC expression morph models are now scaled to 0.01 to match the scale in ZBrush upon GoZ transfer.
    - Combines all ZBrush subtools into a CC character model as separated items.
  • Assign Morphable Hair Regions: Head hair can now react to facial expressions with morphable hair regions. Morphable hair regions can be manually assigned or can be quickly applied from a set of presets.
  • Delta Mush/Source: The ccCloth topology can now be directly edited without having to reimport an OBJ model file.
  • DaZ Genesis 8.1: CC Transformer can now support Genesis 8.1 characters and is compatible with all RL content resources.
  • ActorScan, ActorBUILD, and AccuRIG characters can now be transformed into Epic Skeletons.
  • Guides and bone gizmos will now resize according to the mesh scale.
  • Focus camera will adjust distances based on the target mesh scale.
  • Using Auto Convert to transform an FBX character to a humanoid will also promptly handle its expression data.
  • New Export Obj > Export All Textures option can export the normal, AO, and blend maps together to be properly read by iClone 8 and Character Creator 4.
  • Multiple OBJ files can now be imported within the Facial Profile Editor.
  • Unlike in the prior version of CC4, Physics will need to be enabled for the hair to intercept soft-body intercollisions.
  • New Facial Profile Editor > Preference > Keep Motion / Remove Motion can now be used to keep or strip away facial animations upon entering the profile edit mode.
  • Action Template > Create Prop is now available for GoZ imported objects.
  • Skeleton joints are now visualized for motion-only FBX and BVH imports.
  • New Grab Bind Pose is now available in the animation playbar (currently supports CC and AccuRIG characters).
  • New Reset Bone Scale option is now available for CC FBX exports.
  • Fixed:
  • Pressing the Shift key while scrolling the mouse will now properly zoom the camera view at a higher speed. Feedback Tracker
  • ZBrush GoZ can not successfully transfer objects back into Character Creator with an application path containing special characters. Feedback Tracker
  • The "Failed to Load File" error no longer appears when the following steps are taken: Feedback Tracker
  • 1. Exporting an FBX character with an accessory.
    2. Reimporting the said character into CC.
    3. Detaching the accessory and saving it as a prop.
    4. Importing the saved prop back into CC.
  • Removed foot sliding on BVH characters brought into CC from Blender. Feedback Tracker
  • Fixed cache rewrite to remove TAA ghosting from prior camera positioning. Feedback Tracker
  • Application ceases to crash from transferring visemes with FBX > Mesh with Expression Sequence option enabled. Feedback Tracker
  • The ccCloth topology can now be directly edited without having to re-import an OBJ model file. Feedback Tracker
  • Exporting an FBX of a CC1 or CC3 character that was just converted to CC3+ ceases to throw an error message. Feedback Tracker
  • Using Send to iClone on Hair with morph data no longer crashes iClone. Feedback Tracker
  • Accessory bones will no longer be recognized as character bones for LOD creation. This problem has led to the inability to load projects saved in iClone 8. Feedback Tracker
  • v4.02 released on July 20th, 2022
    Several added functions and bug fixes.
    Know More
    Added:
  • The new Root Bone option in the Import FBX panel can be used to import the correct root motion.
  • Enhanced:
  • Soft-cloth calculations are now multi-threaded, resulting in big improvements in performance.
  • Fixed:
  • Perform actions can't be deployed if it contains iAnim data (for example, Machines of War content pack). Feedback Tracker
  • Soft-cloth weight maps with black and white gradients result in faulty data.
  • Memory error appears after launching Character Creator past its trial period.
  • First attempt at applying CC3 Avatar Preset to a CC3+ character prompts a "Failed to Load the File" error; and a second attempt causes the application to crash.
  • Application tends to freeze when there are too many animation keys in the imported motion file (using Import External Motion).
  • Tongues of Daz characters imported via Transformer lay flat with incorrect positioning. Feedback Tracker
  • Recreated eye elements after having the original removed for CC4 embedded characters do not adhere to facial animations. Feedback Tracker
  • Normal maps do not bake correctly for characters imported via Transformer. Feedback Tracker
  • Can't Undo after applying and removing a character, then rotating the camera via 3DConnexion.
  • Shoes aren't able to compensate for the height of Daz characters imported via Transformer. Feedback Tracker
  • If the FPS for the project and the Export FPS settings don't coincide, then the exported length of the motion is incorrect.
  • Converting Accessories to Cloth on characters that have reached the 20 cloth article limit causes the application to crash.
  • Motion for UV animated objects contain errors when played back.
  • Unable to control material animations with LUA for materials that have illegal characters in their names rectified by the system.
  • The eye disappears on camera zoom for CC3 characters converted to CC3+.
  • Character eyelashes turn white after Transformer texture bake.
  • Ordering the Material list by shader type and converting multi-selected materials to a different shader does not affect all selected materials.Feedback Tracker
  • Unable to drag FBX into the viewport after Visual > IBL > Show Sky is enabled.
  • Clothing does not match the pose of the Daz character imported via Transformer.
  • Using Edit Mesh to perform polygon reduction on a Humanoid character (thereby creating a LOD Root mesh) and performing undo causes the application to crash.
  • Any item set to Accessory for Transformer imported Daz characters tend to offset.
  • Selecting a character's clothes, entering Hide Body Mesh Tool, changing the Brush mode, and exiting the mode makes the Delete key lose functionality (no ability to remove items).
  • Certain prop Perform motions causes the application to crash. Feedback Tracker
  • Failure to apply Extended/Standard Facial Profiles for CC characters that have custom eyes and teeth applied.
  • Using Merge Material with error-prone bounding data creates a prompt stating that the polygon reduction process has failed and causes the application to crash.
  • Importing an iC7 prop with Perform motions to iClone 8, and calling Perform motions causes the program to crash.
  • Applying motions without proper bone prefixes and with no Layer Keys to Humanoid characters (with Hik and Spring bones converted to Used bones) result in only partial application and causes the program to crash.
  • Suppress Shadow Flicker feature has no effect.
  • v4.01 released on June 1st, 2022
    Several added functions and bug fixes.
    Know More
    Added:
  • Support for 3dconnexion (can be toggled on/off in the preference panel).
  • Fixed:
  • Importing a character with special characters in the naming of its bones will cause a crash in the application.
  • Eyeballs and eyebrows of certain Humanoid characters drift away when imported into CC 4 and iClone 8. Feedback Tracker
  • Entering the Facial Profile Editor with a character carrying facial animation, pressing Currently Used > Reset or adjusting the morph sliders, and pressing the Preview button does not restore the original expressions.
  • Application crashes when certain FBX files are imported as props and applied with FBX motions.
  • Certain FBX can not read Characterization profiles made in 3DXchange.
  • Axial errors occur for FBX motion files exported from iClone there were originally imported from Motion Builder via Motion File Import.
  • Applying iMotionPlus containing voice onto characters and reimporting the saved project, degrades the sound quality while increasing its volume.
  • Making a Humanoid out of an imported Daz character and using the identical FBX file to import morphs will cause the "Failed to import file" dialog window to appear and the import to fail.
  • Using Male or Female generated head in Headshot makes a watermark appear. Feedback Tracker
  • Activating Proportion > Adjusting Full Body scale for an old Standard character with body resized does not keep individual scales for different body parts.
  • Face mode doesn't not disable when adjusting bone and proportions for Non-human characters without facial bones.
  • After applying motion to a Humanoid character, entering Edit Pose or Edit Facial, and pressing the Play button in the playbar, does not reload the original animation.
  • Activating Proportion > Lock Scale X, Y, Z does not disable the Y and Z axes.
  • Using GoZ on a prop with erroneous UVs (in the 0-1 region) causes a crash in the application.
  • When a prop with bones has the same as a child, applying Polygon Reduction and Merge Material on the parent object causes a crash in the application.
  • If an object has Smooth Mesh and Displacement applied, then errors will occur with Motion Blur. Feedback Tracker
  • Activating Proportion > Symmetry Selection allows for both sides of the character to be adjusted at the same time. However pressing the Reset button only resets one side of the character.
  • CPU threads over 50 will cause motion-related functions to lose effect like applying motion, modifying motion, etc. Feedback Tracker 1, Feedback Tracker 2, Feedback Tracker 3, Feedback Tracker 4
  • Skin color can be baked to the Diffuse map when Skin Color is deactivated.
  • Activating subdivisions on the eyeballs and turning the head will cause a delay in the motion of the eyeball's reflective highlights.
  • Weak response from the left and right axes morphs when the morph is dragged in the viewport. Feedback Tracker
  • Using Quick Update with Split Parts offsets the character's eye elements.
  • The facial slider parameter cannot be adjusted with the mouse wheel, up/down arrow keys, and page up/down keys.
  • Entering Edit Expression mode with a character, perform undo after editing a morph slider, and closing the application causes a "Memory Error" message to appear.
  • Changing to the Navigation mode with no object selected, then starting and stopping the Animation Player does not keep the Navigation mode.
  • Adjusting the morph sliders on the character, pressing N to launch Edit Motion Layer and adjusting the pose causes the settings to snap back.
  • Inside a scene with a character and a prop, after having used Edit Spring on the prop and deployed Calibration, Animation Player length is still the same as the animation on character.
  • After exiting Edit Expression mode, the Modify Morph filter should be restored to the state before entering Edit Expression.
  • No light node exists within the Scene Manager for lights attached to the character.
  • Applying DRM motion to the characters, saving the rlPose using Content Manager, and applying the pose makes a blocking message appear.
  • Exporting and reimporting a FBX character file causes it to lose the effect of it's collision shape.
  • Positive and negative Z is flipped when Turn Table Type is set to Lighting.
  • Bringing certain characters into Edit Spring mode, deactivating any two bones, and then leaving the Edit Spring mode causes a crash in the application.
  • Show/Hide Prop changes the current frame for the Animation Player.
  • Using the Scene Manager to hide a cloth mesh on the character and applying a motion to the character causes the cloth mesh to disappear. Feedback Tracker
  • Unexpected reflective artefacts exist for videos exported from certain projects.
  • The Content Manager initializes failed on a weak internet connection.
  • v4.0 released on May 12th, 2022 - Grand Launch
    With the motto of 'One character, All applications', Character Creator 4 (CC4) revolutes the existing workflow of character creation from scratch to final rendering. Artists won’t be limited to CC character base anymore - any rigged biped models can be imported, characterized, and facial rigged in CC4. That is, anything can be your characters whose animation capability is assured by the seamless connection with iClone 8 Pro Motion Control system.
    Know More
    Besides the unlimited character base, the full-fledged character design system of Character Creator empowers artists to freely model morphs from typologies to emotional nuances. The animation preview feature also helps artists instantly see the best way to showcase their art pieces before export. Finally, the flexibility of importing from popular platforms to Character Creator broadens the possibilities of creating animation-friendly characters/props–either ultra-realistic digital humans, stylised cyborgs or cartoon characters.
  • Enliven Any Character Rig - Anything can be imported as CCAvatar that benefits from CC-iClone animation pipelines and accelerates industry-standard workflows.
  • Auto Import and Work with Major 3D Pipelines - When dragging in a FBX file, CC can auto detect the character types and motions including Maya, 3ds Max, Blender, Mixamo and Daz3D.
  • Prop Editing - Expand the possibilities of 3D props by making them animatable and real-time friendly with polygon reduction in high visual quality.
  • Showcase Full-motion Characters - The calibration feature ensures you to exhibit your characters with full motions instantly and perfectly.
  • Realtime Asset Management - Enriching your custom contents by directly accessing the largest premium character ecosystem.
  • Extended Character Realism - CC3 Base+ | create expression morphs | modelling morphs
    With the optimised topology, head UV and skin-rig, CC3 Base+ provides a comprehensive character design system that fulfils artists’ requirements of detailed sculpting and realistic animation. Explore More
  • Scalable Expression Editor offers Standard (60+) and Extended (140+) Expression profiles to optimise mocap performances and to model hyper-realistic facial expressions.
  • Edit facial expressions with the Muscle Panel - When dragging in a FBX file, CC can auto detect the character types and motions including Maya, 3ds Max, Blender, Mixamo and Daz3D.
  • Custom Talking Styles by employing 8 lip shapes and 7 tongue shapes with predefined pairing curves. All are devised as 1:1 viseme (one-sound-one-shape) for easier mapping.
  • FBX Batch workflow from CC to Blender, Maya, and 3ds Max can help artists create custom expression morphs, and make batch facial updates back to Character Creator.
  • GoZ Pipeline turns ZBrush models to animatable characters with one-click, from face, body, physics, to cloth and accessory. Speedy workflow with photorealistic rendering in CC.
  • Modelling Morphs enables artists to create new character shapes by mixing and blending morphs, creating 3D heads from photos or sculpting with ZBrush or other 3D tools.
  • Enliven Any Character Rig
    Character Creator 4 supports imported models as biped Humanoid or Creature in any possible form.Once characterised in CC, motion data can be shared among characters and ready for game engine export. Explore More
  • Humanoid characterization helps artists implement HumanIK into any rigged biped model as CC Avatar by mapping bones, which is compatible with iClone and ActorCore mocap motions.
  • T-Pose Posture Correction compensates the differences between source and target bones to fix issues such as float, lean, shoulder position, knee bend, arm penetration, thumbs axis, etc.
  • HumanIK Bone is the main body bones for animation, while Spring Bone can be set for the secondary animation. The Unused Bone can be set visible to CC and iClone.
  • Save Bone Profile to Reuse on other characters which allows automatic import for the characters you wish to have the same bone structure in the future.
  • Custom Facial Rig with morphs, bones, or bones plus morphs, to fully control character’s mesh data and expression strength, which can be FBX Batch updated to leading 3D pipelines.
  • Setting Spring Rig as additional bone chains to complement the body HumanIK. Each bone physics can be defined by segment whose strength is customisable to react to the animation.
  • Ready for Animation by dragging in the FBX motion files to the character. The custom animations can be auto-retarget to various body scales without foot sliding in CC and iClone.
  • Creature characterization for non-biped form characters. After being set as a non-human character, users can apply source animation and edit its spring rig. All the custom animations, poses and physics behaviours can be saved in the motion library.
  • Timeline Animation Editing in iClone: After applying the motion on the characters (humanoid and creature), send to iClone to fine tune its performance by using the Motion Layer Editor or Curve Editor.
  • Prop Editing
    Character Creator 4 transforms the static mesh of 3D prop into animation -friendly objects with polygon reduction in high visual quality. Explore More
  • Asset Import and Flexible Prop Editing: Dragging in an OBJ or FBX file to CC, CC will auto-detect the prop data type and allow users to extract, merge, rearrange node hierarchies, easily custom their own props from skin weight edit to polygon reduction.
  • Extract Selected Mesh and Convert to Sub-Item/Prop: Extract selected elements/faces into a new mesh from the original prop. Separate these sub-items and make them into new props.
  • Manage and Edit Node Hierarchy:
    - Attach the sub-items/props to the selected parent as an accessory or Detach to keep them isolated.
    - Edit Mesh & Skin Weight: Change mesh shape or refine the skin bone relation.
    - Edit Spring Rigs: Customise your own spring type, rotation or translation, suitable for the desired dynamic performance.
    - Adjust Material: Alter the colour, opacity, texture quality without affecting its parent source.
  • Prop Export to any 3D software or game engine in OBJ, FBX, USD formats for further animation editing.
  • Polygon Reduction: CC provides 3 reduction options - reduction by Percentage, by Face Count, or by Selected Meshes.
    - Retain High Visual Quality: With our LOD technology, mesh can keep high visual details without noticeable degradation.UV Merge and texture size reduction are also supported.
    - Works with Rigged Props having skinning and bone rigs that gives real-time performance for animating props originally made by high-poly geometries.
  • Auto Import and Work with Major 3D Pipelines
    Supported character types imported to CC, including Maya HumanIK, 3ds Max Biped, Blender Meta-rig, Mixamo characters and motions, and Daz3D G3/G8 characters and motions. Besides auto-detecting the character types,CC offers free addons to speed up the character design workflow with major industry tools. Explore More
  • GoZ pipeline for ZBrush.
  • CC-Blender Tools for Blender.
  • Unreal Engine AutoSetup free plugin (automatic assignment for shader and bone structure).
  • Unity Mecanim AutoSetup free plugin (automatic assignment for shader and bone structure).
  • Omniverse: USD export for creating animated digital humans.
  • Sketchfab: Turn Sketchfab aeest into animated 3D characters.
  • 3D Scan: Turn scanned models to fully-rigged characters.
  • Daz3D: Total content integration in CC.
  • Substance Painter: UDIM compatible.
  • Marvelous Designer: rigged character compatible.
  • Showcase Full-motion Characters
    The Preview feature allows artists to see the instant design result with embedded calibration tools.The custom animation can be directly rendered and exported to major platforms. Explore More
  • Animation Player makes characters alive with natural facial/body movements, while the calibration tool helps fix rigging issues.Artists can capture desired poses to do further editing.
  • Present Your Work with customizable 3D turntable bases in a variety of atmospheres which are composed by 100+ presets in Lightroom and Lens Flare effects.
  • Render & Export character animation in CC will benefit from its full compatibility with iClone and ActorCore, whose FBX and USD exporting formats are supported by major 3D pipelines.
  • Smart Content Manager
    One-click to install the free design resources and the purchased assets in Smart Content Manager whose tag system allows artists to easily search and find desired items fast. Explore More
  • Content Resource including freebies and over 2,000+ assets created by top designers and artists, including morphs, skin, outfit, hair, accessories, and motions all at your selection.
  • Content Manager offers a flexible management system which not only consolidates the shared content between CC and iClone, but also suits the needs of multi-seat workgroups.
  • Profit from Your Creativity by joining in the marketplace designer community through the one-click uploading system in CC4.
  • More Version History in Previous Versions
    4.52.3526.1
    v4.52 (4.52.3526.1) released on Nov. 28th, 2024
    Several bug fixes.
    Fixed Wrinkle normals can now export without defects when the "Export Head > Mesh to MetaHuman" option is enabled. Exported body models from Face Tools will now retain their Polygroupings. Sorting group settings in the "Edit Spring > Set HIK T-Pose" panel no longer causes the application to crash. Clicking the "Cancel" button in the Select Color panel under Shader Settings > Base Color will now correctly revert any color changes. Feedback Tracker
    4.51.3501.1
    v4.51 (4.51.3501.1) released on Nov. 4th, 2024
    The 4.51 update introduces the groundbreaking AI Smart Search for Any Digital Asset, a powerful tool integrated across iClone, Character Creator, and Cartoon Animator. This feature enhances content discovery, making it easier than ever to access models and animations from the Content Store, Marketplace, and ActorCore. Several bug fixes.
    Added AI Smart Search is seamlessly integrated into iClone, Character Creator, and Cartoon Animator, and provides instant access to countless models and animations from the Content Store, Marketplace, and ActorCore. Deep Search:
    AI-enhanced Deep Search offers an intuitive way to find the assets you need. Use natural language, upload images, or discover results with similar features. ■ Text Input - Natural Language Support: Even brief descriptions will give accurate, immediate results. - 100+ Languages: Input your native language. Multilingual Deep Search has you covered! ■ Image Input - Drag and Drop: Streamlined search by dragging image references from your files or web pages. - Copy and Paste: Be able to copy images or specific sections within any visual source for immediate use in your work. ■ Find Similar Content - By Search Results: Almost found what you’re looking for? Use “Find Similar” to refine your search with closely related assets. - From the Scene: Find content similar to items in your project and swap them out with better options. - Via Content Manager: Find alternatives to embedded and purchased assets to add variety to your projects. Keyword Search:
    Keyword Search offers a reliable way to find straightforward results. Simply input text to match assets by name, description, tags, or author. ■ Name, Tag, or Description: Query content using matching titles, descriptions, and tags thoughtfully applied by content authors. ■ Match by Author: Search for items created by specific artists, including top-rated and favorite content developers. ■ Search Motions: Find the perfect motion with keywords, tags, and the upcoming Deep Search support. Fixed When using AccuRIG on a character with an accessory on the hands, after binding the skin, the fingers do not show any skin results. If the bones on the character do not have Physics Collision Shape data, there is a chance that the FBX export will not generate the JSON file correctly, causing related AutoSetup to fail. When using the Split Part function in the Facial Profile Editor, if the character has Bone Move or Rotate results, it will cause the function to fail, resulting in the slider becoming disabled.
    4.5.3325.1
    v4.5 (4.5.3325.1) released on Sep. 26th, 2024
    Several bug fixes.
    Fixed OV Connector does not support CC 4.5. Syncing the Smart Content Manager causes an AP crash. Feedback Tracker After updating a character with Face Tools from ZBrush back to CC, the character's head disappears. Feedback Tracker After generating the head using Mesh mode in Headshot 2.0, the mouth opens and the mesh sticks together. Feedback Tracker 1, Feedback Tracker 2 When exporting FBX with "Bake Diffuse maps from skin color" checked, and loading it into any 3D software, only the head has the baked Skin Color applied. Because the Actor under the Reallusion Custom Content folder does not have Avatar Control, it is unable to create a ccSlider. Feedback Tracker Hair or Motion files larger than 100 MB cause AP to crash during loading. If these files are in the Custom folder, they also cause the Smart Content Manager to crash during data syncing. Feedback Tracker 1, Feedback Tracker 2 Applying a hair-type iAcc/ccAcc to a character and scaling the Camera view causes the hair to appear or disappear with the zoom. Feedback Tracker The "Enable DLSS" setting in the Preferences panel is not being saved. Feedback Tracker When DLSS is enabled, switching Final Render settings to Medium or High and then rendering causes AP to crash. After entering Proportion, switching to Full Body and adjusting the Scale value, exiting the mode causes an AP crash. Feedback Tracker When the Creature character uses AccuRIG and executes the Bind Skin process, it causes an AP crash.
    4.5.3306.1
    v4.5 (4.5.3306.1) released on Sep. 6th, 2024
    Minor bug fixes.
    4.5.3305.1
    v4.5 (4.5.3305.1) released on Sep. 5th, 2024
    Several bug fixes, and added features for Smart Content Manager.   
    Fixed Manually removing ZBrush does not clear the related registry datas, causing CC GoZ to fail because it cannot retrieve the ZBrush path from the registry. Feedback Tracker After applying hair to a character, enabling the GI light source, picking the hair, and then selecting Translucent GI in the Material > GI Settings, the hair becomes semi-transparent. Feedback Tracker If an accessory's physics collision shape is set to ConvexHull, it can cause the export of the FBX file to fail. Feedback Tracker When a prop contains substance data, if the substance has a Visible If parameter set, it may fail to load. When using shared materials, if some meshes lack skin weight data, there is a chance that the application may crash during motion playback. Feedback Tracker When facial hair with a custom morph is exported as an FBX, the morph result is incorrect. Feedback Tracker Added for Smart Content Manager Added back and forward navigation to browse Content Manager directory. Prior Content Manager directory will now be recorded and restored upon restart. Multiple custom content files can now be select and moved to another custom folder location. Multiple content can now be selected and trial content can be removed. Category and folder location for content items can now be viewed. Recording search history is now optional. Search history can now be cleared on command.
    4.42.3004.1
    v4.42 (4.42.3004.1) released on Jun. 6th, 2024
    Added features, and several bug fixes.
    Added The CC GoZ Plus feature, which supports the conversion between Polypaint and Diffuse for general objects such as Humanoids or Props, as well as the conversion between Normal and Displacement. See more > Subdivision levels and soft/hard edge options for sending CC assets to ZBrush. See more > Dedicated option in ZBrush GoZ plugin for sending models with baked texture maps to Character Creator. One-click transfer of CC character poses, expressions, and wrinkles to ZBrush. See more > Fixed Revised the calculation method for the eye sockets in Headshot 2 to ensure that the mesh results do not protrude. Feedback Tracker No response after exporting the character from Toolbar > Polygon Reduction > InstaLOD Feedback Tracker Selecting Max Texture Size when exporting FBX may sometimes result in incorrect texture output. Feedback Tracker
    4.41.2812.1
    v4.41 (4.41.2812.1) released on Apr. 17th, 2024
    Added function, enhancements, and several bug fixes.
    Added The Export FBX panel now has the option to export character expressions as pure morph data, including "Jaw Open", "Jaw Left", and "Jaw Right". Enhanced Using the View Unpurchased Items will now also display items that include unbought components, making it easy to identify items that need to be licensed. Content Manager: Enhanced upcoming Workgroup service messages. Fixed The High Texture option is missing with Export Head > Mesh to MetaHuman function for characters with 4K skin textures. Feedback Tracker A character given any piece of clothing, has its material switched to SSS, has its body selected after using the Paint Material > Pick Cloth tool will lose its shader settings.
    Feedback Tracker Glow > Strength slider max values become 6,000 after importing a Glow channel texture. Feedback Tracker Textures do not update after editing them in an external application when Progressive Texture Loading and Compress Resources are enabled. Feedback Tracker Content Manager: An item cannot be redisplayed in "My Collections" after marking it as invisible and enabling the "Hide invisible content" option. Content Manager: "My Collections" is unexpectedly wiped clean after upgrading to iClone 8.4 / Character Creator 4.4.
    4.4.2714
    v4.4 (4.4.2714) released on Mar. 20th, 2024
    Several bug fixes.
    Fixed After adjusting the height of a character in ZBrush, when using GoZ to send it back to Character Creator with the "Adjust Bone to Fit Morph" option checked, entering Edit Pose will show incorrect Effector positions for the feet. After adjusting the height of a character in ZBrush, when using GoZ to send it back to Character Creator with the "Adjust Bone to Fit Morph" option checked, using Adjust Bone will cause the character to sink down. After adjusting the height of a character in ZBrush and sending it back to Character Creator using GoZ with the "Adjust Bone to Fit Morph" option checked, when removing motion from the character, it will appear to float in mid-air. When going back to Character Creator from ZBrush using GoZ, the eyes are not visible. Sending only the CC3+ body back to Character Creator from ZBrush, and selecting "Switch Pose to T-Pose" in CC's GoZ Options, will enable the "Adjust Bone to Fit Morph" option, which was originally disabled.
    4.4.2509.1
    v4.4 (4.4.2509.1) released on Jan. 10th, 2024
    Several bug fixes.
    Fixed Crash resulting from exporting USD files with A2F data for 'Toon Neutral' in the "Character Pack". Problem with the glow texture maximum value adjusting to 6,000. Missing textures on certain content as a side-effect of progressive loading. The glow map would color-shift under no-light conditions when 'Compress Resource & DDS Cache' is enabled.\ Hand and foot meshes weren't present when a CC character is sent to ZBrush using GoZ with the 'Split Body Part' option enabled. Crash resulting from sending individual accessories from ZBrush to CC using GoZ. Crash resulting from applying certain ccSkins onto CC3+ characters. Certain systems experienced faulty color tones on the heads of CC+ characters.
    4.4.2405.1
    v4.4 (4.4.2405.1) released on Dec. 6th, 2023
    Several added and enhanced features.
    Added Exporting a character in FBX format will include an HIK profile, which speeds up the characterization process upon re-import and maintains twist bone settings. Content Manager: Custom tags are now allowed on every item for forthcoming search and management enhancements. Content Manager: Support for the upcoming Workgroup content download. Content Manager: Multi-word searches are now allowed, separated by spaces, commas, or underscores. Content Manager: New Search History function will store prior search terms. Enhanced Content Manager: Files can now be dragged from the FIle Explorer directly into Content Manager subfolders. Content Manager: The 'Item' tab now displays purchased items. Before only the downloaded content were shown. Content Manager: Installed' and 'Not Installed' filters have been incorporated into the search function, displaying them directly on the user interface. Content Manager: The original global tag under the tree node has been renamed to "My Collections". Content Manager: Enhanced Content Manager stability and sped up performance.
    4.33.2315.1
    v4.33 (4.33.2315.1) released on Nov. 16th, 2023
    Bug fixes.
    Fixed UV defects on the eyes of certain characters exported to 3rd party software in FBX format.Feedback Tracker
    4.33.2302.1
    v4.33 (4.33.2302.1) released on Nov. 6th, 2023
    Several bug fixes and enhancements.
    Fixed Once in SkinGen mode, the character's textures will downsize and lose small details (Modify > Skin > Activate Editor). Enhanced Lowered the minimum size for dockable panels, allowing the viewport to take up more space.
    4.32.2212.1
    v4.32 (4.32.2212.1) released on Oct. 16th, 2023
    Compatible with ZBrush Face Tools 1.0.
    4.31.2001.1
    v4.31 (4.31.2001.1) released on Aug. 2nd, 2023
    Several bug fixes.
    Fixed When a part of the face is selected and hidden on the avatar (Edit Mesh > Face Tab), and the eyelashes are displayed, the viewport wireframe becomes fragmented. The avatar fails to export after applying certain content, such as those from "CC Essential Clothing & Fabric Pack". Certain clothing on the avatars turns black when the project is played back. Export error message appears when a character is exported to FBX after Merge Material function was applied. Following the application of the Transfer Skin Weight function, the process of editing the skin weights for the clothing leads to a loss of the garment's initial shape. This, in turn, presents challenges in achieving precise modifications. After pressing the Preview button in the Iray Preview Render (Plugin > Iray Render > Render Settings), users are unable to export animation frames with file extensions changed to iMtlPlus. Feedback Tracker
    4.3.1815.1
    v4.3 (4.3.1815.1) released on June 19th, 2023
    Create 3D heads from any mesh with the newly-released Headshot 2.0 plug-in. Also several added funtions, enhancements, and bug fixes.
    Added Direct baking of the current subdivision level is supported on props. A button now exists in the Modify and Edit Mesh panels for hiding the CC3+ character's eyelashes under all render modes. The ability to weld vertices on props is now accessible. New iC/CC button for blend map bake and UV settings. CC now supports progressive texture loading. Transformer now supports Daz Genesis 9 characters. Enhanced Users can now chose to replace the diffuse and/or normal maps when skin content is applied to the head. Fixed After adding iTalk to the Perform list of the character, attempting to export the motion as an FBX file and loading it using the Load Perform feature results in successful loading of iTalk, but the export process fails. Feedback Tracker Applying faulty SPX files causes the application to crash due to memory overload. Feedback Tracker The Modify Morph button should be disabled for characters that lack the Morph tab in the Facial Profile Editor. Feedback Tracker CC4's ability to render WAV format has been disabled. Feedback Tracker The project will be named "TempAvatarWithMotionPlus.iAvatar" when Send to iClone is used on a character. Feedback Tracker A 4K-texture character exported from CC3 to CC downgrades to 2K textures. Feedback Tracker Bringing a character with multiple facial hair that was exported in FBX format back into CC causes the application to crash. Feedback Tracker AccuRIG characters exported with Unreal preset with merged materials in FBX format do not have converted Unreal Engine skeleton. Feedback Tracker FBX export fails for characters with "Mouth Open" morph shape. Feedback Tracker The mesh repositions when parts of it has been hidden and its bones have been adjusted under the Adjust Bone mode. Feedback Tracker The application freezes when an EXR file is dragged into the Displacement texture channel. Feedback Tracker When exporting a Daz character with a facial profile to FBX and importing it as a Humanoid into CC, and then using the Facial Profile Editor to import the facial FBX file, the expression slider malfunctions. Feedback Tracker When Windows user names contain non-English characters, exiting the Edit Expression mode in CC causes the program to crash. With the Sculpt Morph panel open, entering certain functions of the Modify panel causes the Sculpt Morph panel to exit abnormally. Feedback Tracker Fail to import objects containing faces with more than 10 sides. If the CC3+ character has opacity applied to the eyes, resulting in holes in the material, it causes the ActorBuild conversion to fail. Applying Lock Position to the animation player and a motion to a character causes it to displace. The application crashes when certain foundational makeup data is applied to the character and its texture size has been adjusted to 4K. Pressing the Convert button has no effect after using Optimize and Decimate on a character, selecting the Custom setting, and adjusting the texture channel. When a character with bone scale is converted into an ActorBuild, there is a possibility of encountering faulty facial blend shapes. Projects imported into CC via the Open Project command aren't being displayed in the Recent Projects list. Whenever Optimize and Decimate are applied to a character with cloth physics data, selecting a bone in the Skeleton tab and subsequently pressing the Convert button results in an application crash. When attempting to bind skin on a character that includes wrinkle data, an error message appears. Pressing the OK button within this message leads to a program crash. When a character is exported in FBX format with merged materials, issues appear in its facial expressions. Feedback Tracker
    4.23.1722.1
    v4.23 (4.23.1722.1) released on May 23rd, 2023
    Several enhancements and bug fixes.
    Enhanced AccuRIG: Besides restricting AccuRIG characters to 600K poly count, poly count display and links to binding instruction have also been added. AccuRIG: The skin binding process has been optimized. In our internal tests conducted on models with poly counts of 600K to 800K, we observed a significant reduction in processing times, with the times being cut in half in some instances. Revised the icons for the Select Tool > Grow / Shrink Selection, Edit Mesh, Skin Weights, and Transfer Skin Weights function. Fixed Application crashes when motions are applied to certain characters, e.g., MetaHuman dummy avatar from the iClone MetaHuman Kit and some ActorCore characters. Feedback Tracker
    4.22.1612.1
    v4.22 (4.22.1612.1) released on Apr. 13th, 2023
    Several bug fixes.
    Fixed The morph sliders in the Facial Profile Editor are ineffective for certain FBX files that were converted to Humanoid characters. Feedback Tracker The position of the lower jaw shifts for textures baked with the Export Head > CC to MetaHuman preset. Presence of UV seams with textures baked with Export Head > CC to MetaHuman preset.
    4.21.1515.1
    v4.21 (4.21.1515.1) released on Mar. 16th, 2023
    Several enhancements and bug fixes.
    Enhanced CC 4.2 has enhanced the Render > Render with Max Texture Resolution feature. Users now have the option to toggle it on or off depending on their needs. To achieve better texture baking (converting the textures of a CC character to the MetaHuman UV layout), select Mesh to MetaHuman as the Pipeline Preset under Export Head > Target menu, and then further specify whether the character is Male or Female. Fixed Abnormal rendering as a result of using Expression Wrinkles while the diffuse, normal, and roughness textures on the head material (Std_Skin_head) do not match in size. Feedback Tracker The visuals in the viewport remain unchanged when Output Size is increased after having launched the Appearance Editor. For example, content set at 1K textures stay 1K in the viewport even after adjusting to 2K). Attempting to change the normal map of the head material ("Std_Skin_Head") on a character with General Expression Wrinkles applied may cause the program to crash. Feedback Tracker Applying certain CC3 hair content causes physics settings and weight maps to go missing. Feedback Tracker When using the actor from ActorCore to apply a facial profile to a character, if the user does not select the Viseme option in the pop-up dialog, the original Viseme data of the character will still be applied and replaced. Export fails when Export FBX > Advanced Settings > Mouth Open as Morph is enabled. When a character is converted to a Game Base (Character > Convert to Game Character) and Export Settings > InstaLOD Remesher is enabled, the application will fail to export an iAvatar. Feedback Tracker
    4.2.1421.1
    v4.2 (4.2.1421.1) released on Feb. 23rd, 2023
    The newly-added Dynamic Wrinkle System is designed for any industry professionals who is ambitious to upgrade their 3D characters and digital avatars with a true likeness of real humans. Triggered in real-time by facial expression morphs, adding delicate wrinkle expressions to elevate your digital human's believability. It's intuitive, customisable, and is able to instantly level up your existing CC characters.
    Added: Expression Wrinkles The new Expression Wrinkles for CC3+ characters enhances the outcome of Facial Puppet, Face Keys, Look At, and LIVE Face. Know more > The new Modify > Expression Wrinkles panel includes General Settings, Regional Influence, and Texture Settings. Know more >. New rlWrinkle files are available under Content Manager > Actor > Expression Wrinkles section. Wrinkle content are separated into General (Live) and Individual (Flattened). Know more > Preference New Preference > Included baked wrinkle textures on save can help speed up the loading of wrinkle assets. Export Head Using Export Head with Target set to "Mesh to MetaHuman" lets users export the head mesh with baked MetaHuman UV layout and textures. AccuRig New Snap to Center Plane lets the users precisely position selected joints on the center plane of the scene. AccuRig > Skeleton and Bind Skin > Force Symmetry lets users work on both sides of a symmetrical model at the same time. Optimize and Decimate Optimize and Decimate > ActorBUILD provides several options for converting the hair. When the Hair Type is set to "Body Mesh", the conform data for the facial hair is assigned to facial morphs. GoZ Vertex colors will now carry over from Zbrush to Character Creator when the character is created and updated. Know more > Render Smooth display mode now shows the vertex colors of the meshes. Import New auto-conversion profiles for importing FBX motion files, authored in 3rd-party application, into iClone and Character Creator. Tutorial
      - Supported AI motion capture tools include Rokoko Video, Plask AI, RADiCAL, DeepMotion.
      - Motion files were sourced from PixCap. Enhanced: Expression Wrinkles Expression Wrinkles can be saved together in a ccAvatarPreset file (Content Manager > Actor > Head Morph & Skin). Expression Wrinkles can be saved together in a ccSkin file (Content Manager > Skin > Overall). Convert Content Characterize profiles for Poser Michael 3 and 4 as well as Victoria 3 and 4 are now available under Create > Create Creator > Import FBX. Export FBX The two Cinema 4D target tool presets have been unified into one (Export FBX > Target Tool Preset). General Rearranged the options under Scene Manager > Smooth Mesh. "Subdivision" is now the second option so that when the option is toggled, the selected mesh is subdivided instead of being tessellated. This change can lead to slight improvements in working speed. Render The Max Texture Size setting will now max out for final rendering with the highest texture resolution. Once the rendering is complete, the Max Texture Size will return to its original setting. Feedback Tracker Fixed: AccuRig Create Guides in AccuRIG no longer displays the cones for the thumb joints. Optimize and Decimate Facial animation on a character disappears when Custom LOD > Facial > Expression Morphs is enabled. The shader type for "std_Tongue" of a CC3+ character that has been converted to ActorBUILD fails to convert to PBR. Convert Content Physics data under Modify > Physics for a soft-cloth or hair is wiped clean when it is converted to accessory. Feedback Tracker Export FBX The character lacks the morphs for facial hairs when InstaLOD and Keep Original Actor are both enabled during export. Feedback Tracker The exported brow and hair end up being merged together when Assign Conformable Regions is applied to the character's hair and Export FBX > Merge Beard and Brows into one object is enabled. Skin Weight The skin does not display when an unlocked bone is picked after having locked some bones with Modify > Skin Weights. Feedback Tracker Morph data are not kept when CC's Create Props is used, and therefore they do not appear under the Morph Animator panel (Only a portion of the problems raised on the Feedback Tracker has been resolved). Feedback Tracker The following procedure results in a cloth that has faulty skin weights, making it prone to mesh penetration: Feedback Tracker 1) Convert cloth to accessory (Convert to Accessory). 2) Delete mesh faces (Edit Mesh > Delete Faces). 3) Turn the mesh back to cloth and apply the appropriate skin weight preset (Transfer Skin Weights). General Performing Modify > Adjust Bone on ActorBUILD or ActorSCAN characters causes the child bones to move as well. Saving characters with SkinGen content applied (.ccSkinGenPreset) result in extremely large file sizes. Render Loss of motion blur when Preference > Real-time Render Options > Depth of Field > Correct Transparency is enabled. Feedback Tracker The "Shadow Catcher" dummy object can not receive shadows when Visual > Toon Shader is enabled. Light > Shadow > Darkness must have a value, otherwise shadows will not appear. Feedback Tracker Rendered images are inconsistent with rendered videos for scenes that have refractive objects (Material Settings > Refraction) with Render > Final Render > Anti Aliasing Medium 2x2 enabled. Line artefacts appear on exported videos when Render > Final Render > Anti Aliasing > Temporal AA is turned on. Crash Application crashes from the following procedure: 1) Merge materials on a CC character. 2) Perform InstaLOD > Polygon Reduction. 3) Perform Merge Identical All. Application crashes upon entering Edit Spring mode when multiple bones of an object or character are selected in the Bone Manager. The application crashes when a multi-hierarchy prop is attached to a character and Modify > Create Hair / Brows / Beard is performed. Smart Content Manager Users are unable to download trial content from the Marketplace. Feedback Tracker 1, Feedback Tracker 2 Program crashes while downloading content on an unreliable network. Content Manager prompts an error message when the prerequisite folders are missing. Now the database has been foolproofed against application-dependent file tampering so the error will not occur. Content Updates - Know More: Embedded characters Kevin and Camilla now come with Expression Wrinkles. New "Susan" character comes with Expression Wrinkles. Wrinkle performances have been added to the "1_Talking Kevin" project. Wrinkle performances have been added to the "2_Camilla Facial Demo" project. Added the "2_Susan Expression Wrinkles Demo" project. Added Expression Wrinkles: 2 General Wrinkles: "Neutral", "Camilla", and 2 Individual Wrinkles: "Kevin", "Susan". There are now four Facial profiles under Wrinkle Enhancement used for enhancing smile line and other wrinkle related topology, around 30 morphs are enhanced for a better expression wrinkle effects. Make sure apply one of those profile first at your existing CC3+ character for the optimized wrinkle effects. New "Expression Wrinkles" folder under Content Manager > Animation > Expression contains the following iTalk files: - The "Regional Influence" folder contains 14 iTalk files for checking the expression wrinkles, since iClone lacks the Modify > Regional Influence > Check with Expressions option that is present in Character Creator. - The "Sample Animation" folder contains 3 iTalk sample files for checking expression wrinkles, since iClone lacks Animation Player > Calibration > Wrinkle Check option that is present in Character Creator. - The "Wrinkle Creation" folder contains 4 iTalk files for developers who wish to create Expression Wrinkles.
    4.12.1125.1
    v4.12 (4.12.1125.1) released on Nov. 29th, 2022
    Bug fixes in Content Manager.
    Fixed Certain shared textures cannot be found for loaded characters when CC3 and iC7 are not installed. Know More | Feedback Tracker 1, Feedback Tracker 2, Feedback Tracker 3, Feedback Tracker 4, Feedback Tracker 5, Feedback Tracker 6, Feedback Tracker 7, Feedback Tracker 8 Content Manager fails to initialize after running CC3 and CC4 in succession.
    4.12
    v4.12 released on Nov. 17th, 2022
    Several added and enhanced functions.
    Smart Content Manager Added: Search items by parent folder name. Thumbnails can be adjusted to be extra large, large, or medium. Know More New List and Details view. Know More Animated thumbnails for motion assets. Know More Ability to sync Template and Custom categories. New navigation bar below the Template and Custom tabs. It displays the content folders by hierarchy. New icons for major content info on top of the content thumbnails. Enhanced: Drag-and-drop behavior for folders and files.
    4.11
    v4.11 released on Oct. 17th, 2022
    Bug fixes.
    Fixed: TAA does not take effect for rendered videos. Watermarks appears when purchased content are applied (ex: Headhost sliders). Defects in skin weights cause by merging identical mesh with merged materials.
    4.1
    v4.1 released on Sept. 29th, 2022
    Major new functions were introduced such as the advanced AccuRIG technology which includes the ability to auto-rig any character, export subdivided high-res film characters, optimize and decimate for crowd characters, and offers several ehancements and bug fixes.
    Added:
    AccuRIG:
    Reallusion is committed to providing the best user experience for skin binding characters within AccuRIG. Via an intuitive user interface, AccuRIG walks the user through a series of simple steps that provide an immediate feedback on the skin bind/weight process.
    This time around, impeccable solutions were implemented to handle multi-mesh characters wearing armor and accessories—especially the ability to retain hard-surfaces. At last, one can rely on Character Creator's comprehensive toolsets to handle all their needs of a post-bound, animation-ready character.

    Target Mesh: Two binding methods are provided for items that are hard to skin such as armor, accessories, long skirts, etc. - Whole Mesh: Best for single mesh characters. - Selected Mesh: Best for multi-mesh characters. - Unbound meshes will convert to accessories if Selected Mesh is chosen. Subsequently, these accessories will be attached to the nearest bones. Create Guide: Skeleton guides are placed by AccuRIG's proprietary algorithm. If the character comes with a premade skeleton, then the corresponding guides are created to save time in production. Number of Fingers: Select number of fingers to accuratly rig different hand types. Mask: Masked bones will be overlooked during the rigging procedure and bind process for irregular characters. Generate Skeleton: Generate bone positions according to the placement of the guides; bones can be repositioned for new skin binding. Bind Skin: Calculate the skin weights based on bone positioning. Check Animation: Test animations can be applied to bound characters to preview skin weight efficacy. One can switch between rigging and test mode to iterate on the skeleton. Gizmo Display Setting: Guide and bone gizmo size and color can be modified to improve visibility. Display Placement Diagrams: Instructional guide display can be toggled on/off to free up space in the viewport and enlarge the work area. Switch View Target: Different camera angles are provided for better inspection to facilitate the accurate place of guides/bones. - Toggle Orthogonal: Switches between perspective and orthogonal view. - Frame Character: The camera centers on the entire character. - Frame Right Hand: The camera centers on the character's right hand. - Frame Left Hand: The camera centers on the character's left hand. It works with CC camera switch for different viewing angles (hotkeys: A, S, D, F, G, J). Mirror: Provides convenient mirroring to expedite guide/bone positioning. - Right to Left: Mirrors the right-side bones to the left side. - Left to Right: Mirrors the left-side bones to the right side. - Selected: Mirrors the selected guides or bones to the other side. Transform Type: Bone translation methods: - Selected: Moves the selected bone only. - Hierarchy: Moves the bone along with its child bones. Midpoint Placement: two guide snapping methods to situate guides in the most optimal locations (especially for overlapping mesh bodies). - Whole Mesh: Factors in all of the mesh in the viewport when calculating the midpoint. - Front Mesh: Only considers the nearest mesh to the viewport when calculating the midpoint. Save/Load Bone Profile: Guide and bone positions can now be stored and read with INI files. Restore Bind Pose: The Bind Pose can now be restored for Standard characters and characters used in AccuRIG.
    Optimize and Decimate:
    For crowd characters, three aggressive LOD reduction methods are provided to optimize bone count, polycount, textures, and facial expression data. These methods significantly shorten the time to produce LOD characters. In addition, customizable optimization settings can be used for specialized streamline requirements. These customizable settings can be stored for repeated application.

    ActorBUILD (near to mid-distance): - 30 characters per scene. - 7k polycount, 4K texture resolution, 101 bones. *Use ActorBUILD option to turn CC avatars to Game Based topology; it retains simplified facial animations and 101 bones for application compatility aimed at crowd simulation. LOD1 (mid-distance): - 50+ characters per scene.
    - 7k polycount, 1K texture resolution, 54 bones. LOD2 (far): - 100+ characters per scene.
    - 800 polycount, 512x512 texture resolution, 22 bones. Three character optimization templates are provided: ActorBUILD, LOD1, and LOD2 to streamline the character's bone count, polycount, texture settings, and facial expression data. Several configurations for the bone count, polycount, texture settings, and expression data are provided to fulfill the needs of our users. Furthermore, custom LOD1 and LOD2 templates along with custom facial bones can now be stored. Optimize and Remesh: Added two mesh reduction methods: - Optimizer: suitable for mid-distance characters with complex meshes and materials; it also keeps complex model structures. - Remesher: suitable for faraway characters with a single mesh and single material. Hand poses can be replaced with static meshes when all finger bones are removed with gesture options None, Default, or Current for mesh replacement. Texture size for each channel can now be adjusted or removed. One can decide to keep or remove morphs for Eye Rotate, Head Rotate, Jaw Open, and facial expressions. Subdivision Export: Characters with skin weights and animation can now be subdivided for significantly higher quality in applications such as Unreal and Omniverse. Subdivisions are supported for FBX, OBJ, and USD formats. Smart Content Manager: - Exporting and importing Tags for sharing and rebuilding the content library on another machine. - Exporting and importing custom packs to backup custom pack info and physical files. - Legacy content can now be downloaded when the program is downgraded. - Animation Tags can now be used for search in the Content Manager. Enhanced: GoZ: Added a slew of supporting features for GoZ to improve the linkage between CC and ZBrush. These features include the following: - Support for current poses. - Matching character scales. - Unified mesh. - The current pose can now be brought into CC from ZBrush. This ability greatly empowers the CC to Zbrush pipeline. - ZBrush models are now scaled by 100 to match the scale in CC upon GoZ transfer. - CC models are now scaled to 0.01 to match the scale in ZBrush upon GoZ transfer. - CC expression morph models are now scaled to 0.01 to match the scale in ZBrush upon GoZ transfer. - Combines all ZBrush subtools into a CC character model as separated items. Assign Morphable Hair Regions: Head hair can now react to facial expressions with morphable hair regions. Morphable hair regions can be manually assigned or can be quickly applied from a set of presets. Delta Mush/Source: The ccCloth topology can now be directly edited without having to reimport an OBJ model file. DaZ Genesis 8.1: CC Transformer can now support Genesis 8.1 characters and is compatible with all RL content resources. ActorScan, ActorBUILD, and AccuRIG characters can now be transformed into Epic Skeletons. Guides and bone gizmos will now resize according to the mesh scale. Focus camera will adjust distances based on the target mesh scale. Using Auto Convert to transform an FBX character to a humanoid will also promptly handle its expression data. New Export Obj > Export All Textures option can export the normal, AO, and blend maps together to be properly read by iClone 8 and Character Creator 4. Multiple OBJ files can now be imported within the Facial Profile Editor. Unlike in the prior version of CC4, Physics will need to be enabled for the hair to intercept soft-body intercollisions. New Facial Profile Editor > Preference > Keep Motion / Remove Motion can now be used to keep or strip away facial animations upon entering the profile edit mode. Action Template > Create Prop is now available for GoZ imported objects. Skeleton joints are now visualized for motion-only FBX and BVH imports. New Grab Bind Pose is now available in the animation playbar (currently supports CC and AccuRIG characters). New Reset Bone Scale option is now available for CC FBX exports. Fixed: Pressing the Shift key while scrolling the mouse will now properly zoom the camera view at a higher speed. Feedback Tracker ZBrush GoZ can not successfully transfer objects back into Character Creator with an application path containing special characters. Feedback Tracker The "Failed to Load File" error no longer appears when the following steps are taken: Feedback Tracker 1. Exporting an FBX character with an accessory. 2. Reimporting the said character into CC. 3. Detaching the accessory and saving it as a prop. 4. Importing the saved prop back into CC. Removed foot sliding on BVH characters brought into CC from Blender. Feedback Tracker Fixed cache rewrite to remove TAA ghosting from prior camera positioning. Feedback Tracker Application ceases to crash from transferring visemes with FBX > Mesh with Expression Sequence option enabled. Feedback Tracker The ccCloth topology can now be directly edited without having to re-import an OBJ model file. Feedback Tracker Exporting an FBX of a CC1 or CC3 character that was just converted to CC3+ ceases to throw an error message. Feedback Tracker Using Send to iClone on Hair with morph data no longer crashes iClone. Feedback Tracker Accessory bones will no longer be recognized as character bones for LOD creation. This problem has led to the inability to load projects saved in iClone 8. Feedback Tracker
    4.02
    v4.02 released on July 20th, 2022
    Several added functions and bug fixes.
    Added: The new Root Bone option in the Import FBX panel can be used to import the correct root motion. Enhanced: Soft-cloth calculations are now multi-threaded, resulting in big improvements in performance. Fixed: Perform actions can't be deployed if it contains iAnim data (for example, Machines of War content pack). Feedback Tracker Soft-cloth weight maps with black and white gradients result in faulty data. Memory error appears after launching Character Creator past its trial period. First attempt at applying CC3 Avatar Preset to a CC3+ character prompts a "Failed to Load the File" error; and a second attempt causes the application to crash. Application tends to freeze when there are too many animation keys in the imported motion file (using Import External Motion). Tongues of Daz characters imported via Transformer lay flat with incorrect positioning. Feedback Tracker Recreated eye elements after having the original removed for CC4 embedded characters do not adhere to facial animations. Feedback Tracker Normal maps do not bake correctly for characters imported via Transformer. Feedback Tracker Can't Undo after applying and removing a character, then rotating the camera via 3DConnexion. Shoes aren't able to compensate for the height of Daz characters imported via Transformer. Feedback Tracker If the FPS for the project and the Export FPS settings don't coincide, then the exported length of the motion is incorrect. Converting Accessories to Cloth on characters that have reached the 20 cloth article limit causes the application to crash. Motion for UV animated objects contain errors when played back. Unable to control material animations with LUA for materials that have illegal characters in their names rectified by the system. The eye disappears on camera zoom for CC3 characters converted to CC3+. Character eyelashes turn white after Transformer texture bake. Ordering the Material list by shader type and converting multi-selected materials to a different shader does not affect all selected materials.Feedback Tracker Unable to drag FBX into the viewport after Visual > IBL > Show Sky is enabled. Clothing does not match the pose of the Daz character imported via Transformer. Using Edit Mesh to perform polygon reduction on a Humanoid character (thereby creating a LOD Root mesh) and performing undo causes the application to crash. Any item set to Accessory for Transformer imported Daz characters tend to offset. Selecting a character's clothes, entering Hide Body Mesh Tool, changing the Brush mode, and exiting the mode makes the Delete key lose functionality (no ability to remove items). Certain prop Perform motions causes the application to crash. Feedback Tracker Failure to apply Extended/Standard Facial Profiles for CC characters that have custom eyes and teeth applied. Using Merge Material with error-prone bounding data creates a prompt stating that the polygon reduction process has failed and causes the application to crash. Importing an iC7 prop with Perform motions to iClone 8, and calling Perform motions causes the program to crash. Applying motions without proper bone prefixes and with no Layer Keys to Humanoid characters (with Hik and Spring bones converted to Used bones) result in only partial application and causes the program to crash. Suppress Shadow Flicker feature has no effect.
    4.01
    v4.01 released on June 1st, 2022
    Several added functions and bug fixes.
    Added: Support for 3dconnexion (can be toggled on/off in the preference panel). Fixed: Importing a character with special characters in the naming of its bones will cause a crash in the application. Eyeballs and eyebrows of certain Humanoid characters drift away when imported into CC 4 and iClone 8. Feedback Tracker Entering the Facial Profile Editor with a character carrying facial animation, pressing Currently Used > Reset or adjusting the morph sliders, and pressing the Preview button does not restore the original expressions. Application crashes when certain FBX files are imported as props and applied with FBX motions. Certain FBX can not read Characterization profiles made in 3DXchange. Axial errors occur for FBX motion files exported from iClone there were originally imported from Motion Builder via Motion File Import. Applying iMotionPlus containing voice onto characters and reimporting the saved project, degrades the sound quality while increasing its volume. Making a Humanoid out of an imported Daz character and using the identical FBX file to import morphs will cause the "Failed to import file" dialog window to appear and the import to fail. Using Male or Female generated head in Headshot makes a watermark appear. Feedback Tracker Activating Proportion > Adjusting Full Body scale for an old Standard character with body resized does not keep individual scales for different body parts. Face mode doesn't not disable when adjusting bone and proportions for Non-human characters without facial bones. After applying motion to a Humanoid character, entering Edit Pose or Edit Facial, and pressing the Play button in the playbar, does not reload the original animation. Activating Proportion > Lock Scale X, Y, Z does not disable the Y and Z axes. Using GoZ on a prop with erroneous UVs (in the 0-1 region) causes a crash in the application. When a prop with bones has the same as a child, applying Polygon Reduction and Merge Material on the parent object causes a crash in the application. If an object has Smooth Mesh and Displacement applied, then errors will occur with Motion Blur. Feedback Tracker Activating Proportion > Symmetry Selection allows for both sides of the character to be adjusted at the same time. However pressing the Reset button only resets one side of the character. CPU threads over 50 will cause motion-related functions to lose effect like applying motion, modifying motion, etc. Feedback Tracker 1, Feedback Tracker 2, Feedback Tracker 3, Feedback Tracker 4 Skin color can be baked to the Diffuse map when Skin Color is deactivated. Activating subdivisions on the eyeballs and turning the head will cause a delay in the motion of the eyeball's reflective highlights. Weak response from the left and right axes morphs when the morph is dragged in the viewport. Feedback Tracker Using Quick Update with Split Parts offsets the character's eye elements. The facial slider parameter cannot be adjusted with the mouse wheel, up/down arrow keys, and page up/down keys. Entering Edit Expression mode with a character, perform undo after editing a morph slider, and closing the application causes a "Memory Error" message to appear. Changing to the Navigation mode with no object selected, then starting and stopping the Animation Player does not keep the Navigation mode. Adjusting the morph sliders on the character, pressing N to launch Edit Motion Layer and adjusting the pose causes the settings to snap back. Inside a scene with a character and a prop, after having used Edit Spring on the prop and deployed Calibration, Animation Player length is still the same as the animation on character. After exiting Edit Expression mode, the Modify Morph filter should be restored to the state before entering Edit Expression. No light node exists within the Scene Manager for lights attached to the character. Applying DRM motion to the characters, saving the rlPose using Content Manager, and applying the pose makes a blocking message appear. Exporting and reimporting a FBX character file causes it to lose the effect of it's collision shape. Positive and negative Z is flipped when Turn Table Type is set to Lighting. Bringing certain characters into Edit Spring mode, deactivating any two bones, and then leaving the Edit Spring mode causes a crash in the application. Show/Hide Prop changes the current frame for the Animation Player. Using the Scene Manager to hide a cloth mesh on the character and applying a motion to the character causes the cloth mesh to disappear. Feedback Tracker Unexpected reflective artefacts exist for videos exported from certain projects. The Content Manager initializes failed on a weak internet connection.
    4.0
    v4.0 released on May 12th, 2022 - Grand Launch
    With the motto of 'One character, All applications', Character Creator 4 (CC4) revolutes the existing workflow of character creation from scratch to final rendering. Artists won’t be limited to CC character base anymore - any rigged biped models can be imported, characterized, and facial rigged in CC4. That is, anything can be your characters whose animation capability is assured by the seamless connection with iClone 8 Pro Motion Control system.
    Besides the unlimited character base, the full-fledged character design system of Character Creator empowers artists to freely model morphs from typologies to emotional nuances. The animation preview feature also helps artists instantly see the best way to showcase their art pieces before export. Finally, the flexibility of importing from popular platforms to Character Creator broadens the possibilities of creating animation-friendly characters/props–either ultra-realistic digital humans, stylised cyborgs or cartoon characters. Enliven Any Character Rig - Anything can be imported as CCAvatar that benefits from CC-iClone animation pipelines and accelerates industry-standard workflows. Auto Import and Work with Major 3D Pipelines - When dragging in a FBX file, CC can auto detect the character types and motions including Maya, 3ds Max, Blender, Mixamo and Daz3D. Prop Editing - Expand the possibilities of 3D props by making them animatable and real-time friendly with polygon reduction in high visual quality. Showcase Full-motion Characters - The calibration feature ensures you to exhibit your characters with full motions instantly and perfectly. Realtime Asset Management - Enriching your custom contents by directly accessing the largest premium character ecosystem. Extended Character Realism - CC3 Base+ | create expression morphs | modelling morphs With the optimised topology, head UV and skin-rig, CC3 Base+ provides a comprehensive character design system that fulfils artists’ requirements of detailed sculpting and realistic animation. Explore More Scalable Expression Editor offers Standard (60+) and Extended (140+) Expression profiles to optimise mocap performances and to model hyper-realistic facial expressions. Edit facial expressions with the Muscle Panel - When dragging in a FBX file, CC can auto detect the character types and motions including Maya, 3ds Max, Blender, Mixamo and Daz3D. Custom Talking Styles by employing 8 lip shapes and 7 tongue shapes with predefined pairing curves. All are devised as 1:1 viseme (one-sound-one-shape) for easier mapping. FBX Batch workflow from CC to Blender, Maya, and 3ds Max can help artists create custom expression morphs, and make batch facial updates back to Character Creator. GoZ Pipeline turns ZBrush models to animatable characters with one-click, from face, body, physics, to cloth and accessory. Speedy workflow with photorealistic rendering in CC. Modelling Morphs enables artists to create new character shapes by mixing and blending morphs, creating 3D heads from photos or sculpting with ZBrush or other 3D tools. Enliven Any Character Rig Character Creator 4 supports imported models as biped Humanoid or Creature in any possible form.Once characterised in CC, motion data can be shared among characters and ready for game engine export. Explore More Humanoid characterization helps artists implement HumanIK into any rigged biped model as CC Avatar by mapping bones, which is compatible with iClone and ActorCore mocap motions. T-Pose Posture Correction compensates the differences between source and target bones to fix issues such as float, lean, shoulder position, knee bend, arm penetration, thumbs axis, etc. HumanIK Bone is the main body bones for animation, while Spring Bone can be set for the secondary animation. The Unused Bone can be set visible to CC and iClone. Save Bone Profile to Reuse on other characters which allows automatic import for the characters you wish to have the same bone structure in the future. Custom Facial Rig with morphs, bones, or bones plus morphs, to fully control character’s mesh data and expression strength, which can be FBX Batch updated to leading 3D pipelines. Setting Spring Rig as additional bone chains to complement the body HumanIK. Each bone physics can be defined by segment whose strength is customisable to react to the animation. Ready for Animation by dragging in the FBX motion files to the character. The custom animations can be auto-retarget to various body scales without foot sliding in CC and iClone. Creature characterization for non-biped form characters. After being set as a non-human character, users can apply source animation and edit its spring rig. All the custom animations, poses and physics behaviours can be saved in the motion library. Timeline Animation Editing in iClone: After applying the motion on the characters (humanoid and creature), send to iClone to fine tune its performance by using the Motion Layer Editor or Curve Editor. Prop Editing Character Creator 4 transforms the static mesh of 3D prop into animation -friendly objects with polygon reduction in high visual quality. Explore More Asset Import and Flexible Prop Editing: Dragging in an OBJ or FBX file to CC, CC will auto-detect the prop data type and allow users to extract, merge, rearrange node hierarchies, easily custom their own props from skin weight edit to polygon reduction. Extract Selected Mesh and Convert to Sub-Item/Prop: Extract selected elements/faces into a new mesh from the original prop. Separate these sub-items and make them into new props. Manage and Edit Node Hierarchy:
    - Attach the sub-items/props to the selected parent as an accessory or Detach to keep them isolated.
    - Edit Mesh & Skin Weight: Change mesh shape or refine the skin bone relation.
    - Edit Spring Rigs: Customise your own spring type, rotation or translation, suitable for the desired dynamic performance.
    - Adjust Material: Alter the colour, opacity, texture quality without affecting its parent source. Prop Export to any 3D software or game engine in OBJ, FBX, USD formats for further animation editing. Polygon Reduction: CC provides 3 reduction options - reduction by Percentage, by Face Count, or by Selected Meshes.
    - Retain High Visual Quality: With our LOD technology, mesh can keep high visual details without noticeable degradation.UV Merge and texture size reduction are also supported.
    - Works with Rigged Props having skinning and bone rigs that gives real-time performance for animating props originally made by high-poly geometries. Auto Import and Work with Major 3D Pipelines Supported character types imported to CC, including Maya HumanIK, 3ds Max Biped, Blender Meta-rig, Mixamo characters and motions, and Daz3D G3/G8 characters and motions. Besides auto-detecting the character types,CC offers free addons to speed up the character design workflow with major industry tools. Explore More GoZ pipeline for ZBrush. CC-Blender Tools for Blender. Unreal Engine AutoSetup free plugin (automatic assignment for shader and bone structure). Unity Mecanim AutoSetup free plugin (automatic assignment for shader and bone structure). Omniverse: USD export for creating animated digital humans. Sketchfab: Turn Sketchfab aeest into animated 3D characters. 3D Scan: Turn scanned models to fully-rigged characters. Daz3D: Total content integration in CC. Substance Painter: UDIM compatible. Marvelous Designer: rigged character compatible. Showcase Full-motion Characters The Preview feature allows artists to see the instant design result with embedded calibration tools.The custom animation can be directly rendered and exported to major platforms. Explore More Animation Player makes characters alive with natural facial/body movements, while the calibration tool helps fix rigging issues.Artists can capture desired poses to do further editing. Present Your Work with customizable 3D turntable bases in a variety of atmospheres which are composed by 100+ presets in Lightroom and Lens Flare effects. Render & Export character animation in CC will benefit from its full compatibility with iClone and ActorCore, whose FBX and USD exporting formats are supported by major 3D pipelines. Smart Content Manager One-click to install the free design resources and the purchased assets in Smart Content Manager whose tag system allows artists to easily search and find desired items fast. Explore More Content Resource including freebies and over 2,000+ assets created by top designers and artists, including morphs, skin, outfit, hair, accessories, and motions all at your selection. Content Manager offers a flexible management system which not only consolidates the shared content between CC and iClone, but also suits the needs of multi-seat workgroups. Profit from Your Creativity by joining in the marketplace designer community through the one-click uploading system in CC4.
    3.44
    v3.44 (3.44.4709.1) released on Nov 15th, 2021
    Several bug fixes.
    Fixed: CC crashes when applying certain characters from the smart Gallery, i.e. Scan Reality_Natasha.ccAvatar. Feedback Tracker 1, Feedback Tracker 2 Fixed: Moving the morph slider for characters process with Create Head & Body Morph Sliders, causes the eyeballs and teeth to displace. In order to solve this issue, you'll need to reapply Create Head & Body Morph Sliders. Feedback Tracker Fixed: Exporting Game Base Characters in USD format results in a loss of animation, reset of character position, with offset to the hair and eyeballs.
    3.44
    v3.44 (3.44.4702.1) released on Nov 4th, 2021
    Several enhancements and bug fixes.
    General Added: Compatibility with CC Omniverse Connector v3.44 Enhanced: Optimized Restore Project order of operation: When the saved project is designated for restore, the process will run from start to finish without interruption from pop-up messages. Fixed: Saved projects not appearing in the File > Recent Projects list. Export FBX Enhanced: Export FBX menu sections are now collpasible, which makes it easier to find the checkbox settings lying at the bottom of the menu, e.g. Delete Hidden Faces option. Enhanced: Export FBX > Blender Preset will now export JSON files. Fixed: Application crash as a result of renaming materials for objects that share the same mesh name and that have undergone Consolidate Material. Feedback Tracker Fixed: Characters that have undergone Modify > Remove SkinGen Data have their texture sizes influenced by Export Settings > Max Texture Size settings. Feedback Tracker
    3.43
    v3.43 (3.43.4315.1) released on July 27th, 2021
    Compatible with CC Omniverse Connector v3.43 for NVIDIA's Omniverse Audio2Face, an AI-powered application that generates expressive facial animation from just an audio source. For more details, please see the Forum.
    Added: Compatibility with CC Omniverse Connector v3.43 - exporting Audio2Face mesh along with the standard USD file. Release Notes Fixed: CC crash while exporting a character with clashing mesh names (i.e. clothing, accessories, etc. with the same name) in USD format. Feedback Tracker
    3.42
    v3.42 (3.42.4225.1) released on June 29th, 2021
    Some bug fixes. For more details, please see the Forum.
    Fixed: Restore session dialog does not appear after iClone / Character Creator has crashed. Feedback Tracker Hair exported to Unreal with vertex color applied will adversely influence the physics weight map settings, giving the wrong result. Feedback Tracker Enhanced: "Use T-Pose As Bind Pose" option is added for CC3+ FBX export (set to disabled by default). This setting is mainly for making Blender compatible with ActorCore motion, under normal circumstances, this setting should be disabled.
    3.41
    v3.41 (3.41.4008.1) released on April. 12th, 2021
    Free update with newly-introduced CC Omniverse Connector adds the power of a full character generation system with motions and unlimited creative variations to NVIDIA Omniverse. The USD workflow and integration into NVIDIA’s 3D collaboration and simulation platform simplifies digital human creation and animation. Forum.
    Added: New Character Creator Omniverse Connector Plug-in is now available. Compatibility with Smart Gallery v1.2 plugin. Ability to export vertex coloring (Export FBX > Advanced Settings > Export Vertex Color). Fixed: Eyes don't respond to morph adjustments after exporting and importing an OBJ file to and from Maya. Character Creator crashes while combining facial hair (Export FBX > Unity Preset > Merge Bear and Brows into one Object). Plugin installation on Character Creator freezing on multi-screen setup. Feedback Tracker
    3.4
    v3.4 (3.4.3924.1) released on Mar. 24th, 2021
    Brand new Smart Hair system provides the most realistic yet performance friendly Hair, Brows, and Beard for digital humans. With its component design, and the Smart Hair Shader, users can easily create hair variation and expand the hair library. The new ExpressionPlus (ExPlus) for CC3+ characters are fully compatible with Apple ARKit blendshapes and provides the best facial performance. For more details, please see the CC3.4 Forum.
    Added: Base The new ExpressionPlus for CC3+ characters consists of 63 custom blendshapes (52 Apple ARKit blendshapes and 11 tongues) to give you the best facial performance with Facial Puppet, Face Key, and LIVE Face. Know More Extend Custom Expression morph slots from 24 to 64. Content - Category New ccFacialProfile data format - can be used to store character expression and viseme data. Know More Three new sharable hair content for iClone and Character Creator: rlHairStyle, rlHair, and rlHairElement. Know More - Legacy hair directory has changed to Hair > Group > Hair > _Lagacy with name changes to imply CC related content. Content - Creation Brand new ability to create hairs, eyebrows, and beards. Select from a number of templates to quickly deploy scalp and facial hair styles such as mustache, sideburns, soul patch, etc. Know More Facial Hair Vertex Assignment is provided for advanced adjustments to the facial hair to correct for errors with certain facial expressions. Know More Render New Root, ID, and Flow maps are now available for the Digital Human Hair Shader (Smart Hair Shader) for additional visual adjustments such as hair highlights, layering effects, etc. Know More Pipeline The new Smart Hair Shader can now bake out to Diffuse and Specular maps and exported within a FBX file. This will help to give a more consistent visual effect across different 3D applications. Know More Edit Facial - Check Webpage for overview, and Forum for details. Edit Facial Muscle panel now provides two additional expression sets: ExPlus and ExPlus-Tongue. Edit Facial Expression panel now provides 4 example sets of ExPlus. Every expression set in the Edit Facial panel now comes with the Default functionality with the ability to reset to factory settings. Edit Facial Modify panel has now expanded to 64 slots. New Sensitive and Mirror Selection option for Edit Facial. Improved usability of the Edit Facial user interface by fixing the layout, adding a search function, and the ability to rename custom sliders. Enhanced: UI changes for the new hair creation process. Know More The camera's rotation pivot will now be based on selection such as vertex, polygon, bone, etc. Know More New default project path inside preference settings. Know More Using Select Color gives immediate visual feedback (for Diffuse, Ambient Color, etc.) New visual cue: sliders with green dots signify the presence of DRM protection. Know More Show/Hide status in the scene manager will now save with the project. Fixed: General Applying CC1 clothing to a CC3+ character with missing corresponding skin bones causes cloth skin weight erros when saving and loading the said character. Feedback Tracker 1, Feedback Tracker 2, Feedback Tracker 3 Applying CC1 clothing to a CC3+ character with missing corresponding skin bones and bringing the said character to iClone will cause iClone to crash. Feedback Tracker Double-clicking on a ccProject only opens the application but fails to open the said project. Feedback Tracker Deleting cloth without slider will cause all sliders for other articles of clothing to be deleted as well. Feedback Tracker Application crashes when changing resolution in the presence of characters with SBSAR materials with missing external texture resources. Feedback Tracker The Scene Manager node for the DRM hair disappears when MaterialPlus is applied and the said hair is converted to Accessory. Feedback Tracker Nvidia driver's transparency anti-aliasing super sampling conflicts with Order-indepent Transparency. Feedback Tracker Editing content with Edit Mesh > Element Mode, leaving the mode, and deleting the said content causes the application to crash. Feedback Tracker Character Conversion Max Texture Size in the preference settings has an adverse effect on the texture sizes of characters that have undergone the Convert to Game Base process. Feedback Tracker 1, Feedback Tracker 2, Feedback Tracker 3, Feedback Tracker 4 LOD Selecting any Dummy part in Cloth Hide Mesh mode for a polygon reduced clothing causes the application to crash. Feedback Tracker Polygon reduction fails for objects with normal maps with alpha channel included. Feedback Tracker Pipeline Size of the textures in an exported FBX file is adversely influenced by the Max Texture Size in the Preference settings. Feedback Tracker Objects that have undergone Retopologized Base for Texture Baking do not match with their counterparts exported from Daz. Feedback Tracker Character Creator round-trip export and import to and from Cinema 4D fails. Feedback Tracker
    3.32
    v3.32 (3.32.3312.1) released on Sep. 22nd, 2020
    Several bug fixes. For more details, please see the Forum.
    Fixed: iClone crashes when loading a Remeshed iAvatar from Character Creator. Feedback Tracker Users who purchased the Export license for an RLHead Pack cannot export as FBX file. Some OBJs cannot load into iClone. Feedback Tracker The Substance Painter pipeline function is enabled when a none CC3+ Base is used in the Edit Pose mode. Exporting OBJs through the Substance Painter pipeline that have the same Material name with different Meshes will not pop-up a warning message. Correct Eyeblink is not able to fix eye blink morphs for Game Base characters. Feedback Tracker 1, Feedback Tracker 2
    3.31
    v3.31 (3.31.3301.1) released on Sep. 2nd, 2020
    Newly implemented Substance Painter workflow. Several enhancements and bug fixes. For more details, please see the CC 3.31 Forum.
    Added: Newly implemented Substance Painter workflow. Know More Enhanced: FBX asset renaming is now structurally compatible with Unreal. Speed up skin weights Quick Replace from version 3.22. Fixed: Erroneous bone orientation when the Game Base FBX is exported for Blender. Forum Report, Feedback Tracker Missing SkinGen message appears when trying to load custom textures onto outfits without the SkinGen Premium Plug-in installed. Feedback Tracker 1, Feedback Tracker 2 Application crashes when exiting SkinGen if the name of the cloth material conflicts with the name of the body. Micro-normal mask disappears after SkinGen data is deleted or when using Headshot. Feedback Tracker Import texture with SkinGen not working properly without internet connection. Feedback Tracker CC3 base does not disable the A-pose when using GoZ. Feedback Tracker Duplicating sliders causes the sliders to continuously re-cache. An accessory attached to a bone without resting the RTS alignment causes the accessory to distort. When rotation inheritance is disabled for a sub-node, changing its pivot point will cause the sub-node to change positions. Removing the high-heels from specific characters does not reset position of the feet. UV adjustments not taking effect for some props.
    3.3
    v3.3 (3.3.3122.1) released on July 23rd, 2020
    In version 3.3, Character Base (CC3+) , the next generation digital human base is introduced, and SkinGen makes it easier than ever to create skin details and makeup effects for characters across different ages, genders and ethnicity. A complete series of Ultimate Digital Human Add-ons is also released to give you the utmost visual quality and productivity. For more details, please see the CC3.3 Forum.
    Added: New CC3 Base+ available. View Manual New Appearance Editor (SkinGen) for CC3 Base+. View Manual New Eye Elements (Eye Occlusion and Tear Line) for CC3 Base+. View Manual When Enhance Eyes > Eye Occlusion is activated, Eye > Base Color Blend Map Strength for the Digital Human Eye Shader will be set to 0. Removal of the Eye Occlusion will reset the parameter to its original value. View Manual General Added: 3 options when applying characters: All, Body Only, and Cloth Only. View Manual. Ability to load neutral bases for each gerenation type (Menu > Load Neutral Base > CC1 | CC3 | CC3+). View Manual Enhanced: Deleting items from the Content Manager will no longer delete them permanently, instead the items will be placed in the system's trash bin. Recovery of said items is possible with Windows > Recycle Bin > Restore. Fixed: Slider Info Cache were being reconstructed on every launch causing unnecessary delays in the startup time of the application. Feedback Tracker After performing Modify > Edit Mesh > Mirror Copy, the character will still be symmetrical. Loading files while the temp folder is full will cause the application to crash. File loading will now first check the available free space in the temp folder. For example, if the space available is less than 500 mb, then a message will appear. Launching CC while the temp folder is full will cause the application to crash. File loading will now first check the available free space in the temp folder. For example, if the space available is less than 500 mb, then a warning message will appear. Character Conversion Added: Efficiently batch convert to CC3+ characters (Menu > Modify > Batch Convert to CC3 Base+). Know More Bake Texture Size preset is now available when converting to CC3 Base+. View Manual CC3 Base+ Transformer supports Daz Genesis 3 and 8. Know More Optimized shoulder and armpit rigging for CC3+ Transformer. View Manual Enhanced: CC3 and CC3+ Transformer will now automatically assign Digitral Human Shaders. Improved Convert Base and Transformer normal map baking process; UV seams are now blended out in the baked normal maps. View Manual. Fixed: Depressed shoulders on the CC character after Transformer conversion, compared to their Daz FBX counterparts. The current fix is available for Transformer to CC3+. Feedback Tracker Displacement texture is created when CC1 base characters are converted to CC3. Feedback Tracker Render Added: SSS shaders are now available for props, accessories, hair, non-human, and non-standard characters. View Manual Manual fix for semi-transparent artefacts is now available in Preference > Real-time Render Options > Order-independent Transparency. View Manual Enhanced: Optimized Micro Roughness rendering with better grey levels and high contrast ratios that yield more micro details. Know More Motion & Pose Added: New Set T Pose for pose and animation correction. View Manual Pose Offset for motion or pose correction, such as raise/lower shoulder or open/close arms, preset data will be saved with the character. View Manual Enhanced: Edit Motion Layer - Hand Gesture Control. View Manual
    * New and fixed quadrant pose performances.
    * Implement quadrant blending.
    * Several finger joints can be controlled at a time (multi-selection does not work for the palms).
    * All finger joints can be adjusted. Content - Applying old content to CC3 Base+ Applying old AvatarPreset head content like CC1 or CC3 to CC3 Base+ character will automatically bake the material textures. Calibration morph sliders to remove the differences between CC3 and CC3+ characters by conforming to the CC3. Applying CC3 AvatarPreset will automatically apply the aforementioned correction morph slider in order to return to the original CC3 likeness. Cloth skin-weight transfer is now available in Apply Cloth Options when applying cloth across different base generations. View Manual Content - Category Added: New iMaterial category in the Content Manager (Content Manager > Stage Elements > Material) to save/load any individual materials, eg. SSS material for props or digital human shader for skin. View Manual New eyelash and nail categories inside the Content Manager (Content Manager > Base). Note: .ccAvatarPreset format can now store eyelash and nail morph slider and ccSkin data. View Manual 10 additional content sub-categories under Content Manager > Skin for SkinGen. View Manual New Makeup category in the Content Manager which includes 9 sub-categories for SkinGen. View Manual Updated: Normal and Special categories under Content Manager > Skin has moved to the Overall sub-category. Pipeline Workflow Added: New Menu > Create > Retopologize Base for High-Poly Normal Bake. This process will export an OBJ file with CC3/CC3+ retopologized mesh for texture baking. View Manual Enhanced: Export OBJ > Nude Character in T-Pose command has been renamed to Nude Character in Bind-Pose (CC3 export will still be in T-pose, while CC3+ will utilize the new A-pose). View Manual Export FBX - Mesh and Motion > Universal T-Pose Editing has been renamed to First Frame in Bind-Pose (CC3 export will still be in T-pose, while CC3+ will utilize the new A-pose). View Manual A-pose and T-pose options are now available for Export FBX > Mesh Only command (for CC3 Base+ only). View Manual Exporting and importing the same FBX file out of and into CC will still retain the shader settings (keeping the original DH / SSS shaders and shader settings). Know More Improved symmetrical accuracy for the export FBX files. Characters that are continuously exported and imported from and to CC will no longer become increasingly asymmetrical. This is due to slight lopsidedness of the HIK Control rig affecting the bone and mesh alignment. Know More One can choose the traditional overlapping UV layout or UDIM layout when exporting a CC3+ character FBX (the default setting is enabled). Note: This option should be unchecked when exporting a CC3+ character for Substance Painter (UV overlapping). View Manual A-pose or T-pose can now be set for GoZ to ZBrush and back into CC. View Manual Fixed: Exporting FBX to Maya 2020, causes it to crash. Feedback Tracker Performing CC > Create > Accessory on high poly meshes (FBX) causes the application to hang without displaying a progress bar. Feedback Tracker Having adjusted purchased morph sliders with DRM protection and using the undo operation, causes GoZ to requests for the Export License. Feedback Tracker The entire GoZ Cloth mesh disappearing from the view-port after one of it's group is hidden (Modify > Cloth Hide Mesh). Feedback Tracker Morph Slider & Mesh Editing Added: New category set (Eyelash and Nails) under Create > Morph Slider Editor. View Manual Fixed: Edit Mesh > Symmetry effect is reversed for certain vertices. Feedback Tracker Using the brush gizmo with Edit Mesh > Soft Selection > Radius set really low causes the mesh vertices to offset erratically. Feedback Tracker Re-importing a FBX character back into CC and activating a newly created morph slider causes the shoulders to unexpectedly rotate. Feedback Tracker Certain morph sliders (created from CC3.2 exported OBJs) tend to disfigure the character when activated. Feedback Tracker Adjust Bone > Auto Postion causes an error in bone positioning for certain content. Feedback Tracker Shoes will only fit to the soles of the character's feet when a morph slider is adjusted with CC1 characters converted to CC3. Feedback Tracker Application crashes when polygon reduction is applied to the clothing of certain characters. Feedback Tracker
    3.22
    v3.22 (3.22.2618.1) released on Feb. 24th, 2020
    Compatible with the upcoming Smart Gallery Plug-in to manage content assets in the intuitive way. Some enhancements and bugs fixed. For more details, please see the CC 3.22 Forum.
    Added: Compatible with Smart Gallery Plug-in. Enhanced: GI settings on default project for better visual quality. Fixed: "Hide Mesh" data error when FBX in / out. Fixed unexpected broken faces when dressing Cloth. Incorrect teeth position, twisted thumbs, and visual flaws of the inner eye corner for the embedded Digital Human Jody.
    3.21
    v3.21 (3.21.2423.1) released on Dec. 23rd, 2019
    Several enhancements and bug fixes. For more details, please see the CC 3.21 Forum.
    Enhanced: If the ccSkin preset does not include texture settings, the option to Apply material without Shader Settings will be disabled. New hotkey for Brush in Cloth Hide Mesh by holding Ctrl switch to show mesh and releasing it to hide mesh. Fixed: Save Project stuck in Save Project As mode. Feedback Tracker Application crashes after attaching an accessory to the Root Bone of a character then converting to Game Base. Double clicking an any ccProject opens Character Creator 3 but does not import it into the scene. iClone and Character Creator fails to launch when Enlarge Font and UI is enabled and the font sizes have been changed to 150%. Reduce Idle Load not working as intended. Ambient Color not working in PBR mode. Exported FBX files containing accessories fail to import back into Character Creator. Slider data are redeployed on every session causing the application to slow down significantly. After adjusting the camera's Near/Far Clipping Plane and zoom, the application crashes. Minimal mode does not record Max Texture Size at 1x1. Camera Near and Far Clipping link removal limitation. Certain PNG files do not work with the Opacity channel. Activating and deactivating the Viewport Morph Control inside Preference fails to update the button state inside the toolbar. After disabling the Transform Gizmo then opening and closing the Edit Motion Layer panel, the gizmo still remains visible. Feedback Tracker Edit Mesh - Vertex - Soft Selection: smoother falloff curve when transforming selected vertices.
    3.2
    v3.2 (3.2.2318.1) released on Nov. 18th, 2019
    In version 3.2, Character Creator 3D Human Characters are equipped with Reallusion Digital Human Shader for Skin, Eyes, Teeth, and Hair along with SSS (Sub-surface Scattering) and Micro Normal technology. To perform natural facial expressions for realistic digital human, the CC3 character expression data has been enhanced in this version. Another big update is its compatibility with Headshot Plug-in which generates 3D realtime digital humans from one photo! For more details, please check out the CC3.2 Forum.
    Added: New Digital Human Shader: a new generation of Reallusion Digital Human appearance for head, body, eyes, teeth and hair. Comes with subsurface scattering and micro-normal texture channels. New shape options for spot and point lights. You can determine the volume for the lights as tube, cube, and more. Light shapes can now support textures. Orthogonal perspective is now available for the Preview camera. Shadow settings can now be adjusted individually. Create Head & Body Morph sliders - new tool allows users to create Head and Body slider from the neutral character base mesh. New enhanced way for fixing character eye blinks. New "quick return" to the factory state of the basic character body (neutral base), makes it easy to redesign the morph sliders among with other operations. New enlarged font and UI options for 4k displays in the Preference panel. Mesh mirroring now available for a character's body under Edit Mesh mode. Enhanced: Users can now save and render trial content (with watermark). Morph sliders are now ordered alphabetically. One can select either material, shader textures, or shader parameters when applying the ccSkin. Improved upon CC3's expression data. This update is accessible via AvatarMorphPreset > Head > _Expression Set > CC3_Update_1.ccAvatarPreset and can be used across older generation characters. All CC3.2 embedded characters have this update pre-applied. Fixed: Error when creating a morph slider from Daz character's eyes (Create Slider function). Feedback Tracker Texture loss on some parts of the mesh when Subdivision is enabled. Fail to load FBX into Character Creator with Accessory Skin on the Root_Bone joint. Accessory mistakenly attached to the root bone when Replace Costume is applied to a Game Base project on a CC3 Base. If Consolidate Material is skipped, the texture ball displayed in the UI will be disordered after the operation. Applying polygon reduction, selecting the baked texture, and exporting the iAvatar while Max Texture Size option is selected causes the application to crash. The effect of using the scale gizmo for a Hair's Y or Z axis is flipped. Editing the Mouth_Open slider in the Edit Facial mode and exporting a FBX file should not apply the Open Mouth effect onto the character. When Delete Hidden Faces is not on for clothing containing Hide Body Mesh data and exporting a FBX file with InstaLOD -Merge Material applied causes the morph to explode in an external application. Converting an object to Accessory and changing the bone type in Adjust Bone mode causes the bone to disappear from the viewport. Open command is wrong in Patch 3.1 and 3.11 causing CC1 or CC2 to open when a ccProject is launched, instead of CC3. Feedback Tracker Messed up eye positions after converting a CC1 Base character to CC3. Feedback Tracker Morph sliders for an actor part disappears after the part is renamed. Feedback Tracker
    3.11
    v3.11 (3.11.2102.1) released on Sep. 9th, 2019
    Several bug fixes. For more details, please see the CC 3.1 Forum.
    Enhanced: To have better usability, AvatarPreset provides the default facial profile when applying to the old content. Fixed: Data corruption in 3DXchange due to CC v3.1 AvatarPreset. Character Creator crashed when executing Modify > Save Material Plus, and then selecting materials with linked textures.
    3.1
    v3.1 (3.1.2019.1) released on August 29th, 2019
    The CC 3.1 adapts the editing tools for you to easily refine the external content for better use in terms of quality and performance. The export capability to 3rd party tools including animation engines (e.g. iClone), and game engines (e.g. Unreal Engine, Unity) is enhanced in many ways, with remeshed iAvatar export, advanced customization settings on FBX export for different engines (e.g. Unreal hand and foot IK). For more detailed new features, please see the CC 3.1 Forum, and Update Highlights video.
    General Enhanced: New Minimal Mode for CC Real-time Render Quality can be used to minimize the use of graphics card VRAM in the CC viewport, reserve all GPU memory for Iray rendering. This mode does the following: - Deactivates all CC real-time render effects. - Sets the max texture size for the entire scene to one pixel. Fixed: Max texture size not downsizing to 1 pixel in Minimal Mode (Preference > Real-time Render Options > Quality : Minimal Mode). Toolbar Real-time Render options keeps reseting to High Quality when the program is re-launched. Feedback Tracker Game Base Added: New game base preset can now export the eyelashes with separate UVs from the body. This allows for better visuals on the eyelashes while making it easier to adjust its textures when imported into a game engine. Content Format Added: New IES section under Content Manager > Stage. New iMaterialPlus section under Content Manager > Stage. Enhanced Updated the existing AvatarPreset format to add eyes, teeth and facial expression profile data to allow the user to quickly replace the head or body with the same hair and clothing. Content Creation Added: Identical material textures are now linked for OBJ accessories upon import. Enhanced: Materials are set to PBR shading system for OBJ accessories upon import. Fixed: CC3 base in Sculptris brought back into CC no longer experiences file corruption. Warning: Don't resize the character base when importing into Sculptris. Fixed broken GoZ relinking. When a model is brought back by ZBrush GoZ, a "GoZMesh_" prefix is tacked onto its name. This prefix will now be removed when brought back into CC to ensure consistency. Transformer Added: Transformer supports the HiveWire character base exported from Poser. Transformer supports the G6 Mason and Heidi character base exported from iClone. Fixed: Application crash as a result of setting the Transformer character's hair to a certain Hair Type and adjusting its Material Strength. Feedback Tracker Content Editing Added: Multiple materials can now be consolidated to use the same material across different mesh components. The textures on this shared material are automatically linked. Merge elements of a mesh into one contiguous mesh by executing Menu > Modify > Weld Vertices. Identically place vertices are merged in order to eliminate visual artifacts caused by morphs and animations. The new Hide Body Mesh Tool can define polygons for the body that become hidden when covered by articles of clothing. These settings are directly saved on the cloth assets themselves. As such they are considered custom settings on a per character basis and can not be re-apply across different avatars. Mesh Brushes now support mirroring for mesh editing. Enhanced: Enabling "change to T-pose" to improve the operating performance for skin weight mirroring. Fixed: Stopping the player under the Fixed Skin Weight mode causes the application to crash. Feedback Tracker InstaLOD Enhanced: InstaLOD will obey material settings and bake textures accordingly, e.g. Normal strength at 50% will bake at 50% contribution. Fixed: Merge Material checkbox setting does not stay unticked when exporting FBX to 3ds Max. Feedback Tracker iAvatar Export Added: Remeshed iAvatars can now be exported. Enhanced: New texture size settings options for iAvatar export. FBX Export Added: Three additional FBX options are available:
    1) Mesh with Motion (default option)
    2) Mesh
    3) Motion
    Motion only FBX is a lightweight option for transferring animations and morph targets. Individual checkboxes for multi-motion separation. Enhanced: The open file dialog for Export FBX > Include Motion > Custom > Open can now select multiple motion files. Improved alpha channel quality for TGA files embedded with FBX export. Game Pipeline Added: Export FBX Unreal preset now includes all of the LOD meshes skinned to the same skeleton. Export FBX Unity preset now includes all of the LOD meshes skinned to the same skeleton. Mouth open is now a FBX export option. Jaw, lower teeth and tongue bone animations can now bake into morph targets. New Unreal IK bone support for Unreal FBX export preset. FBX export now comes with Json file for game pipeline material connection (Unreal) for PBR textures, texture strength values, etc.
    1) FBX export can only output one linked texture map.
    2) The material texture path of the Json file must point to this one texture.
    3) When the FBX file is read by a third party application, the textures become linked when the same path entry is detected. Textures will now only export for one shader system (either Traditional or PBR) in order to cut down on file size and quantity.
    >> Visit Reallusion Forum for full information & discussions.
    3.04
    v3.04 (3.04.1422.1) released on February. 25th, 2019
    The CC 3.04 includes several new features, enhancements and bug fixes. For example, we enhanced the performance of loading morph sliders and fixed the long delay issue during application startup which will make launching CC3 much quicker. Feature-wise, M3/V3 characters added for Transformer, character pose can be kept for GoZ & OBJ export, new content category "hand gesture" is added, and 71 hand gestures are now embedded for free, etc. Also, several updates are added for the Unity/Unreal pipeline to fine tune the automatic process. The Auto-Setup Script / Plug-ins will be released along with this update.
    General Enhanced: Better performance when loading morph sliders during application startup. Feedback Tracker
    *Morph slider module optimization removes redundant read requests on every application start up. Morph slider cache is built on the initial launch of CC 3.04, thereafter you will experience a big improvement in startup time when the morph sliders remain unchanged. Fixed: Projects set as default failing on application startup due to not having installed the Resource Pack. Feedback Tracker Missing sliders for Virtual Human Heads Vol. 1 and no warning message as a result. Feedback Tracker Application crash from clothing without skin weights. Added: The About dialog will now show the serial numbers for both Character Creator and CC Pipeline Extension. Character Base Enhanced: Base characters now come with default collision shapes. Existing CC3 characters without collision shapes will be assigned a set when brought into CC3.04. You may fine-tune the collision shapes in iClone to optimize soft-cloth physics behavior. Feedback Tracker Base characters now come with default chest spring data and the ability to apply spring hair assets. Existing CC3 characters without spring data will be assigned a new set when brought into CC3.04. Spring hair and chest spring effects now function normally in iClone 7. Feedback Tracker Embedded Content Added: Several new gesture content, including 32 hand-released gestures, 18 hand-hold gestures, 21 hand gestures with special sign. >View the Gestures Preference Added: New preference option to show enlarged content/texture preview on mouse-over. The enlarge content/texture preview on mouse-over is by default ON. Know More Content Manager Added: New "Gesture" content category for hand gesture library. Fixed: Mouth closes after applying a set of teeth with Open Mouth mode enabled. Hair assets renamed as "Hair" when applied despite being saved under a different name. Feedback Tracker Modify Panel (Materials Editing & Normals Editing) Added: New context menu for Modify > Material (Tab) > Texture with the ability to copy and paste textures along with original functionalities: File, All Material Texture File, and Link Setting. Know More Drag and drop is now allowed among material channels: Modify > Material (Tab) > Texture Settings. Know More Hide mesh now supports the brush tool. Know More Normals editing for Eyes/Teeth content type. View the Editor Content Creation Added: New accessory creation workflow now available: Import any asset into CC as accessory without a FbxKey. Main Menu > Create > Accessory Fixed: CC3 crashing on exit after creating morph. Feedback Tracker 1, Feedback Tracker 2 CC characters edited in 3ds Max has a chance of failing when imported back into CC. Feedback Tracker GoZ Added: Poses are now supported with GoZ. CC Character becomes the best character prototype for sculpting in ZBrush. Feedback Tracker Fixed: Meshes experience offset when brought back to CC with ZBrush GoZ. Feedback Tracker 1, Feedback Tracker 2 Transformer Added: Transformer can now support Michael 3 and Victoria 3 character bases exported from Daz Studio and Poser.
    *Known issue: Eyebrows on Michael 3 and Victoria 3, brought in by CC Transformer, will become accessories that do not move in sync with the facial morphs.
    *Reason: Victoria 3 and Michael 3 eyebrows are made of mesh geometries inside Daz Studio. When they go missing, the user can simply add them back to the figure before exporting the character. However, these eyebrow meshes are assigned as accessories when brought into CC with the Transformer tool.
    Ability to import a specific article of clothing and set the default skin weight template with the Transformer tool. Ability to import the morphable accessory. Enhanced: Advanced mode is removed for Poser characters imported via Transformer as it is inapplicable. Export Added: OBJs can now be exported as posed. Know More Textures will now saved into a single folder along with the exported OBJ file. Game Pipeline (Unity / Unreal) *Some of the following feature updates will be effective with new Auto-Setup Script/Plugin Beta 2.0. Please find the download link from: Unity / Unreal
    General for Unity & Unreal Added: Sequential number suffixes will now append to identical material names within an exported FBX file. Know More Changed: Embed texture option is disabled for Unity/Unreal FBX export preset. Added "_Pbr" and "_Tra" keyword to material names in order for the Unity/Unreal script to correctly allocate the maps for the texture channels. These keywords are automatically added according to the type of material used in Character Creator 3. *New script / plugin is required. Enhanced: T-pose/A-pose will be applied to characters exported for Unity 3D/Unreal for convenient animation retargeting. Unity Added: Four new full-body HDRP maps for the detail mask texture-embedded in the blue channel. *New script is required. Enhanced: Game Base and Neutral base mesh names will be identical for FBX export to Unity. This is so that expressions and animations can be applied simultaneously to both bases. Unreal Added: New ORM texture option for the Unreal pipeline FBX export. ORM textures are split by Unreal Auto-Setup Plugin into separate channel assignments for AO, Roughness, and Metallic. *New plug-in is required. Changed: Hair material name will be suffixed with "_Transparency" when exported in FBX for Unreal pipeline. *New plug-in is required. Fixed: Auto-assignment script is not compatible with Unity HDRP 4.8.0 and above. *Solution: use the script in conjunction with HDRP Beta 1.3 Feedback Tracker, Forum Report
    >> Visit Reallusion Forum for full information & discussions.
    3.03
    v3.03 (3.03.1205.1) released on Dec. 6th, 2018
    The CC 3.03 includes several enhancements and bug fixes.
    Added: New HDRP map will now be exported when using the Unity FBX export preset. Enhanced: Enhanced performance for IBL blur, in turn, increasing the frame rate for the default project. Delete Hidden Mesh can now be applied to meshes with merged materials. Objects without UV information are supported, but does not support InstaLOD. Added skin weight template for knee-high boots. Fixed: Importing a G8F character without eyelashes into CC, will dislocate its eye bones. Inability to apply hair to CC3 characters. Feedback Tracker Probability of sampling mistakes with the Transformer texture baker. Application crash from lack of skin data for clothing assets brought in by Transformer. Application title bar does not update after performing Save Project as to a different project file name. Feedback Tracker Performing undo (Ctrl+Z) in Conform > Edit Range removes selection and turns on vertex mode. Feedback Tracker Daz G2F/G2M imported with Transformer lack the "Eye Reflection" material. Feedback Tracker Some of the lower lip vertices aren't in the right places for the neutral base in the default project. This can cause problems and inaccuracies with morph shapes derived from this mesh. Dislocation of the teeth and tongue upon application of the CC3 Base Male Head / Body or Female Head / Body morph slider.
    >> Visit Reallusion Forum for full information & discussions.
    3.02
    v3.02 (3.02.1031.1) released on Nov. 1st, 2018
    Several updates and bug fixes in Transformer and Content.
    Transformer Added: Support for Poser Michael 4 and Victoria V4. Know More Fixed: Crash as a result of improper bone mapping for the gloves of Michael 4 and Victoria 4 characters. Character Creator native eyes pops out when applied to a Daz G3F character. Feedback Tracker Transformer Advanced mode inverts the specular map then adjusts its brightness value to fit into the Roughness channel. However, the brightness level is incorrect: should be a value of 18. Content Fixed: Some of the lower lip vertices aren't in the right places for the neutral base in the default project. This can cause problems and inaccuracies with morph shapes derived from this mesh. Dislocation of the teeth and tongue upon application of the CC3 Base Male Body or Female Body morph slider.
    >> Visit Reallusion Forum for full information & discussions.
    3.01
    v3.01 (3.01.1016.1) released on Oct. 17th, 2018
    Several updates and bug fixes in General Features, Embedded Content, Transformer, InstaLOD-related Function, and Export.
    General Enhanced: Nvidia driver upgrade will only caution once. Convert slider message can now be disabled. Fixed: Upgrade button in CC for iClone does not work. Unable to load one frame iMotionPlus with DRM. Conflict with some versions of display drivers. Feedback Tracker Embedded Content Added: Added several enhancement morph sliders such as hand thickness, nail shapes, cheek positions, etc. Video Besides the enhancement morph sliders, we provide some "Pose Corrective" morph sliders to increase the character posing quality. Know More & Download Fixed: Improper material opacity on CC3 Base Male model. Feedback Tracker Iray settings for the eyes aren't consistent. Transformer Added: Optimized texture import process for Transformer, such as automatic texture mapping, material setting, invert texture, etc. Know More Easier to read names for morphs converted from Daz Studio, and make the names consistent in 3D tools including iClone. New popup window for V4/M4 conversion let's users choose the correct profile. Fixed: Eye bones become displaced when transforming G2 avatars. Feedback Tracker1, Feedback Tracker2 Transformer crashes when eyes, teeth, and body share the same textures. Feedback Tracker Specular textures do not correctly convert to roughness textures. InstaLOD Fixed: The poly count remains untouched when performing polygon reduction on element with nothing selected. Wireframe disappears when applying polygon reduction on element. Progress does not update properly. Polygon reduction on element can't be performed twice. Remesh does not properly create a "Textures" folder. Export Fixed: Unchecked "Include Motion" does not remove animation when uploading to Sketchfab. Feedback Tracker CC for iClone and 3DXchange Pipeline can't export FBX with default Calibration motion. Feedback Tracker
    >> Visit Reallusion Forum for full information & discussions.
    3.0
    v3.0 Grand Launch on 2018-09-27
    >> Visit Reallusion Forum for full information & discussions.
    2.3.2420.1
    v2.3.2420.1 patch released on 2017-12-21
    Enhancement: Compatible with iClone 7.2. Fixed Bugs: Deformities arising from the use of Ayaka hand morphs on CC 1.5 embed characters. Forum
    2.3.2420.1
    v2.3.2420.1 patch released on 2017-12-21
    Enhancement: Compatible with iClone 7.2. Fixed Bugs: Deformities arising from the use of Ayaka hand morphs on CC 1.5 embed characters. Forum
    2.2.2314.1
    v2.2.2314.1 patch released on 2017-11-16
    Enhancement: Compatible with iClone 7.1. Fixed Bugs: FBX export to Lightwave not working properly. Feedback Tracker
    2.12.2104.1
    v2.12.2104.1 patch released on 2017-09-18
    Fixed Bugs: CC2 crashes when exporting character as iAvatar for iClone 6. Feedback Tracker
    2.11.1918.1
    v2.11.1918.1 patch released on 2017-07-18
    Fixed Bugs: Character Creator UI window froze upon initialization, and showed no respond to user's commands for several minutes under specific internet conditions. This was because the Program would run internet checking procedures once the PC was online. Failed to transfer Data between Character Creator, iClone, and CrazyTalk(RLHead), when changing the folder path: Preference > System > Temp Folder. PBR_V1_3MAT is missing the Spread slider under Paint Peel > Edge Peel > Peak Abrasion input channel does not show up when derived from Input for PBR_V1_5MAT and PBR_V1_7MAT Use Inputs is now the default setting for Mesh Data for RL materials [PBR_V1_3MAT, PBR_V1_5MAT, PBR_V1_7MAT] Default values for Edge Peel > Peaks & Pits have been adjusted.
    2.1.1814.1
    v2.1.1814.1 patch released on 2017-06-20
    New Features: New "Flip Normal Y" option for Normal map channel. Integrated new AO (HBAO+) under the visual panel. Added Temporal Anti-Aliasing (Alpha) option in the Preference panel to smooth out jagged edges in the viewport. Now compatible with SBSAR files made with Substance Designer 6. Enhancements: Double right click on texture channel icon to Adjust Color. Adjusting sky property is fully integrated with IBL interface, making the compositing process so much easier. Icon in the toolbar for IBL rotation. Feedback Tracker Downgrading iAvatar to iClone version 6.5 and CC version 1.52 will still maintain hide mesh information. Feedback Tracker Images will be in lossless format when embedded in FBX files or exported as textures. Feedback Tracker When RL materials [PBR_V1_3MAT, PBR_V1_5MAT, PBR_V1_7MAT] are flattened, its textures will be fed into later iterations of RL material input channels. Thus, the appearance of the cloth will not change when RL materials are reapplied and will not default to blue. Added loading progress message when the application is initialized. Fixed Bugs: Launches degraded and lossy JPG textures to the image editor. Feedback Tracker              *See the entire Release Note of Character Creator 2.1 Here.>
    2.01.1710.1
    v2.01.1710.1 patch released on 2017-05-11
    Enhancements: Appearance Editor will automatically only open one, instead of multiple sections, by default. Normal maps will be saved in losseless compression when saving a FBX file. The Default Calibration movements now include an A pose at the 20th frame. Models sent via the Sketchfab uploader will be set to private Draft Mode. The default bone size is set to 5 when the Pose Editor is activated. Metallic Alpha map for Unity, now exports to the "texture" folder. Fixed Bugs: Errors occur when the Floor Contact is enabled and the model is uploaded to Sketchfab. Glow texture does not automatically fill into the Substance Emissive input.
    2.0.1516.1
    v2.0.1516.1 patch released on 2017-03-16
    New Features: New real-time PBR shading system for rendering realistic Metallic and Roughness effects. With the new Image Based Lighting (IBL) system, one can use an HDR image to conveniently simulate real-world lighting. IBL has the following features:
    - Supports Independent Ui for Adjust color - IBL Light hot key Shift+I for easy manipulation. - Painlessly swap out the IBL image via the Atmosphere panel. Provided a Visual panel for selecting whether to use the real-time AO (Ambient Occlusion) or the user's imported AO for adjustment. Provided a Visual panel for adjusting better shadows let models pop with robust 3D look and feel. New easy button for uploading to Sketchfab. Turning on Mipmap gives much better anti-aliasing visual result, especially you can see smooth hair render on fine detailed meshes. New Zoom to Mouse Position option under Preference allows one to zoom in out of the scene while centering on the cursor. New Quick Thumbnail Generation can save more time when adding objects to the library due to more performant screenshot and thumbnail creation. Enhancements: Clothes, hair, and shoes can now enable or disable Conform Clothing, letting one choose to have the object maintain its original form or conform to the shape of the body underneath. - When enabled and using Reset to Default, the shape will return to its edited state. - When disabled and using Reset to Default, the shape will return to its original state. Updated version of Export iAvatar can export for Character Creator 2.0 / iClone 7 or older versions such as Character Creator 1.5 / iClone 6. Export to FBX now supports Unreal Engine 4 skeletal structure and normal direction correction for external 3D solutions. One can now freely choose to package all related files when exporting to FBX. Mesh Editor now works for accessory mesh editing, greatly enhancing flexibility. The new CTRL+A hotkey under Mesh Editor mode can select all of the mesh faces at once to increase productivity. Appearance Editor can now import SBSAR files and switch between Traditional/PBR shading systems.By switching to PBR_V1_3MAT, PBR_V1_5MAT, or PBR_V1_7MAT for the selected cloth, Character Creator 1.5 decals and patterns may disappear or deviate from expectation, switch to Traditional mode to maintain the same appearance under Character Creator 1.5) - PBR_V1_3MAT provides the following Color ID: Base, Red, and Green. - PBR_V1_5MAT provides the following Color IDs: Base, Red, Green, Blue, and Cyan. - PBR_V1_7MAT provides the following Color IDs: Base, Red, Green, Blue, Cyan, Yellow, and Magenta. (By switching from a higher number of Color IDs to a lower number, excluded materials will disappear. By switching from a lower number of Color IDs to a higher number,real-time performance may suffer.) Appearance Editor can now switch between sub-graphs and allows the saving of presets which can be stored and reapplied later. Expanded the number of male and female poses under the Calibration menu. A CCproject can now be set as the default project scene upon initiation of Character Creator. Added parameters under the Modify panel to edit the displacement settings. Product version number will now be displayed in the lower left-hand corner of the Content Manager thumbnail. Fixed Bugs (For Beta Version): Sync to Sky becomes disabled after the Atmosphere is swapped out. Now the user can swap out the Atmosphere and Sync to Sky will re-enable itself for improved usability. Switching between CCProjects will not change out the environment, only the avatars. IBL light hotkey has changed to Shift+I eliminating the incompatibility issues of international keyboards. Fixed the issue where AO maps will only effect IBL created shadows. Fixed an issue where the glow effect disappears after importing an image into Material > Texture Settings > Glow channel. Fixed an issue where the texture map disappears after importing a PNG file into Material > Texture Settings and using Adjust Color > Image Invert. Fixed a crash issue when adjusting the iris color in Appearance Editor and saving the avatar. Feedback Tracker *See the entire Release Note of Character Creator 2.0 Here.
    1.54.3106.1
    v1.54.3106.1 patch released on 2017-07-10
    Fixed: Watermark appears in Character Creator on purchased iAvatars with morph sliders.
    1.52.2204.1
    v1.52.2204.1 patch released on 2016-10-05
    New Features: iMotionPlus can now be exported with the character in FBX format. The improved exporter lets one adjust the animation frame-rate when exporting an animated character. Know More Auto Hide Mesh function, with a simple click of a button, inner meshes of layered clothing are hidden from view. Know More Enhancements: Added quick switch between Conforming Cloth and Cloth Layer Settings. The "Hide Inner Mesh" option in the "Conforming Cloth" panel now became "Resume to Content Settings" in the "Cloth Layer Settings" panel, which makes it easy to work with cloth layer changes. Added "Universal T-pose Editing" option when exporting FBX. Know More - Check it on to include T-Pose alignment for round-trip editing when creating CC assets using other 3D tools. - Unchecked it if you wish to purely export the character and selected motion to other 3D tools, for example, publishing your character to Sketchfab. Enhance the mechanism of DRM verification, which improves the verification speed while less error prone. Know More Fixed Bugs: Character Creator FBX export for Lightwave unusable. Feedback Tracker Sculptris OBJ files crash CC 1.51. Feedback Tracker CC 1.51 crashes when importing OBJ file that was previously exported from Sculptris / Blender to create a morph Slider. Feedback Tracker *The option "Keep Vertex Order" must be checked when exporting the OBJ in Blender CC character's clothes can't display correctly in iClone project. Feedback Tracker CC cloth not conforming to the character when sent to iClone 6 PRO. Feedback Tracker The actor's eyes and teeth visual defect after having dragged in custom morph sliders. Feedback Tracker Failed to display Substance items for cloth when changing the type from hair to cloth. Feedback Tracker
    1.51.2001.1
    v1.51.2001.1 patch released on 2016-08-04
    Fixed: Wrong DRM checking caused Appearance Editor to slow down. Fixed: Loading ccProject or iAvatar containing sliders created from iAvatar or rlHead with DRM, would sometimes prompt an incorrect message in the Validate DRM window. Fixed: Using a .rlHead without an internet connection would show a watermark. Fixed: When a watermark displayed, using the Calibration tool would prompt an unnecessary message. Fixed: After double-clicking a slider to set the value to Zero, the highlight area of character would display the wrong result.
    1.5.1913.1
    v1.5.1913.1 patch released on 2016-07-14
    *Note: Make sure you have updated all the iClone family programs to the latest version (iClone v6.5, 3DXchange v6.5, Character Creator v1.5) before you launch iClone 6. Added: Support CC-compatible FBX to create custom Hair, Cloth, Shoes, Gloves, Accessory and Morph Sliders. Added: Ability to export selected character and it’s outfit in FBX format as a template for asset creation. Added: One can now include calibration or custom motion for skin bind weight testing (available as a FBX export option). Added: New Mesh Edit tool can translate, scale, rotate, hide, and reveal selected mesh face. Added: New Smooth & Relax tools to refine the mesh in Mesh Edit Mode. Added: Users can now change the collision layer order of the clothing by using the Cloth Layer Setting accessible via the Window menu. Added: Soft-Cloth weight map input is now available inside CC under Modify > Physics > Edit Weight Map. Added: Cloth, gloves, and shoes thumbnails now have category and collision layer display. Added: The enhanced Calibration function allows you to keep the calibrated posture even after closing its window. Added: Importing or drag and dropping an iMotion into CC will apply the first frame of the animation to the character as a still pose. Added: Pose Editing is now available inside CC under the Edit menu. Added: Importing ccProject or iAvatar will give one the option to merge specific parts or replace the current project, eg. only apply the outfit to the existing character. Added: Added a scene manager with new additional "X-Ray" and "Wireframe on Shaded" viewing mode. Added: Added ability to select a specific item inside overlapping objects via the right mouse button context menu. Added: Edit Contact settings for the Hands and Feet can now be accessed in the modify pane Added: Floor grid now available, useful for adjusting the positions of floor contacts. Added: Traditional iClone texture settings in the Material Tab for custom textures. Added: Export OBJ with quad mesh for better mesh subdivision in the case of mesh smoothing and high poly sculpting. Enhanced: The character will preserve the Calibrated posture even after closing the Calibration window. Enhanced: A direct download button will now appear in the pop-up window when you apply a ccProject or iAvatar which you have already purchased but have not yet properly installed. Enhanced: Modified the symmetry of the skeleton, mesh, and the arm angle of T-pose characters. Fixed: Double click on file to launch CC does not open that file. Fixed: Error message Can Not Find File appeared when delete slider from Custom folder if this slider has deleted from Template folder. *Additional Information: Upon export, Character Creator will produce an "FBXKey," this DRM related file will contain skeleton scale, mesh orientation, and other important information. This file will help detail out the discrepancies between CC and other 3rd party software. Therefore, users are strongly encouraged to maintain this file for the purpose of technical support. Previous versions of FBX used for rigging and cloth creation may not be backwards compatible. If you have a need to fix a specific file you can contact the Reallusion development team, but successful re-compatibility is not a guarantee. *See the entire Release note of iClone family Here.
    1.43.1626.1
    v1.43.1626.1 patch released on 2016-04-27
    Fixed: Applying preset to DRM Avatar showed "Slider not Found". Fixed: Saving accessory showed empty thumbnail. Fixed: RLHead import option had two options for Import Texture: "Head Only" and "Head and Body", same result for each option.
    1.42.1523.1
    v1.42.1523.1 patch released on 2016-03-29
    Added: Link for online feedback system in the Menu. Added: Adjust Substance synchronization option in Preferences. Fixed: Crashed when closing application in Windows 7. Fixed: Gloves didn't save correctly. Fixed: Unable to save Skin preset. Fixed: OBJ had wrong Normal when exporting from Character Creator. Fixed: Applying Morph preset caused crash when not selecting a character. Fixed: Crashed when Replaced file deleted Original file. Fixed: Some ccHairs are unable to use the Appearance editor. Changed: Importing RLHead into Character Creator will also apply Normal and Specular maps from RLHead file.
    1.4.1402.1
    v1.4.1402.1 patch released on 2016-02-02
    *Note: Make sure you have updated all the iClone family programs to the latest version (iClone v6.4, 3DXchange v6.4, Character Creator v1.4) before you launch iClone 6. Added: Ability to direct export character mesh to Obj file if you have purchased 3DXchange 6 PRO / Pipeline. Added: Create Morph Slider from Obj, .iAvatar and current morph. Added: Bake slider function that flattens the morph which is useful in making extreme body proportion. You no longer need to bring character in and out of Character Creator. Added: Ability to key-in numeric value larger than 100 (up to 999) for individual Morph Slider. Added: New file format support: ccSlider & ccCustomSlider which contain character morph data. Added: Ability to delete custom created Morph Slider. Deleted Morph Slider is moved to the Recycling Bin. Added: Ability to refresh Morph Slider. Any changes made to the Morph Slider file in the Windows file explore can be reflected immediately by pressing the refresh icon. Added: Submission tools for developers to easily sell the correct ccSlider and ccProject content. Changed: Importing RLHead from CrazyTalk 8 into Character Creator will keep the original head morph shape. - If the Character Creator is closed when you exported RLHead using CrazyTalk 8, it will open up Character Creator with default body morph. - If the Character Creator is opened when you exported RLHead, it will directly replace the head mesh with the one from CrazyTalk 8 without altering the body morph. *See the entire Release note of iClone family Here.
    1.3.1218.1
    v1.3.1218.1 patch released on 2015-12-18
    *Note: Make sure you have updated all the iClone family programs to the latest version (iClone v6.3, 3DXchange v6.3, Character Creator v1.3) before you launch iClone 6. Added: Provide DirectX9 graphics mode selection for Character Creator. However, real-time smoothing is not supported. Fixed: iClone initiation failed when launched from Character Creator if the computer user name includes non-English characters. Fixed: Wireframe button status not updated under certain conditions. Fixed: Minimized iClone window does not revert when iClone is launched from Character Creator. Fixed: Light gizmo remains in 3D view when using the "/" key and when morph items are modified. Fixed: Foot morph data lost when high heel shoes are removed. Fixed: High Dynamic Texture doesn't import to iClone correctly when the Appearance Editor is not unloaded in Character Creator. *See the entire Release note of iClone family Here.
    1.21.1008.1
    v1.21.1008.1 patch released on 2015-10-14
    Fixed: Unable to unload Appearance Editor for CC Character hair. Fixed: Tuning of material cannot be seen after export selected object if Appearance Editor is not first unloaded.