I've put a dress on my character, the character was in Bind Pose. I went into Material Editor, and merged all of the dress materials into one. After that, although the merge worked fine, the dress went into T-Pose, while the character remained in the A-pose (the bind pose). Switching to any...More
Hello, I recently purchased CC4 and installed v4.5 upon exporting a character for use in Maya, I found that although the skinning for the clothing is working nearly perfectly within CC4, the skinning had a lot of problems. I have attached two image, one from within CC4 and the other from within...More
The live link of iClone exports an A-pose while CC4 exports a pose where the feet are closer together. It would be great if you could standardize this so that the animations work no matter which way I take....More
On re-import from facetool, the head is shifted backward around 3cm. if I send again to Zbrush, move all subtools excepts the body, and rend back to CC4, it gets shifted agaiiin backward. I tick adjust bones on reimport to have the bone staying centered on the skull, eyeballs meshes ect.. Thanks...More
Currently, to my knowledge. there is not easy way of skin weighting clothing like this. while the presets work for the lower portion (below the neck,) anything above will clip through the head, having a setting for the clothing layers, or having a vertex assignment for the head (like there...More
I'm finding that the Body mesh of a model is clipping through the Scalp mesh when using Blendshapes in Unity. To set this up, I've simply created a new CC4 project, and dropped the default Kevin character into it, and exported the FBX for Unity. I then use Unity AutoSetup to finish bringing...More
A marque is too difficult and extremely slow when we should be able to paint select vertex areas to easily transfer weights to other bones. I really wish you also had the option to transfer copy or project skin weights from one model so we can switch to another and paste, transfer or project...More