Character Creator skeletons are missing important built-in bones such as weapon_r and weapon_l. These bones are essential for proper animation, retargeting, IK systems, and weapon handling in Unreal Engine for both first-person and third-person characters. Users should not be forced to rely...More
With Windows going into the direction they are going in regards to ownership of files on local computers, performance bloat, and updates that break functionality me and many others wish to switch to Linux but Character Creator doesn't have a native Linux version. I am asking if its possible...More
The program crush when i import the file saved from my posed character , 2 hours of work lost. I wanted to buy this program for simplify my job ,but if it's like that i will think twice...More
Adjustable scroll sensitivity in the Content Browser: The current scroll speed is very low, which results in excessive scrolling. Improved folder navigation:...More
Hi - the background of this suggestion is this: At times, I as the user woud want to just get a head - including skin and correct eyes, of one of the ActorMixer character. Currently, this is very cumbersome to achieve: one needs to go to the actor mixer, go the the head of interest, and assig...More
hi, Every time when i am opening my saved Project, and when i am clicking on FACE key editor, software stuck, and close. its happening with this project all the time....More
We would really like the Auto Importer/CC5 to fully support Redshift in 3ds Max 2024 and above please. At the moment the conversion seem flaky, and the importer UI says that Redshift is currently not supported. It would be great to have an option for a simple RS conversion (basic RS materials...More
I'm having fun building some custom ActorMIXER presets to create even more character variations. However, it can get confusing when adding multiple variations beyond 1 or 2. I propose a helpful tooltip popup when hovering the cursor over one of the icons in the mixer wheel. Please see the...More
The autosetup plugin doesn't accept even a single bonechain e.g. a tail, and refuses to create control rig if it exists. It makes more sense that the control rig does generate for such a skeleton, but just ignores the bones it don't recognise...More