1. I tried adding a new material group for the right eye and character creator noticed the new material but failed to allow a separate material for the other eye. Is there another way to get separate eye colors.
2. I see there is an option in both iclone and character creator to export a character that matches the unreal engine’s rig, where is this option in 3D exchange as it seems like 3D exchanges is the end of the pipeline and if I’m standing animation layer there before exporting them to the pipeline of choice wouldn’t that be the place to export animation and character end type? Currently it seems like I would have to export my character as a ue4 rig and thing bring it into 3dexchange then put it back into icons to animate with a new node structure and I do believe I’ll loose the face rigging features.
3. I’m trying to see at what phase I can add a weapon bone as a IK bone. This will allow me to animate weapon movements for my fighting animations and then link the weapons in engine. But I can’t seem to add any bones unless I try to export from character creator add bones externally then bring it back in3dexchange then I might loose all the face and lip sync features because the skeleton has been modified?
4. Should I skip learning about the cloth physics as I don’t see an export option for bringing this to a engine environment.
Outside of the above issues this has been a most life changing purchase. Animating in other applications has been depressing me. Thinking about animation reusableability as been hard, and not wanting to reinvent a wheel for every game character has been all solved here. The time saved and quick iteration for animation and character development and prototyping is amazing. If I can just easily add a weapon bone that would unleash my creative block completely!