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4u2ges
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4u2ges
Posted 7 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 5.3K,
Visits: 16.8K
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animagic (10/3/2019)
animagic (9/25/2019) This is a slight annoyance that has come up.
Whenever I do a save in CC 3.11 of the currently loaded project, CC doesn't simply save, but opens the Save As dialog and prompts for a filename.
Anyone else noted this?Apparently, and reported as FT #6252. This has been bugging me too. But it seems the problem with ccProject is even deeper. So the question is: Does anyone like the fact that .fbx, .iAvaar, ccAvatar and God knows what else are listed in the Recent Projects? Anytime I import an .fbx or bring an Avatar to the CC stage it is getting memorized in Resent Projects. How so? Yet if I save a project as CCProject it is not even getting listed in Recent! Project is ccProject and it has nothing to do with anything I open while working in CC.
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animagic
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animagic
Posted 7 Years Ago
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Group: Forum Members
Last Active: 5 Months Ago
Posts: 15.8K,
Visits: 31.4K
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animagic (9/25/2019) This is a slight annoyance that has come up.
Whenever I do a save in CC 3.11 of the currently loaded project, CC doesn't simply save, but opens the Save As dialog and prompts for a filename.
Anyone else noted this?Apparently, and reported as FT #6252.
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Am7add9
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Am7add9
Posted 7 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 468,
Visits: 9.3K
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gcabbia (10/2/2019)
Hi, I'll try my best to explain: In my company pipeline, I model the characters in CC3, than export in fbx for unity, and a colleague import them for the final build that we use for some demo works. Many times i have to apply some modification to the aging of the characters, so i start with a CC1 base and then switch to a CC3 one. I know nothing about unity, but my colleague reports that with the export made with this last release the characters have a weird bug and eyes re-located to a weird position. Is there something I can do to fix this issue? It seems to be an issue only with CC1 character converted to CC3.  since the aging in cc1 is materials, a easy solution would be just save the skin after conversion and apply it to a cc3 base.
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Magique
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Magique
Posted 7 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 315,
Visits: 1.4K
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gcabbia (10/2/2019)
Hi, I'll try my best to explain: In my company pipeline, I model the characters in CC3, than export in fbx for unity, and a colleague import them for the final build that we use for some demo works. Many times i have to apply some modification to the aging of the characters, so i start with a CC1 base and then switch to a CC3 one. I know nothing about unity, but my colleague reports that with the export made with this last release the characters have a weird bug and eyes re-located to a weird position. Is there something I can do to fix this issue? It seems to be an issue only with CC1 character converted to CC3.  I already reported this issue and created a feedback tracker for it. If you go to the issue you can vote it up. As of yet no one has even answered me since I posted the issue a while ago. Issue #6274.
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MetalPanda
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MetalPanda
Posted 7 Years Ago
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Group: Forum Members
Last Active: 6 Years Ago
Posts: 2,
Visits: 29
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Hi, I'll try my best to explain: In my company pipeline, I model the characters in CC3, than export in fbx for unity, and a colleague import them for the final build that we use for some demo works. Many times i have to apply some modification to the aging of the characters, so i start with a CC1 base and then switch to a CC3 one. I know nothing about unity, but my colleague reports that with the export made with this last release the characters have a weird bug and eyes re-located to a weird position. Is there something I can do to fix this issue? It seems to be an issue only with CC1 character converted to CC3.
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animagic
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animagic
Posted 7 Years Ago
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Group: Forum Members
Last Active: 5 Months Ago
Posts: 15.8K,
Visits: 31.4K
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This is a slight annoyance that has come up. Whenever I do a save in CC 3.11 of the currently loaded project, CC doesn't simply save, but opens the Save As dialog and prompts for a filename. Anyone else noted this?
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Magique
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Magique
Posted 7 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 315,
Visits: 1.4K
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I am working on a character based on Ayaka. I converted it to CC3 and then Game Base. All was working fine until I tried to apply the Game Eyes. Applying Game Teeth worked fine, but when applying Game Eyes, both eyes suddenly get jumbled up in the left eye socket. See attached image for what it looks like. I will leave the eyes as-is for now, but would like to convert to Game eyes when this bug is fixed. I submitted this via Feedback tracker Issue #6274
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animagic
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animagic
Posted 7 Years Ago
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Group: Forum Members
Last Active: 5 Months Ago
Posts: 15.8K,
Visits: 31.4K
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micabreen (9/11/2019)
this problem has been with me for 6 months now and no one has even offered a solution... https://forum.reallusion.com/407599/working-with-decals-Help?Keywords=decal%20greysoon as i place a decal a grey box appears on the character cannot get rid of it hide it anything. when i put a actual decal on it will show the texture of course with a grey box around it as well.. see post and hopefully someone up the food chain can assist me . smh See my response to a similar post from you here: https://forum.reallusion.com/FindPost422600.aspx.
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micabreen
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micabreen
Posted 7 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 17,
Visits: 318
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this problem has been with me for 6 months now and no one has even offered a solution... https://forum.reallusion.com/407599/working-with-decals-Help?Keywords=decal%20greysoon as i place a decal a grey box appears on the character cannot get rid of it hide it anything. when i put a actual decal on it will show the texture of course with a grey box around it as well.. see post and hopefully someone up the food chain can assist me . smh
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TonyDPrime
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TonyDPrime
Posted 7 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 3.4K,
Visits: 12.4K
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I don't know what causes the sub-presets from stopping the Skin&Morph preset from being able to be created, but it also occurs if you load a scene with sub-presets applied to a character. If you load a scene that had a sub-preset applied, the Skin and Morph preset creation tool will not function. It could be the glitch is the sub-preset modifies the scene's code to where it stops the icon part of the Skin&Morph from working.
Now what does work - you can have a fresh restart as you (Peter) mentioned, and start building a Skin&Morph preset from scratch, and it will work. And in this scenario you can either create new additional Skin&Morph presets, or replace the Skin&Morph ones already created with your updates. But - as soon as some sub-preset is applied (morph, eyes, etc), then additional Skin&Morph presets can't be created anymore, and you can't replace an already existing Skin&Morph preset anymore either.
Which, becomes a double whammy because I thought maybe a workaround could be to 1) create a default Skin&Morph preset from scratch in a fresh-restart scene, and then 2) after that apply the sub-presets, and then 3) just replace that respective already-existing Skin&Morph preset I had created in step-1 with a Skin&Morph preset 'replace'. But that does not work either.
So, it's like as soon as you apply a sub-preset, that's it. Skin&Morph ones can no longer be created or replaced. If we could have it where the code allows for the Skin&Morph continues to function this would be great.
BTW - it doesn't matter if you had just the eye or the whole character highlighted, when it does work, the dialogue still works no matter what is selected.
THX!
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