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Pivot Gizmo in Modify

Posted By esemgee 5 Years Ago
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esemgee
esemgee
Posted 5 Years Ago
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animagic (3/18/2020)
But it is the same for props. You would not normally move the pivot to place the prop. So if it is a large prop you will need to use other measures. The reason why you would leave pivots alone is that there may be dependencies, for example with sub-props.

The existing Appearance Editor is not compatible with CC3 characters, which is how tattoos etc. are applied to the skin. The choice at the the time was to either delay the introduction of CC3 characters and dispense with the improved quality or delay a compatible AE. I don't work for RL, but they must have had ideas for improved skin, etc. a while ago, which asked for a different approach to the AE, which could not be further developed without the new digital human shader actually being there. So it is not a matter of "taking away functionality" in this case, it was a matter of applying development resources efficiently. 

Thanks but as this confuses me more I feel I need to yet again repeat myself! The only way I know to move something is with the 'pivot' gizmos. If I build a set and import a CC3 avatar it is standing at x and looking at y, I want to change both these so I use move and rotate. Both these gizmos are stuck at the feet so this needs to be done at a distance as I can't move the gizmo higher (an issue that now seems to have an unresolved history). I am told 'no problem use the mouse' - sorry??? Using the mouse gets rid of any dependency problems? Can you see why I said from the very start that I find this odd?
Thanks for the info on the Appearance Editor and it is this very way of going about things that has made me reconsider using RL. It is pushing for skin shading before building a really powerful base. Headshot has possibly attracted hundreds of new users, many just wanting to do fun memes of friends, but once they find they can't add  the very tatts their friends have or the long hair they have paid for and downloaded goes mental from the very start then they will walk. RL needs to think of an out-the-box edition and a pro-edition because until I can get hair and clothes to quickly work on a character I am not interested in showing every sweaty pore. What is the point? How much will the hardware cost to do all this?

Rampa
Rampa
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Everything evolves in steps. Here is a simple method to use the AE and then convert to DH shaders.


You can then apply Headshot to the existing character.
esemgee
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Thank you, that was most informative and useful!
Postfrosch
Postfrosch
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but once they find they can't add  the very tatts their friends have or the long hair they have paid for and downloaded

Hi Gerry

Which hair you can NOT use in CC 3. Please example.
All hair that I have from RL works in CC 3 with every Avatar C1 - C3 (also with headshot or CT8 heads)
I can even use hair created for G 4 / Gr avatars (renamed from iHair to ccHair). I can't find any problems here.
All types of clothing can also be used in the CC 3 (better than with CC 1 or 2)
https://forum.reallusion.com/uploads/images/c24b8f31-5513-46eb-8467-d3e5.png

About the tatts: be patient until the end of April / mid May. Then the promised appearance editor (skin editor) for CC 3 avatars will come (finally after a waiting period of 2 years). However, a new essential skin morph package will (probably) be necessary. One is announced at least at the same time. We will see that later.

For export to IC. You don't have to pose the avatar in CC 3 yet. Send him in the T-pose to Iclone or move him to the location where you want him and then give him the pose he should take. You don't have to have the Gyzmo at chest height either. All it takes is a close camera shot and the mouse

greeting from Germany
Postfrosch

Sorry for this bad englisch. It's only a Google-Translation


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https://forum.reallusion.com/uploads/images/cd9c9a06-21a5-44c5-9f67-6810.jpg

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