Author
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Message
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Miranda (RL)
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Miranda (RL)
Posted 5 Years Ago
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Group: Administrators
Last Active: 3 Years Ago
Posts: 1.8K,
Visits: 11.2K
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Dear Character Creator users,
The Character Creator 3.31 update has now been released. Please find the Update tab in Reallusion Hub, and download program updates accordingly. *iClone, Headshot Plug-in, Iray Render Plug-in, Smart Gallery Plug-in, and the Auto Setup for Unity are updated along this patch.
The CC 3.31 update includes the compatibility with the Substance UDIM workflow, as well as some enhancements and bug fixes. See the full release notes below. - Added:
- Newly implemented Substance Painter workflow. >> Know More
- Enhanced:
- Speed up skin weights Quick Replace from version 3.22.
- FBX asset renaming is now structurally compatible with Unreal.
- Fixed:
- Erroneous bone orientation when the Game Base FBX is exported for Blender. (FT #6988, reported by NinjaMouse)
- Missing SkinGen message appears when trying to load custom textures onto outfits without the SkinGen Premium Plug-in installed. (FT #7067, #7096)
- Application crashes when exiting SkinGen if the name of the cloth material conflicts with the name of the body.
- Micro-normal mask disappears after SkinGen data is deleted or when using Headshot. (FT #7071)
- Import texture with SkinGen not working properly without internet connection. (FT #7106)
- CC3 base does not disable the A-pose when using GoZ. (FT #7089)
- Duplicating sliders causes the sliders to continuously re-cache.
- An accessory attached to a bone without resting the RTS alignment causes the accessory to distort.
- When rotation inheritance is disabled for a sub-node, changing its pivot point will cause the sub-node to change positions.
- Removing the high-heels from specific characters does not reset position of the feet.
- UV adjustments not taking effect for some props.
Updated! Several bugs fixed in version 3.32, which released on Sept. 22nd. Please find details below. - iClone crashes when loading a Remeshed iAvatar from Character Creator. (FT #7223)
- Users who purchased the Export license for an RLHead Pack cannot export as FBX file.
- The Substance Painter pipeline function is enabled when a none CC3+ Base is used in the Edit Pose mode.
- Exporting OBJs through the Substance Painter pipeline that have the same Material name with different Meshes will not pop-up a warning message.
- Correct Eyeblink is not able to fix eye blink morphs for Game Base characters. (FT #7143, FT #7260)
- Some OBJs cannot load into iClone. (FT #7201)
Reallusion Team
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StyleMarshal
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StyleMarshal
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
Visits: 14.3K
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Thank you Miranda :-)
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Ascensi
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Ascensi
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 262,
Visits: 1.9K
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lastyak
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lastyak
Posted 5 Years Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 1,
Visits: 24
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One snag I hit today, after installing the new update, is an error when I modify a character with Headshot Pro (which I own) and then hit "bake". The software tells me there is Trial Content. It suggests I use Help/View Unpurchased Items. When I do, it tells me "No unpurchased items exist in this project".
In fact, All I did was import an photo of a face in Headshot Pro and modify it with the sliders it made available.
Any ideas, why that is happening? I haven't installed any trial content that i'm aware of, and headshot shouldn't automatically import a Male body that I don't own, right?
-ed
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Miranda (RL)
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Miranda (RL)
Posted 5 Years Ago
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Group: Administrators
Last Active: 3 Years Ago
Posts: 1.8K,
Visits: 11.2K
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Hello lastyak, may you contact submit a ticket to our system for dedicate support? lastyak (9/12/2020) One snag I hit today, after installing the new update, is an error when I modify a character with Headshot Pro (which I own) and then hit "bake". The software tells me there is Trial Content. It suggests I use Help/View Unpurchased Items. When I do, it tells me "No unpurchased items exist in this project".
In fact, All I did was import an photo of a face in Headshot Pro and modify it with the sliders it made available.
Any ideas, why that is happening? I haven't installed any trial content that i'm aware of, and headshot shouldn't automatically import a Male body that I don't own, right?
-ed
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Miranda (RL)
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Miranda (RL)
Posted 5 Years Ago
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Group: Administrators
Last Active: 3 Years Ago
Posts: 1.8K,
Visits: 11.2K
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Updated! Several bugs fixed in version 3.32, which released on Sept. 22nd. Please find details below. - iClone crashes when loading a Remeshed iAvatar from Character Creator. (FT #7223)
- Users who purchased the Export license for an RLHead Pack cannot export as FBX file.
- The Substance Painter pipeline function is enabled when a none CC3+ Base is used in the Edit Pose mode.
- Exporting OBJs through the Substance Painter pipeline that have the same Material name with different Meshes will not pop-up a warning message.
- Correct Eyeblink is not able to fix eye blink morphs for Game Base characters. (FT #7143, FT #7260)
- Some OBJs cannot load into iClone. (FT #7201)
Reallusion Team
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MichaelHFalcony
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MichaelHFalcony
Posted 4 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 28,
Visits: 270
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I hope that you guys someday will fix the GoZ configuration when you export the Character Creator base Mesh to Zbrush because at the moment is HUMONGOUS, meaning that if the correct scale on your character in Character Creator is 2 meters tall when you press GoZ, in Zbrush it ends up having 200 Meters! meaning that in the GoZ configuration is scaling the mesh up to 100% and that cause issues with brushes that depends on the scale like one of the most important brushes in Zbrush which is the Zmodeler and some MAIN features like Dynamesh (4k DynaMesh resolution is not even enough to keep up the mesh scale). I know that there is a walk around with the zmodeler brush just turning off the draw size dynamic but is a pain in the ass to turn off and turn on the brush every single time you use it, but there is no walk around for the other features like DynaMesh or the transpose scale line. I am thinking that maybe it is because GoZ is using the Character's Creator OBJ format when exporting, because when you export in OBJ format out of Character creator is Huge too while if you export and FBX it is with the correct Character's Creator scale.
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