By Peter (RL) - 6 Years Ago
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Dear Character Creator Users,
We have now released the 3.1 update for Character Creator 3 which as added numerous new and exciting new features plus bug fixes. However, as always we still need your assistance to help us track down any bugs, glitches or other annoying issues that may still remain.
Important: If you do find any bugs, issues or glitches in Character Creator 3.1, please can you report them first in the Feedback Tracker. Then feel free to discuss the issues in this thread but do try to include a link back to the original Feedback Tracker report or your tracker number. As always it will help us greatly if we can keep all technical issue discussion in the one place (this thread). This will help the development team keep track of any problems.
Please do try to provide your full system specifications and a detailed description of the problem when reporting issues. If you can provide steps so we can try and reproduce the problem that will be even better.
Many thanks and have fun with Character Creator 3.1. :)
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By Kelleytoons - 6 Years Ago
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This is the biggest one, IMHO. Been around for quite a while:
https://www.reallusion.com/FeedBackTracker/Issue/Transformer-not-correctly-mapping-vertices-for-many-characters-with-larger-necks
Essentially there is a neck vertex mapping issue with many of the Daz characters coming through Transformer. This shouldn't be a hard fix since those same verts ARE being accessed (just not correctly).
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By TonyDPrime - 6 Years Ago
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3.1 - Custom Preset Creation Issue Creation of an avatar Preset for both Skin and Morph is Broken: (1) Select Skin&Morph category for Menu-selected "AvatarPreset" (2) Hit "+" button to create a preset (3) Dialogue appears showing preset type to be created (4) When you click "OK" so that preset will be created, nothing is shown, you can not see or access the preset you seemingly just created for Skin&Morph. It is not shown or listed anywhere. It seems to work for all the categories separately, like FullBodyMorph, BodyMorph, Head, Hair, Mouth, Eyes.... But 3.1 does not let you create a working-preset / icon for Skin&Morph (materials and morph).
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By Peter (RL) - 6 Years Ago
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Hi Tony
Skin & Morph preset saving is working for me (anyone else having problems?).
I notice from the screenshot you have the eyes selected. Try selecting the avatar and see if it works now.
When you choose Full-Character it should save in the "Full Body" folder and Head will obviously save in the "Head" folder.
Also, have you tried this after a fresh restart of CC3. It might have been a temporary glitch originally.
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By TonyDPrime - 6 Years Ago
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Peter (RL) (9/2/2019) Hi Tony
Skin & Morph preset saving is working for me (anyone else having problems?).
I notice from the screenshot you have the eyes selected. Try selecting the avatar and see if it works now.
When you choose Full-Character it should save in the "Full Body" folder and Head will obviously save in the "Head" folder.
Also, have you tried this after a fresh restart of CC3. It might have been a temporary glitch originally.
Hi Peter, I tested again and you are right, as it indeed works after a fresh restart. But, I find it *only* works after a fresh restart.
And, I believe I have found what makes it not work in m,y case, because I was not working from a fresh restart. Instead, I am applying individual Presets I made first (ie - skin, eyes, morph, etc), and then trying to create a full-body Skin&Morph preset master (inclusive of these applied sub-presets). In this case, where I apply my individual custom presets first, then creating a Skin&Morph preset does not work.
As such a Skin&Morph preset only can be created from scratch after fresh restart... So, the utility is really limited.
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By Peter (RL) - 6 Years Ago
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TonyDPrime (9/3/2019)
Hi Peter, I tested again and you are right, as it indeed works after a fresh restart. But, I find it *only* works after a fresh restart.
And, I believe I have found what makes it not work in m,y case, because I was not working from a fresh restart. Instead, I am applying individual Presets I made first (ie - skin, eyes, morph, etc), and then trying to create a full-body Skin&Morph preset master (inclusive of these applied sub-presets). In this case, where I apply my individual custom presets first, then creating a Skin&Morph preset does not work.
As such a Skin&Morph preset only can be created from scratch after fresh restart... So, the utility is really limited.
Thanks for explaining more. We will try to reproduce the problem and check to see if there is an issue that needs fixing.
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By TonyDPrime - 6 Years Ago
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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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By micabreen - 6 Years Ago
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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%20grey soon 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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By animagic - 6 Years Ago
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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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By Magique - 6 Years Ago
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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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By animagic - 6 Years Ago
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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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By MetalPanda - 6 Years Ago
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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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By Magique - 6 Years Ago
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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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By Am7add9 - 6 Years Ago
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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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By animagic - 6 Years Ago
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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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By 4u2ges - 6 Years Ago
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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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By MetalPanda - 6 Years Ago
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Yeah that was my final workaround... I made all the mod on a CC1 character than create new personal presets for the costume, for the morphing and for textures. I set a new CC3 model and apply all the saved presets from the CC1 characters. This way i have a CC3 characters with the aging system, but you see, it's a workaround not very nice... :/
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By Magique - 6 Years Ago
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Peter, Now that we have a feedback tracker to report issues, we seem to be completely ignored. I reported an issue ages ago using the tracker and copied it here and have gotten no support whatsoever in either place.
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By gordryd - 6 Years Ago
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Magique (9/21/2019) 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
I have same exact problem (except I didn't start with Ayaka, just standard CC1). I was going to vote for this in FT but it says it is SOLVED -- WTH? Doesn't look solved to me...
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By Magique - 6 Years Ago
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gordryd (10/25/2019)
Magique (9/21/2019) 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
I have same exact problem (except I didn't start with Ayaka, just standard CC1). I was going to vote for this in FT but it says it is SOLVED -- WTH? Doesn't look solved to me...
What? Solved? That's crazy. I see that someone claimed they had a workaround by using Maya, but I never posted that and that certainly doesn't solve anything for me. I don't have Maya and I'm pretty sure most people don't. I'm going to go into that issue and try to get it opened again. I was enver asked if it was solved.
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By Magique - 6 Years Ago
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Peter, Why has the following issue been marked as solved?
https://www.reallusion.com/FeedBackTracker/Issue/Applying-Game-Eyes-Messes-Up-Eye-Positions
I never got any feedback from the support team or any fix provided. Is there a patch for this issue that I don't know about? Just for the record, the comment that someone made about using Maya to fix the issue is not a solution for me or most anyone else.
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By Peter (RL) - 6 Years Ago
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Magique (10/25/2019) Peter, Now that we have a feedback tracker to report issues, we seem to be completely ignored. I reported an issue ages ago using the tracker and copied it here and have gotten no support whatsoever in either place.
Hi Magique...The forum is intended for user to user discussion. While myself and other members of the team will help out here when we can, this isn't where you get technical support. For support queries you should use the Feedback Tracker for non-critical issues, and the Technical Support department for the more urgent issues.
While you may not always get a direct reply on the FT, rest assured that all issues reported are looked at and feedback will be given when appropriate.
Regarding the issue in FT 6274, I will check about this and update again when I know more.
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By animagic - 6 Years Ago
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I think when an issue is marked "Solved", there should be a note of acknowledgement from RL of some sort to inform the user as to what the solution was, for example.
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By Peter (RL) - 6 Years Ago
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UPDATE:
I have checked the status of this issue and it appears it has indeed been solved but the fix will not appear until the next update which is 3.2. Obviously the FT being changed to solved before the update is ready is not ideal so I do apologies for the confusion caused.
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By Magique - 6 Years Ago
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Awesome. Thank you so much. I will await the update then.
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By Peter (RL) - 6 Years Ago
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4u2ges (10/3/2019)
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.
Just to let you know the team are aware of this issue and will try to fix it in a future update.
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