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By vidi - 5 Years Ago
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Why get it now , if I export a TPose and import a Morph with TPose at the end V Pose ? Why are the arms affected when I have nothing change in this area?
That has worked flawless before CC + an A Pose was implies Pleace can you fix this ? :angry:
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By vidi - 5 Years Ago
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O man it is really a showstopper nothing works like before, all work for hours is now for the trash. My morph do nothing if I use a CC+ Default Character and also my old morphs looks ugly deformed now. I have only change the head geometry but if i drag my morh slider the head looks not different but the Arms get a VPose Is only GOZ working if yes WHY? Can I not more more create Morphs outside of thos pipeline?
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By 4u2ges - 5 Years Ago
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It is a global issue and there is much more to it. I have already opened 3 tickets in FT for similar problems. Please add your issue as well.
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By vidi - 5 Years Ago
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Ok I hope we get a fix otherwise is usless to create morphs for me https://www.reallusion.com/FeedBackTracker/Issue/CC-make-a-V-Pose I hate it when the working workflow breaks with new updates
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By vidi - 5 Years Ago
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By vidi - 5 Years Ago
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no matter what I try curent pose binding pose .... only waste of time :angry:
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By Peter (RL) - 5 Years Ago
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Thank you for the feedback Vidi. If you have reported the issue in the Feedback Tracker the CC team will investigate and you should receive a status update soon.
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By vidi - 5 Years Ago
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No feedback so far :crying: A Update > It's worse than that :angry: Actually CC is absolutely useless now for development nothing fits correctly more. FBX current pose is not current OBJ has a massive offset therefore nothing fits more for bake maps
That needs to be fixed! t's so annoying when an update just breaks everything instead of improving it 
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By vidi - 5 Years Ago
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Thank you for the feedback Vidi. If you have reported the issue in the Feedback Tracker the CC team will investigate and you should receive a status update soon. Do that Think really work ?
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By vidi - 5 Years Ago
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Update When I want not use CC+ now other Generation are greyed out for Zbrush :crazy: My whole workflow is actually broken in every task .
BTW here to see waht happend when I use a Tpose as Morph.
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By 4u2ges - 5 Years Ago
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Hey Vidi, I know, there are lots of problems with current Bind pose and exports/imports. But frankly, creating Morph Sliders from OBJ is not one of them (at least not for me with Blender workflow). Wonder what you do different to get that weird result...
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By vidi - 5 Years Ago
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it shouldn't matter which software you use, if the mesh has a static T pose it should stay that way. Anyway the new UV layout and no longer suitable export for baking is even the bigger problem now
that really annoys me, because now I have time and can't make any headway
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By vidi - 5 Years Ago
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That has to be related to this A and T pose thing If I send a character in the T pose to Zbrush and set as an A pose in the update Menue , I get the same V pose result. But I use the Create Morph menu and exported a T pose and import the mesh as a Tpose. I cannot choose which pose should be set in the Create Morph menu, so I have no influence on it. This is a bug TPose to A Pose = VPose
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By vidi - 5 Years Ago
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Here the result if I set T Pose in the FBX Exportmenue :doze:
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By vidi - 5 Years Ago
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When I use an old CC Mesh it generate nona FBX key, therefore also that is a dead end I can try what I want, I can no longer work with this CC version.:angry:
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By vidi - 5 Years Ago
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Ok I get it only working with set to A Pose. after all a Bright spot only T Pose make trouble . When T Pose obsolete why have we this option? Why have we a Extra Button to load neutral Base that set the Avatar in the T Pose ? That makes all not sense. To get a neutral base Avatar that works (A Pose) need to reset the morphslidersand not press Button "load neutral Base" !!! T Pose is absolute nonsens now.
The other Problem still keep, I can not use the obj UDIM Layout in 3D coat , I need the old Std UV Set.
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By vidi - 5 Years Ago
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The other Problem still keep, I can not use the obj UDIM Layout in 3D coat , I need the old Std UV Set. Finally I have found an alternative workflow, also for the baking the in 3D Coat. For me is baking in 3D coat better , because there is a visual Baking cage even if a bit more complicated as before, but I'm finally happy that I get further. These Pose Bug and new obj UDIM Layout got into a mess my previous working workflow.
The solution for baking in 3D coat now I Import a CC FBX as pixel painting , because that keep the Std UV sets . In the Retopo Room I use option "Take mesh from Paintroom" and export this Retopo Mesh as OBJ. Then, I start new with the High Poly Mesh via vertex paint import and imported in the Retopo Room the the previously exported Retopo Mesh. Now can I bake.
Now can I use all benefits of both together, 3D Coat and Substance Painter. :cool:
Now that's a temporary fix, however the "V Pose Issue" need to fix and obj export should get a additional Option to export with old Std UV set .
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By luke (RL) - 5 Years Ago
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Hi, Vidi I found the root cause is 3d-coat don't support bone so you see the native A-pose in it. If your favor software is zbrush and 3d-coat, I will suggest you to use obj (with Bind pose) as a major file format. thanks,
Luke
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