Hi, the first time I drop a PopcornFX item in a scene and do a Shift+S or click on the Modify Tab -> Simulate button, a "PopcornFX Simulation" message appears in the Viewport. But when I stop the simulation (either by Shift+S again or by clicking on the button or even delete the item) the...More
This is a re-opening of Issue #5446... It is marked as "Released" but is not solved. TITLE: Image sequence filenames are incorrect when starting Iray batch renderer manually LINK: https://www.reallusion.com/FeedBackTracker/Issue/Image-sequence-filenames-are-incorrect-when-starting-Iray-batch...More
BUG: When I apply a gesture to one hand only, it causes all animation from the other hand to be deleted and restored to default, causing a need to re-animate the other hand to the previous position, which is difficult sometimes, because the other hand is often a custom position, not another...More
When RELOADING a character I have saved and RENAMED the file in the Scene Manager does not carry the NEW name . This may also apply to CC3. Steps...More
When applying a file created on TTS on demand, the viseme timeline needs to be edited to include a "none" at the end so as to not mess up ensuing expressions. In the example I've sent I show a file created with tts on demand. Without editing the adding smile is distorted. The second half...More
Any time a glow map is used for a given object and the render exported as a PNG with transparent background, a halo would surround the object. This is regardless of the object type or glow map used. See slide 1. This behavior cannot be replicated in iClone 6. See slide 2....More
When building a run/walk cycle in Iclone it is impossible to figure out the number of frames until it has been applied to the time-line. This is too late. It is impossible to animate in multiples of frames (e.g. 2 steps per 60 frames -- the old walking on 2's standard) without some form of...More
Would be interested to use an Iray map-baking tool for iClone, where you could render any iClone scene using iClone's Iray plugin, and then those full-scene rendered maps would be auto-applied to the scene's diffuse channels via an automated conversion process. The end result would be mainly...More