Added new Motion category to Deep Search, allowing for the search of various motion data.
Added the ability to right-click on any motion in the timeline that is available for sale in ActorCore to access the “Deep Search Similar” function, which helps you find similar content.
New “View Related” can be used to fetch items that are associated with the target asset in Smart Search.
Enhance
Auto Setup is now compatible with Unreal C++ environment.
A “First Frame in Bind Pose” option has been added under the “First Frame” pose settings, including both T-Pose and Bind Pose. Additionally, a new option allows blending the First Frame into the animation or pose preceding it, with selectable blend intervals of 1 frame or 60 frames.
Fixed
Headshot 2 no longer crashes from selecting the Base Roughness map. Feedback Tracker
Different character types, including CC3+, ActorCore, and Humanoid, can now be properly exported as BVH files. Feedback Tracker
Resolved issues with roundtrip workflow between Character Creator and Blender with GoCC function. Feedback Tracker
Thank you for sharing, but it seems your team forgot to update the release notes page. Could you please update it as well? I’m excited to learn more about what’s new in the latest updates for both iClone 8 and CC4.
Thanks for providing the news, but dont give me wrong, this is RL. Why did you only fix 2 or 3 Bugs in almost 5 month ? Ive been noticing this for each release now, the list of never fixed bugs becomes larger and larger.There are still so many “assigned” instead of “relaesed”. Just to name a few : imported items on infinite distance Props at infinite distance - Feedback Tracker, Headshot Sliders jumping all the way to the top CC452 Headshot slider jumping all the way to the top - Feedback Tracker
What happened to the Disappearing Material Panel (Iclone FT) which is so annoying ? ect etc.
Can someone kindly explain this to me ?
Bugs and issues reported in the FT come in two general types. There are bugs that affect everyone, and these are obviously the easiest to fix. Sadly there are also many bugs and issues reported that only affect a single or small number of users. These are the most difficult to track down and so they will remain assigned for much longer.
For this reason it is always recommended to give exact steps to reproduce the problem whenever possible as this will speed up fixing the issue.
And of course it’s important to remember that not everything reported is actually a bug. Sometimes it’s simply a design choice or a restriction with the current version.
I was wondering why some of the obvoius bugs like the disappearing Material Tab or loading props appearing at a distance of 9999999999.999 and others, i cant imagine that i am the only one who noticed them, have not been fixed. These are things that are used on every daily work. One thing i can imagine is that 99% of the users simply dont report bugs so your devs probably will get the impression some features like the Headshot Sliders for example dont need to be fixed or seem to be broken only on one specific users pc , which i doubt though. I provide software to people as well and in my experience most users dont even use their software, most software thats been bought rotts away somehwere in a dusty shelf. Thats not only software, people buy stuff and dont use it. So all the bugs that if fix in my software i must discover myself, most of the time i stumble on them accidentally, maybe 1 from 1000 users send a bug report if not 1 from 10000. Thats all pretty sad. I understand your point though.
I have never noticed props appearing at infinity after loading. Is this when loading them by dragging and dropping or loading through double-clicking?
In the first case it should stay where you put it in the view port. In the second case the only reason I can think of why it flies off is if the pivot is way off.
Some bugs are unique; I have had a few of those myself. In that case it helps to provide a project where the phenomenon occurs.
This is very easy to reproduce. Drag a Prop with your Mouse realtively high on your workspace. From a certain height on it will be placed at distance -99999999.999. In this example place a Column above a Wall. TBH when i think about it, in a 3D Space depending on the viewing angle “higher” placed objects must be at a larger distance. Though this seems weird to me because -99999999.999 woukld be a few feet above the monitor .
Actually, it would be very far away. The minus sign just indicates direction. It’s about a 1,000 kilometers. I assume it’s tha largest number the systm can handle.
I your case there seems to be no surface that the system to place the object on, so everything is simply set to the maximum.