2.2.0 (best used with CLO 2025.2 and higher)
- Added support for Unreal Engine 5.7.
- Added support for Puckering.
- Added options: Play Region (uses CLO/MD Start/End Frames) and Entire Region (uses the full animation).
- Added an option: Bake Joint Animation Frames on FPS Mismatch—resolving FPS discrepancies (e.g., loading a 30 FPS CLO animation into the 60 FPS Animation Editor) by baking joint animation data for intermediate, empty frames, ensuring the avatar animation sent via LiveSync to Unreal Engine is always identical to the source.)
- Added an option: Flip Green Channel—flipping green channel for all normal maps of garments via CLO/MD LiveSync Mode.
- Updated the Save feature to automatically generate a Level Sequence asset when saving garments and/or avatars with animation.
- Updated the Save feature to include the CLO/MD source project filename in the names of created assets (e.g., Static Mesh, Geometry Cache, Material Instance).
- Fixed an issue where names for saved Static Mesh and Geometry Cache assets became 'RenderMesh'.
2.1.0 (compatible with CLO 2025.0 and higher)
- Added a new feature, Pose Combiner, which merges a Pose asset with an AnimSequence asset.
(For more details, pleasee visit https://support-connect.clo-set.com/hc/en-us/articles/45304309404441-Opening-CLO-MD-LiveSync-Mode)
- Fixed an issue where the alpha channel of Base Color was not correctly applied to transparent garments.
- Fixed an issue where avatars appeared in an A-pose only in Unreal Engine.
- Fixed an issue where AnimSequence was not properly exported to CLO or Marvelous Designer via LiveSync.
2.0.0 (compatible with CLO 2025.0 and higher)
- Reworked the workflow and UI such that LiveSync can be directly used in Viewport.
- Reworked the system such that LiveSync utilizes USD format instead of a custom format, ensuring improvements in performance and quality.
- Added a Geomtery Cache type for sending an animated MetaHuman to CLO. This type takes MetaHuman's blend shapes into consideration.
- Added support for macOS. This will be available directly on the LiveSync page on Fab.com (link to be provided).
- Added support for Subsurface Profiles.
- Fixed an issue where materials for a same garment in Unreal Engine would look differently depending on an asset type.
- Fixed an issue where an embossed logo using the Desaturate option in CLO would appear flat and dark in Unreal Engine.
- Fixed an issue where graphics would be incorrerctly placed on a pattern in Unreal Engine.
- Fixed an issue where meshes for stitches and seamlines would be randomly cut off.
1.1.6
- 언리얼 에디터에서 LiveSync Update 기능을 사용하여 CLO asset을 가져오려고 할 때 지속적으로 발생하던 크래시 이슈 수정. 다음과 같은 크래시 로그가 생성되었음:
Assertion failed: MipView.GammaSpace == LayerData.SourceGammaSpace [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TextureDerivedDataTask.cpp]
1.1.5
- 언리얼 엔진 5.5와의 호환성 추가.
- GC Material Combiner 기능 추가.
1.1.4
- Thick인 의상을 Geometry Cache로 저장 시 간헐적으로 발생하던 크래시 이슈 해결.
1.1.3
- Substance material의 texture가 좌우 반전되던 이슈 해결.
- 일부 Substance material의 opacity map이 제대로 적용되지 않던 이슈 해결.
1.1.2
- 언리얼 엔진으로 보낸 아바타의 신발이 하얗게 보여지던 이슈 해결.
- 좌우반전 붙여넣기 한 물체를 포함한 의상을 Geometry Cache로 저장 시 해당 물체가 제대로 나타나지 않던 이슈 해결.
- CLO에 가져와진 MetaHuman animation이 Animation Editor에서 보이지 않던 이슈 해결.
- Fur 의상이 반전된 노멀 값들을 가지고 있던 이슈 해결.
- unified material로 의상을 언리얼 엔진으로 넘길때, 텍스쳐 맵 크기가 4k로 고정되도록 수정.
- LiveSync를 통해 아바타를 언리얼 엔진에서 CLO로 가져왔을 때 간헐적으로 발생하던 크래시 이슈 해결.
1.1.1 (1.1.0 버전의 모든 기능과 개선점 포함된 버전)
- 아바타를 Skeletal Mesh로 저장 시 결과물이 보이지 않던 이슈 해결.
- 아바타를 Animation Sequence로 저장 시 결과물이 보이지 않던 이슈 해결.
1.1.0 (아카이브에서 제외된 버전)
- 언리얼 엔진 5.4와의 호환.
-
[실험적 기능] Fur 기능 지원.
- [실험적 기능] Render Only 패브릭 타입 지원.
- 컨텐츠 브라우저에서 특정 asset이 보이지 않던 이슈 해결.
1.0.1
1.0.0