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
- Fixed an issue where Unreal Editor would constantly crash when attempting to import CLO assets using the Update feature. The following crash log was generated:
Assertion failed: MipView.GammaSpace == LayerData.SourceGammaSpace [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TextureDerivedDataTask.cpp]
1.1.5
- 支持 Unreal Engine 5.5版本。
- 添加GC 材质组合器。
1.1.4
- 修复了尝试将具有厚的纹理显示的服装保存为几何缓存资产时偶尔闪退问题。
1.1.3
- 修复了Substance材质图水平翻转的问题。
- 修复了Substance材质透明图不能正常应用的问题。
1.1.2
- 修复了发送到虚幻引擎的鞋子被白色材质遮盖的问题。
- 修复了服装保存为几何体缓存资产时,镜像粘贴对象无法正确显示的问题。
- 修复了导入的 MetaHuman 动画轨道在 CLO 中不显示的问题。
- 修复了毛发织物具有反转法线值的问题。
- 修复了统一纹理贴图设置不是最大 4K 的问题。
- 修复了通过 LiveSync 将虚拟形象从虚幻引擎带到 CLO 偶尔闪退的问题。
1.1.1 (具有 1.1.0 的所有功能和改进)
- 修复了将化身保存为骨骼网格体时,虚拟模特不可见的问题。
- 修复了将虚拟模特保存为动画序列时,虚拟模特不可见的问题。
1.1.0 (从存档中删除)
- 支持与 Unreal Engine 5.4 兼容。
-
[实验性的] 支持毛发材质。
- [实验性的] 增加支持仅渲染可见材质属性。
- 修复了某些资产在内容浏览器中不可见的问题。
1.0.1
1.0.0