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Animotive Documentation
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  • 👋Welcome
  • Fundamentals
  • 🛠️Getting Setup
  • 🎮Controls
  • 🗒️Release Notes
    • Animotive 0.8.2.13 Release Notes
    • Animotive 0.8.1.10 Release Notes
    • Animotive 0.7.9.12 Release Notes
    • Animotive 0.7.8.11 Release Notes
    • Animotive 0.7.6.6 Release Notes
  • 🧌Asset Import Preparation
    • Character Import
      • Characters: Basic Points for Meshes and Textures
      • Character Rigging for Animotive
      • Importing a character asset into Animotive
      • Using other character creators with Animotive
        • Exporting from Maya
        • Character Creator 4 to Animotive
        • Preparing Synty Characters in Maya for Animotive
    • Sets and Prop Import
      • Props: Basic Points for Meshes and Textures
      • Set: Basic Points for Meshes and Textures
      • Importing a set asset into Animotive
      • Materials & Textures
      • Scaling
      • Environmental Lighting
  • 🖥️Resources
  • ❓Frequently Asked Questions
  • Learning Animotive
    • 🔍Learning Animotive
    • 🌐Creating A Project
    • 🎞️Create A New Scene
    • 📬Inviting Your Team
    • ⏱️Starting A Session
    • ⚖️Calibrating
    • 🔮Teleporting
    • 📄Menus
    • 🧙‍♂️Spawning A Character
    • 🤸Embodying A Character
    • 🎭Performance
      • Mirror Mode
      • Hand Gestures
      • MoCap
      • Face and Eye Tracking
    • ⏺️Capture
    • 🎥Cameras
    • 💡Lights
    • 🔻Timeline
    • 🎬Takes
    • 🎨Props
    • 📜Prompter
    • 📺Export
      • Exporting to Unreal Engine
    • 🎮Animotive Animation Transfer Tools for Unity
  • 🕺Steam VR Tracker Support
    • Pairing + Setting Up Tracker in SteamVR
    • Enabling SteamVR Full Body as the Animotive Capture System
    • Calibrating
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  • Change Log:
  • Known Issues:
  1. Release Notes

Animotive 0.7.8.11 Release Notes

Change Log:

New Features:

  • Implemented new and improved pricing model

  • Removed several feature restrictions impacting users on the Free Tier – now free users can export FBX, export to Unity and export watermark-free video at any supported resolution. Free users are also no longer restricted in terms of capture duration and can enable WAV audio recording format for better quality

  • Implemented new FBX export functionality that has several benefits over previous version - FBX includes animated rig and character mesh including blendshape animation

  • Character audio is now exported alongside FBX

  • Asset and Tool Spawning now available in Desktop Mode

  • Reworked haptics logic for better user feedback on both Oculus and SteamVR backends

  • Added support for Characters with no skinned meshes e.g. Minecraft / Roblox style Characters

  • Improved the App Settings UI to include help tooltips and better user feedback messaging. Also implemented default Projects and Export paths within the user’s Documents folder

  • Added an unskinned bone flag in Asset Library

  • Humanoid Automap now only considers skinned bones - previously it didn’t discriminate between skinned and unskinned bones, which led to some unexpected results

  • Added better feedback via modal if user opens Asset Library and has pending Assets

  • Added toast message feedback for when user spawns a Spotlight

  • Integrated onboarding video to guide new users through the application dashboard, how to create their first project etc.

  • Improved in-app analytics to help us identify product improvements more easily

  • Added a reminder/prompt to ensure VR connection is established before entering a Scene

  • Implemented a spacebar shortcut for Play/Pause timeline in Desktop Mode

Bug Fixes / Improvements

  • Fixed bug to do with string culture on non-English PCs that was preventing some Assets from importing successfully

  • Fixed bug to do with non-English keyboards being unable to type ‘@’ symbol during login/registration

  • Fixed intermittent bug that was sometimes causing Asset download when entering a Scene from reaching 100%

  • Fixed bug preventing blendshape json data to sometimes not export with FBX / Unity exports

  • Fixed head offset when embodying larger characters

  • Fixed bug where sometimes the laser grab type/mode would get stuck

  • Fixed bug that was preventing cheekPuff_L and cheekPuff_R from getting mapped within the Quest Pro blendshape mapping

  • Fixed small bug where Asset type filter could be mismatched with the UI

  • Improved project deletion in the backend

  • Fixed bug that was preventing project storage warning to display when user exceeds cloud storage

  • Fixed bug that caused misclicks when dragging entities in Desktop Mode

  • Unified close button sizing on all VR UI panels

  • Fixed FPS drop when spawning the first Video Camera in a Scene

  • Fixed bug where setting Camera focal length via numpad updated the UI but not the actual value

  • Fixed bug that was undesirably allowing the user to teleport in the calibration scene

  • Fixed bug that allowed the user to linear grab Characters the first time they were grabbed

  • Fixed bug that could cause the Desktop UI to disappear when the user is in VR mode

  • Fixed exception caused by a Set asset being deleted and then trying to enter a Scene which contained that Set

  • Fixes to the Autofocus outline gizmo

  • Improved the cloud storage calculation logic when user creates a project

  • Improved feedback for users receiving Join Requests from other users wishing to join a live Scene

  • Improved Monitor panel responsiveness in Desktop Mode

  • Fixed bug where VR UI panel placement would be incorrect when user returned from calibration zone

  • Implemented that property drawers on Materials & Textures and Environmental Lighting Asset Library UI are expanded by default

  • Increased deadzone on switching laser grab mode type using right controller joystick axis – to reduce chance of misclicks

  • Fixed bug where user could access left-hand menu during calibration

  • Fixed bug preventing teleport interaction on HTC Vive controllers

  • Enabled auto-open functionality for the Help Panel to improve the onboarding experience for new users

  • Improved screen scaling logic to improve legibility on different display resolutions

  • Implemented default paths for Animotive Projects and Export path

  • Improved entity laser grabbing and placement logic across VR and Desktop Mode

  • Improved toast message feedback for when user tries to enable VR mode in-scene but no headset is detected

  • Fixed bug with loading Facial Mapping profiles where they wouldn’t work effectively if there were mesh name discrepancies between the source and target

  • Asset panel no longer defaults to Characters every time it opens, instead it remembers the previous Asset category - making the process of spawning and positioning Props around a Set smoother

  • Adjusted the frequency and duration parameters for Random Blinking to look more natural

  • Fixed intermittent CopyCloudFileRequest error that could log the user out of Animotive

  • Implemented that low frame rate warning is only displayed when the user is in VR mode (instead of desktop mode as well)

  • Fixed app crash that could occur upon generating colliders on multiple characters simultaneously

  • Fixed issue where sometimes desktop wasn’t registering mouse click events

Known Issues:

  • Issues reconnecting VR if it disconnects within a Scene

  • Quest Pro eye movement incorrect for characters in which their eye bones don’t point forward

  • Some rendering issues when stacking Ambient Occlusion and Normal Maps

  • Issues reading some FBX files on import - this happens quite often with character files that have vertices that are not weighted to any bones

PreviousAnimotive 0.7.9.12 Release NotesNextAnimotive 0.7.6.6 Release Notes

Last updated 8 months ago

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