# Animotive 0.7.8.11 Release Notes

## Change Log:

**New Features:**

* Implemented new and improved pricing model&#x20;
* 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&#x20;
* 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&#x20;
* 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&#x20;
* 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&#x20;
* 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&#x20;
* 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&#x20;
* 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&#x20;
* 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

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