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 โ 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 userโs Documents folder
Added an unskinned bone flag in Asset Library
Humanoid Automap now only considers skinned bones - previously it didnโt 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 โ@โ 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 โ 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 wouldnโt 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 wasnโt 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 donโt 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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