Animotive 0.8.1.10 Release Notes
Changelog
New Features
Implemented SteamVR/Vive Tracker support allowing users to connect Left Foot, Right Foot and Waist trackers for greater character animation fidelity
Implement Quest Pro face tracking via SteamLink support making it possible for users to use Vive Trackers and Quest Pro face tracking together, wirelessly
Added the new KayKit Fantasy Adventures template project
Enabled VRM import as well as spring bone support - enabling hair, cloth, tail dynamics etc. Direct compatibility with VRoid characters
Enabled GLTF/GLB import, allowing users to import characters from ReadyPlayerMe and Avaturn etc.
Integrated Toon Shader support, which can be configured within the Materials & Textures module of Asset Library allowing users to achieve more stylised content
Implemented a new tracker smoothing/denoising feature which significantly improves animation quality and VRUI interaction by combatting hand shake. The level of smoothing can be tweaked within the Settings panel
Implemented the ability to attach an audio clip to a character, which can be used with any facial animation option. When paired with the Oculus LipSync facial animation option, Animotive performs automatic lip sync animation. When paired with Quest Pro Facial Tracking it enables users to easily perform lip sync to pre-recorded audio.
Improved the quality of the Oculus LipSync facial animation implementation
Add more parameters and control within the Random Eye Movement functionality, leading to more natural eye animation. Parameters can be adjusted on a per-character basis within the Asset Library
Implemented a facial animation preview player within the Facial Mapping module of Asset Library, allowing users to preview the facial mapping and fine tune parameters before entering a Scene
Added microphone selection and preview within Start Session panel, as well as some general design improvements to improve multiplayer session workflows
Implemented the ability to rename projects. This triggers an email notification to other project members
Implemented the ability to tab between input fields within the Transform tab of entity control panels, as well as the ability to click and drag on the input fields for easier adjustment within Desktop Mode
Bug Fixes / Improvements
Significant improvements to the animation retargeting algorithm, particularly improving the animation on characters with short legs
Some VR tracking animation improvements, particularly when characters fully extend their arms
Improvements to Asset Library camera controls, allowing the user to switch easily between Free Cam and Orbit mode in any module with a 3D viewport. Also implemented that the Camera orientation doesn’t get reset when switching from one module to another
Fixed that materials with Lit shader weren’t rendering correctly according to the Workflow selected and textures maps assigned
Implemented when laser grabbing a character, the action is automatically cancelled if the character grabbed becomes embodied
Fixed a bug with Animotive’s connection test to the server which could cause disconnection issues occasionally
Removed the Dropper icon on colour fields in Asset Library to improve usability
Fixed bug where the user’s menu would not get toggled off via the B button when laser grabbing whilst embodied
Duplicated bone names within exported FBX are no longer renamed
No longer adding “root” name in top level FBX export node
Fixed issue where Asset Importer would sometimes apply the same normal map to all skinned meshes
Vignette no longer displayed in Desktop Mode
Some design improvements to web frontend, making it easier to delete projects
Fixed that toast messages would sometimes appear unexpectedly when spawning entities, warning of parameter values being set outside the expected range
Removed unnecessary UI toggle from Shadow Opacity sliders
Left trigger input now included within calibration controls
Fixed issue where Prompter and other panels could become positioned far away from the user
Fixed a bug with the Align to POV option, where the entity would jump back to its previous position
Resolved inconsistencies in the Sun’s rotation values for Set Assets within Asset Library
Fixed issue causing Animotive to be flagged by some antivirus scanners
Fixed UI state bug related to visibility toggle on the Takes panel
Fixed bug where close button could appear in the wrong position on the Monitor panel
Fixed bug with Mirror mode where the display could get stuck on the previously embodied character
Fixed that Characters' hands didn’t open after you embodied a character whose hand were closed
Improved the synchorisation between VR camera view and the embodied character’s position when using XSens as the tracking solution, to reduce user disorientation when looking downwards or tilting the headset
General reworking and improvements made to sliders, particularly the slider bounds functionality and slider reset functionality
Fixed networking bug related to the visibility toggling of groups
Fixed FBX export bug where if the Scene name contained any special characters the export would fail and produce an empty folder
Improved the framing logic for Asset Library cameras, which resolved various cases like scaling a Character and then navigating to the Hand Poses tab
Improved Oculus LipSync blendshapes on the Dark World template characters
Implemented that top row numeric keys on the keyboard trigger full screen camera view / vision mixing (as well as numpad keys as before)
Reduced FOV of Asset Library cameras to reduce distortion at close viewing angles
Improved VRUI laser raycasting logic to handle situations where multiple panels are stacked on top of each other better
Fixed an issue with the Takes Panel entity type filtering dropdown where newly spawned entities would not be filtered correctly
Fixed compatibility errors for characters with blendshapes that didn't move any vertices
Implemented that Audio Player now has an option to Autoplay on playback and capture
Fixed bug with Audio Player UI where timecode text wouldn't update correctly when the Audio Clip selection was changed
Fixed bugs with the interaction state of the timeline slider and transport controls that meant users could manipulate timecode time while capturing which is undesirable
Known Issues
Issues reconnecting VR if it disconnects within a Scene, particularly problematic for Quest Link users
Texture compression artifacting
Some inconsistencies with Prop animation + playback
Sometimes VR hand controllers take a minute to wake up within the app after being asleep
Some issues with global position animation on Unity Exports.
When exporting FBX to Unreal Engine there can be slight discrepancies in global animation scale, particularly noticeable at large distances from the world origin
VRM 1.0 Files exported from certain versions of the UniVRM plugin in Blender may not be read correctly at import to Animotive. Importing these files into Unity, then exporting as a VRM from unity will fix this.
Setting the same audio clip to two characters being embodied simultaneously for lip sync in a multiplayer session may cause playback to cut out from one of the characters.
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