# Animotive 0.8.2.13 Release Notes

## Changelog

New Features

* Implemented application-wide tooltips system to better explain different aspects of the UI
* Split Character face tracking into a separate dropdown for Face and Eyes for more control - allowing users to utilise Oculus Lip Sync for the face and Quest Pro for the eye tracking or vice versa&#x20;
* Implemented a new combined Quest Pro + Oculus LipSync face tracking type that allows users to embellish Oculus Lip syncing with Quest Pro facial tracking expressions
* Implemented an Auto eye targeting system to allow for more natural eye movements without the need for eye tracking&#x20;
* Implemented the Eye Max Look Angle slider also affects Quest Pro eye movement. So the range of movement can be controlled on a Character by Character basis
* Implemented that the Audio Clip Player time is synced with Timeline time by default. A toggle has been implemented in the Audio Clip Player so this behaviour can be toggled off&#x20;
* Implemented smoothing for Quest Pro facial animation with configurable sliders
* Implemented Batch Capture Mode, which is a Project Level setting that can be toggled on the Takes Panel. When enabled, actors don’t get disembodied at the end of a Capture and Animotive automatically creates a New Take on any Groups that contained captured entities
* Implemented a Scene Duplication feature, which can be accessed within Scene settings on the dashboard
* Implemented a batch FBX export to make it easier and faster to export All Takes or Starred Takes
* Implemented a UI counter for Spotlight entities, similar to what we have for Cameras
* Initial implementation of Camera Tally Lights, which get turned on when any user has the Camera in full screen mode - allowing actors to know which Camera is “live” during live streaming / vision mixing style projects
* Implemented that Entity visibility can be toggled off via the control panel
* Implemented that in Desktop Mode the user can frame a Video Camera based on their Scene View camera via a button on the Transform tab of the Camera’s control panel
* Implemented Floor Marks - a new tool which can be used to guide character placement in the Scene. The user can press the X button on their hand controller to embody the last embodied character, and press it again to teleport to an assigned Floor Mark (video tutorial: <https://youtube.com/shorts/hWfUe4OwNb0?feature=share> )
* Props exported via FBX now have bone skin weights - offering better compatibility with Unreal Engine
* Implemented the ability to minimise Tool gizmos (Cameras and Lights) when embodying a Character to help declutter the Scene for performers
* Implemented that Props and other entities return to their original position when a New Take is created

Bug Fixes / Improvements

* Fixed critical bug on AMD graphics cards that would cause blendshapes to not work as well as occasional crashes
* Improved the real-time character retargeting algorithm to resolve leg snapping for certain characters
* Changed the laser angle on the VR hand controllers for improved user comfort
* Reduced the snap turning increments for greater precision and improved user comfort
* Made the Prompter scroll speed constant, rather than relative to the Film Script length
* Improved the player placement logic when disembodied - to reduce instances where player is clipping with Scene geometry
* Fixed an audio playback sync bug that could occur on Audio Clips that contained silence
* Fixed a timing issue that could occur if multiple users attempted to join the same Scene at the same time, causing one or more users to not join successfully
* Improved FBX export times - particularly for Takes with longer durations
* Implemented that setting the Player Tracking dropdown to XSens is persistent - meaning it will be remembered from one scene to another
* Improved Camera Vision Mixing functionality so that ‘0’ key is used to exit Full Screen Camera Mode. Also fixed a bug where any Cameras that were not visible in the Monitor panel would show as blank within Full Screen mode
* Increased Asset Import vertex and triangle limits to 1 million and fixed a mesh serialisation error affecting some dense meshes
* Implemented that blendshape normals get automatically calculated on Character import
* Improved Asset spawning logic to reduce occurrences of assets getting spawned outside of the Set
* Fixed IOException that could occur on deleting an Asset that is currently uploading
* Improved OculusLipSync logic - sped up the mouth close interpolation
* Fixed an issue with the character’s animation being distorted if switching from XSens tracking to VR tracking
* Fixed a state bug with the Team icon where on hover it would display that there were 0 users in the Scene
* Fixed a bug where hand pose or T-pose gizmos could become unclickable in Asset Library&#x20;
* Fixed issue where laser grabbing mode icon could get stuck in Desktop Mode if the user was holding their right controller grip button while switching to Desktop Mode
* Fixed a bug where some meshes could be displaced on FBX export, specifically affecting some multi-mesh Characters
* Fixed a bug affecting the export to Unity workflow with VRM/GLTF characters
* Fixed a bug that could occur if multiple instances of the same Character existed in the same Scene, where their blendshape values could become shared
* Implemented that the Character’s face returns to a neutral pose if it is disembodied and has no animation on it
* Implemented that Spotlight and Video Cameras don’t consider the surface normal orientation when being parabola laser grabbed
* Implemented that characters return to T-pose upon clearing the Current Take
* Fixed an issue where Character eye tracking wouldn’t display the correct angle on Characters that had a local rotation value on them in T-Pose
* Fixed a bug with MP3 files with variable bit rate which caused de-sync issues
* Fixed a bug when using the Batch Export FBX feature when the current Take was empty, which was causing the export to contain no animation data
* Implemented that a README is exported along with the Unity Export data to offer clearer instructions to the user on how to import the data into Unity
* Removed unused/redundant blendshapes from the QuestPro blendshape mapping&#x20;
* Fixed a data conversion error that was causing loading issues for some Assets with heavy mesh data
* Reworked VRUI dropdown logic for better placement
* Fixed some audio playback issues on the preview player of the Facial Mapping tab in Asset Library where the audio would continue playing when it should have stopped
* Fixed a hover state bug on the Audio Clip selection dropdown on Character control panels
* Reduced aliasing on some UI components&#x20;
* Fixed a bug where the Scene View label in Desktop Mode would overlap panels in situations where it should be hidden
* Improved the Asset Scaling tab of Asset Library and added a broader range of scale comparison graphics
* Fixed a bug causing the rotation X and rotation Z properties of a Character control panel to be editable
* Removed unused blendshapes from the Quest Pro blendshape mapping
* Better support for bind poses with unweight bones in FBX export
* Implemented that the chosen Character facial animation solution is stored within the Scene’s data and is therefore saved and loaded
* Improved logic for models that contain blendshapes that don’t move any vertices
* Fixed that blendshape animation wasn’t updating the FBX export progress bar
* Fixed a bug causing an incorrect character position when embodying after the character had been aligned to POV
* Implemented that Character’s face tracking options are saved and loaded with the Scene data
* Fixed jitter issue with the Prompter as well as a bug that could cause it not to scroll for the client if the Host’s instance of the Prompter was disabled
* Optimizations and speed improvements for FBX export, particularly for Scenes of long duration
* Implemented that Animotive accepts either Foot or Ankle tracker references from SteamVR&#x20;
* Fixed a camera framing bug in Asset Library on Eye Position and Hand Pose modules for Characters that had an invalid humanoid mapping
* Fixed a bug where the Unity export progress bar didn’t get update for clients in a multiplayer session
* Fixed a bug that could result in the microphone selection dropdown being empty
* Fixed a bug where a storage utility check could cause other users to become stuck in the export scene
* Updated the application splash screen and implemented some optimizations
* Fixed a bug that could prevent the colour slider knobs from updating to the correct colour on Spot Lights
* Fixed a culling layer bug which could cause grabbed Spot Light gizmos to be rendered in video exports
* Fixed physics errors that could occur on embodying a character whilst the Scene was capturing
* Fixed a bug where double clicking the material preview sphere in the Materials & Textures tab module of Asset Library could cause it disappear
* Fixed bug where Spot Lights spawned by a client would have their Range clamped to a value of 2
* Fixed a cloud error that could occur and log the user out when a file was attempted to be downloaded when another user had deleted the file

## 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.&#x20;
* 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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