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
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
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
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
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
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
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
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
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.
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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