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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