# Animotive 0.8.4.20 Release Notes

## Changelog

New Features

* Implemented AI-enhanced VR tracking, which offers significant improvements to character motion over VR tracking. AI-enhanced VR tracking has been set as the default Capture System within User Settings
* Implemented support for Vicon motion capture suits via local streaming from Shōgun software
* Overhauled the in-scene UI for improved usability, visual clarity and faster workflows:
  * Ability to interact with multiple panels in desktop mode - a significant improvement on the previous versions' 'one-in-one-out' functionality
  * Ability to reorder Monitor panel camera views
  * New timeline notch visuals for more precise scene previewing
  * Ability to select Film Script via the Prompter panel (similar to how Audio Clips are loaded to the Audio Player panel)
  * Renamed Shadow Softness to Shadow Opacity
  * Improved dropdown and panel scroll speed on desktop
  * Implemented hover tooltips for truncated UI texts
  * Modified some default UI values based
  * Implemented that panel grabbing and repositioning via the grip button can be performed anywhere on the panel (previously, it was just via the panel footer)
* Implemented a new hybrid interaction system that allows UI to be interacted with in VR and in Desktop Mode simultaneously (allowing for Animotive users to collaborate with performers more easily / reducing actor onboarding time)
* Implemented joystick strafing/locomotion which can be used in embodied or unembodied states. To access this ensure the main menu/laser is toggled on, hold the left trigger and use the left joystick. Additionally, the right trigger can be used to boost speed of the action.
* Expanded video export options, to include:
  * PNG Image Sequence Export
  * Frame rate selection
  * Bit rate
  * Codec selection
  * More advanced anti-aliasing settings
* Added a new Monitor entity that can be used to stream and display content within Animotive either via NDI or a web browser URL. Monitors can be made visible or invisible to Cameras to be used for a range of purposes
* Added support for streaming Animotive Cameras to OBS or other tools via NDI, to support professional live streaming and vision mixing workflows
* Created a seat management interface for Enterprise users to make the process of assigning and revoking seats quick and easy
* Add Vive face and eye tracking support
* Implemented a new Quick Rotate grab mode, which makes it easier to rotate entities in VR at a distance
* Implemented Rule of Thirds guides that can be toggled on a per-camera basis to improve shot composition
* User preferences and export settings are now preserved between sessions
* Implemented an undo/redo system within Asset Library
* Implemented an animation frame rate selection dropdown for FBX export
* Implemented third party authentication with Google
* Updated Animotive's default Set asset
* Imported a new 'Workshop World' template - perfect for quickly starting previz or mocap projects

Bug Fixes / Improvements

* Improved the robustness and speed of scene loading
* Improved VR connection/disconnection functionality - allowing users to initialize VR mode after entering a Scene, as well as improving the reconnection functionality for Meta Link users
* Fixed an issue with the Directional Light rotation values within Asset Library, Environmental Lighting tab
* Fixed that VRM character eye bone rotation didn't work
* Fixed a bug that was causing Characters with duplicated bone names to fail asset import
* Reworked the internet connectivity check to improve reliability
* Increased FOV of Desktop Mode player camera
* Increased the numerical precision of in-scene UI input fields
* Fixed that the Voice Volume slider wasn't working properly
* Fixed that the user could enable/disable entities during playback
* Fixed that toast messages wouldn't display if too many were invoked
* Upgraded asset importer to now support Characters with unlimited bone weights (previously restricted to 4). Please note this only affects freshly imported Characters.
* Improved sub mesh selection and outline system within the Materials & Textures module of Asset Library
* Fixed an issue where clicking the Material preview sphere would cause it to disappear
* Fixed an issue where Asset names containing whitespace could prevent successful exports
* Improved the body tracking calibration user flow - user is now prompted on embodying a character to calibrate if there is no calibration data found or there is a mismatch between calibrated and current data
* Fixed a bug causing difficulty in placing the Spawn Area after a Set had been rescaled
* Fixed a Character misplacement bug that occurred when multiple bone hierarchies exist
* Fixed a Character load error in the Scene that occurred when a previously mapped optional humanoid bone was removed from the humanoid mapping
* Visual improvements to entity nametags, so they should be less intrusive
* Implemented that entity transform input fields now work in VR via the numpad (previously they were only interactable in Desktop Mode)
* Fixed bugs with the blendshape preview selection toggles with the Facial Mapping module in Asset Library
* Improved user messaging for cases where the Embody button is unavailable - now a toast message is displayed to the user
* Fixed a bug that could cause the rotational gizmos in Asset Library to not display
* Fixed a dropdown position bug, particularly noticeable on the Audio Clip selection dropdown on the Character control panel
* Fixed an intermittent issue where a Character's auto eye tracking could get stuck following the selection of an invalid eye target
* Fixed that switching between shaders in the Materials & Textures module would cause the UI to get reset to default values
* Added a scrollbar for dialog boxes where text exceeded the panel bounds
* Fixed a text formatting bug that was causing the XSens port number to be rounded to the nearest thousand
* Fixed an issue that was causing tooltips to not disappear
* Fixed that the microphone amplitude feedback bar was low

## Known Issues

* Texture compression artifacting
* Some inconsistencies with Prop animation + playback
* 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.
* Using the same Audio Clip Asset on more than one entity in the Scene can lead to playback issues. It is advisable to import duplicate versions of the file as a temporary workaround
* Smoothness texture map may be inverted on import of GLB/GLTF files
* Volatile animation when turning character physics on with AI-enhanced VR tracking as the selected capture system
