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
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