Machinima Release Notes¶
Camera Animation has been replaced by KeyFramer, which gives you all the functionality of Camera Animation tool, but for any prim!
Focus tool for cameras lets you pick a focus distance with a click
The Sequencer Window can now be moved to its own external window, and behaves appropriately. Useful for folks who have multiple monitors.
Wrnch has been updated with the ability to directly type in an IP address. New mappings for UE4 base skeleton and Reallusion CC3! You can now directly animate CC3 characters with Wrnch Pose estimation.
Blast has been updated to 0.8.5
Many issues which used to cause the Sequencer to “flicker” have been resolved, for a much more polished experience.
The KeyFramer tool is a much more improved version of the functionality we released with the Camera Animation tool. You can now animate anything with it! Please continue to give us feedback as we improve these “quick animation” tools.
A new feature exists which allows you to quickly set the focus of the camera to an object in the viewport.
Adding, updating, and removing keys is much easier and more streamlined now.
Wrnch now has the configuration necessary to utilize Reallusion models
Blast had some issues on initial release that have been fixed. Users should be able to use Blast to its full potential now.
Sequencer had a dramatic overhaul to perform and look better.
Users can drag it to its own external window and resize as needed
Key authoring in tools like KeyFramer has been restricted to hopefully improve the process of adding keys to a prim that is also in a clip.
Changing the length of an animated prim should automatically update the length of the clip in Sequencer.
The omni.anim.curve extension has also been updated to include functionality improvements related to key animations.
Fixed several user-facing issues which were causing instability or display anomalies.
Updated KIT version to 100.0
Fixed the “Corrupted Character” bug
Enabled “Async Rendering” flag which helps with client UI performance when rendering large scenes.
Fixed several bugs related to client DPI settings. You will now get a better experience with the timeline when your monitor scaling is larger than 100%.
Fixed several crash bugs, including one which which was mentioned on forums from trying to use a clip or track prim to create a clip. You will now just get an error instead of a crash.
Made the code more aggressive about hiding text when the size of a clip is very small. This should improve the accuracy of clip size relative to the animated asset being represented.
Updated several animation extensions to newer versions. This fixes some bugs related to constraints.
Updated Blast to a more recent version to fix a compatibility issue
Fixed several “Undo” operations in the Sequencer.
Added ability for clips to be smarter about their animation clip creation
If you drag a skeletal model onto a track, you can continue to just drag animations onto that track and they will be associated with the skeleton that you first dragged onto the track.
If you drag an animation onto a track as a clip, you can then drag a model onto that animation to create the expected association.