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lucid

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Everything posted by lucid

  1. Hello everyone, the next build will take longer than the two week release cycle to complete, as we are approaching the end of the alpha period. There are a couple of loose ends from some of the early code we'd like to tie up to prevent any further stability related bugs. We appreciate your patience. 0.9.7.6 Change Log Additions Added a default easing curve option in the status bar while in Animation Mode. This automatically sets the easing curve for newly created keyframes. Added keyboard shortcuts Ctrl+1 and Ctrl+2 to skip to the previous and next frames in Animation Mode, respectively. (The keys 1 and 2 without Ctrl already skip to the previous and next keyframes.) Added the ability to create a 'Key All' for every frame between two other keys in one step (hold Ctrl while clicking the 'Key All' button in Animation Mode when the timeline is set between two keys). Bug Fixes Fixed a critical bug where projects with multiple contour deformers would load in a corrupt state. Unfortunately, this fix breaks compatibility with projects saved in prior versions. Fixed a bug where the 'Key All' button did not inverse before keying, which caused an explosion of parts. Known issues Non-mesh children of strokes don't update in real-time when using ik Visual bug when images armed for adding swappable image and mesh in reposition mode Some pop-up ui elements appear below panels Z-order window images do not change when mesh images are swapped
  2. 0.9.7.5 Change Log Changes and Enhancements Initiated restructuring of core systems to enhance stability, paving the way for wrapping up the last features in alpha development. Bug Fixes Resolved several additional stability issues related to hierarchy modifications. Started the refactoring process to fix new bugs identified during expanded testing. Known issues Non-mesh children of strokes don't update in real-time when using ik Visual bug when images armed for adding swappable image and mesh in reposition mode Some pop-up ui elements appear below panels Z-order window images do not change when mesh images are swapped
  3. 0.9.7.4 Change Log Changes and Enhancements Updated core systems to lay the groundwork for upcoming enhancements. Bug Fixes Resolved several stability issues related to hierarchy modifications. Fixed various bugs that caused errors during load and save operations. Known issues Non-mesh children of strokes don't update in real-time when using ik Visual bug when images armed for adding swappable image and mesh in reposition mode Some pop-up ui elements appear below panels Z-order window images do not change when mesh images are swapped
  4. Hi everyone, our next update build will be released on the weekend of March 22. Work has been done since the last update, but there won't be any noticeable changes worth an update build until that time.
  5. 0.9.7.3 Change Log Bug Fixes Fixed a bug where dragging a bone to adjust length (ctrl-shift-click) would adjust all bone lengths instead of just the selected bone Fixed a bug where you could alter the selection while a mesh was armed for adding a swappable image, resulting in unpredictable behaviour Known issues Non-mesh children of strokes don't update in real-time when using ik Visual bug when images armed for adding swappable image and mesh in reposition mode Some pop-up ui elements appear below panels Z-order window images do not change when mesh images are swapped
  6. 0.9.7.2 Change Log Bug Fixes Fixed a bug where video exports were locked to the frame length of the animation, ignoring framerate export settings Fixed a bug when loading some projects, which led to irregular behavior in specific meshes under certain conditions Fixed a visual bug where undoing or redoing changes to a the rigging cage for meshes wouldn't update the cage on screen Known issues Non-mesh children of strokes don't update in real-time when using ik Visual bug when images armed for adding swappable image and mesh in reposition mode Some pop-up ui elements appear below panels Z-order window images do not change when mesh images are swapped
  7. Sorry I didn't see this when you first posted it. Please try with the new version
  8. 0.9.7.0 Change Log Changes and Enhancements Increased the minimum distance required to initiate a drag action, reducing accidental drags when trying to click and select. Bug Fixes Resolved an issue where meshes would appear black when repositioning in rigging mode after loading a project. Addressed a bug causing animation playback to continue when switching to rigging mode or test rig mode. Corrected a problem where all rigging controls were visible upon project load and required either a mode switch or manual selection to disappear. Fixed an issue where deleting a parent bone of a mesh led to unpredictable behavior if that bone was also a child of another bone. Fixed a bug introduced in a recent update, where any mesh with more than one deformer exhibited unpredictable behavior. Fixed an issue where a mesh's rig could be offset from the mesh itself after loading a project. Corrected a bug where multiple undo actions were required to revert the deletion of certain objects with child meshes. Addressed an issue where redoing an action after undoing the deletion of certain objects with child meshes resulted in unpredictable behavior. Fixed a bug where moving a point on a rig required multiple undo actions to effectively revert the change. Known issues Non-mesh children of strokes don't update in real-time when using ik Visual bug when images armed for adding swappable image and mesh in reposition mode Some pop-up ui elements appear below panels Z-order window images do not change when mesh images are swapped
  9. Happy New Year all! 0.9.6.5 Change Log Additions You can now trigger a recalculation of rigging zones by selecting a mesh that is attached to multiple bones, and pressing M (hold shift to force a simplified recalculation that is independent of the mesh size) When a mesh is attached to a parent that has defined rigging zones, any vertices not included in these zones will be highlighted in red Changes and Enhancements When attaching a mesh to multiple bones, if the automatically calculated rigging zones overlap, the system will now automatically recalculate them using a simplified method that is independent of the mesh size Bones are now thinner and less obstructive, and grow in size when hovered to maintain ease of selection and manipulation Additional changes under the hood to support runtime development Bug Fixes Addressed several edge cases where attaching multiple meshes to the same parent could lead to unpredictable behavior Fixed a bug where the animation and onion skinning context menus were appearing too far from the cursor when activated while timelines were expanded Known issues Non-mesh children of strokes don't update in real-time when using ik Visual bug when images armed for adding swappable image and mesh in reposition mode Some pop-up ui elements appear below panels Z-order window images do no change when mesh images are swapped
  10. Hello everyone. We will try to get out another small update before Christmas next Friday, but if not, our next update will be January 5th. We're closing in on the feature complete beta, focusing on fixing the remaining bugs and polishing the final elements for a smooth user experience. This update is a bit modest in scope, but much of our efforts this cycle were channeled into the Unity runtime. Wishing you all a Merry Christmas, Happy Holidays, and a wonderful New Year! 0.9.6 Change Log Changes and Enhancements Z-order keyframe no longer automatically made for each entity state when meshes are first added Additional changes to save format to optimize for development of runtimes Bug Fixes Fixed a bug where deleting meshes would cause instability Fixed a bug where some z-order changes weren't applied correctly, leaving the UI in an unstable state Known issues Non-mesh children of strokes don't update in real-time when using ik Visual bug when images armed for adding swappable image and mesh in reposition mode Some pop-up ui elements appear below panels Z-order window images do no change when mesh images are swapped
  11. This update primarily advances runtime and plugin development through key engine enhancements. Additionally, we've improved rigging workflows for greater flexibility. 0.9.5 Change Log Changes and Enhancements Enhanced rigging workflow flexibility Enabled detaching objects from bones Added functionality to remove mesh deformers Introduced the ability to apply mesh deformers both pre and post bone-attachment Implemented several save format revisions to support runtime development Comprehensive engine updates, crucial for enabling runtime development Known issues Non-mesh children of strokes don't update in real-time when using ik Visual bug when images armed for adding swappable image and mesh in reposition mode Some pop-up ui elements appear below panels
  12. Hello everyone. We've made significant behind-the-scenes changes in our latest release. We’ve restructured project files, separating runtime and editor data, which is a substantial step towards both the feature complete beta and the first runtimes. We also implemented a comprehensive project file testing and troubleshooting framework to ensure file input/output is as reliable as possible. This foundational work took precedence in this cycle, so we're back to working on the the workflow flexibility improvements for next release. Thanks for your continued support. 0.9.4.5 Change Log Changes and Enhancements Implemented a new save file structure to segregate runtime and editor data Developed an internal debugging tool to robustly test save stability Known issues Non-mesh children of strokes don't update in real-time when using ik Visual bug when images armed for adding swappable image and mesh in reposition mode Some pop-up ui elements appear below panels
  13. We're pushing this release back to the next cycle in 2 weeks. We've laid the groundwork for the Unity plugin, but no ETA for that just yet. The focus of this upcoming release will be on allowing more flexibility in workflow, specifically in regards to the order of actions, as we close in on the feature-complete beta. Sorry for the delay and thanks for your patience.
  14. 0.9.4 Change Log Additions Added a shortcut 'H' to hide the multi-drag gizmo and manipulate multi-selected objects without multi-dragging them Bug Fixes Fixed a critical issue affecting the resize selection option in the multi-drag widget while in rigging mode, particularly when one or more bones are parented to a mesh Resolved a critical issue affecting the Revert and Key functions when dealing with multiple bones and meshes in a hierarchical structure Resolved an issue where undragged Image Palette items would remain hidden under the palette and could enter an invalid state if the palette was subsequently moved Resolved a bug causing drag-and-drop inconsistencies for multi-selected objects, most notably when adjusting bone angles Resolved an issue causing bones to revert to their original positions after multi-bone IK adjustments, until a subsequent change was made Fixed a distortion issue with meshes linked to multiple bones following multi-bone IK tweaks Resolved an issue where undoing the creation of the first mesh failed to update the Z-order in the data structure, leading to program instability Fixed a critical bug where redoing a mesh assignment to a bone would cause the bone to disappear Known issues Non-mesh children of strokes don't update in real-time when using ik Visual bug when images armed for adding swappable image and mesh in reposition mode Some pop-up ui elements appear below panels
  15. 0.9.3.5 Change Log Additions Added zoom functionality to image palette. Zoom maintains hover focus even when grid columns dynamically adjust. Added auto-scrolling when dragging an item near the top or bottom of the z-order window Z-order window now automatically refreshes to display updated sprites following manual adjustments or timeline image swaps Rigging mode now allows for simpler mesh repositioning via drag and drop, without needing to select 'Reposition Mesh'. When using this method, deformer control points will automatically move with the mesh Changes and Enhancements Overwriting a key (by making a change to an object) will now keep the easing curve of the old key Bug Fixes Fixed a bug preventing initial scrolling in the file palette window until viewport was adjusted Fixed a bug where loading a project caused the Z-order window to display white squares instead of the intended sprites Known issues Non-mesh children of strokes don't update in real-time when using ik Visual bug when images armed for adding swappable image and mesh in reposition mode Some pop-up ui elements appear below panels
  16. 0.9.3 Change Log Additions Major UI Overhaul Introduced dockable, floatable, and resizable panels for enhanced customizability Added menu items to toggle panel visibility and reset to the default panel layout Redesigned Z-Order Panel Improved usability with a persistent interface, but kept convenience right-click option to adjust z-order without navigating to the panel Automatic zooming of the z-order panel based on its width Redesigned Image and Sound Palettes Improved usability with a persistent interface Now features easier folder navigation with buttons to navigate to project root or parent folder Added a blue outline to the mesh and the panel to indicate "Add Swappable Image to Set" mode Added a lock toggle to stay in "Add Swappable Image to Set" mode Changes and Enhancements Extended top menu bar across the entire screen Temporarily removed video help Bug Fixes Fixed a bug where upon loading a project, textures applied to existing meshses would tile if the mesh cage was adjusted Fixed a bug where adding swappable images to a mesh would add a separate z-order entry for the alternate images Known issues Non-mesh children of strokes don't update in real-time when using ik Visual bug when images armed for adding swappable image and mesh in reposition mode Some pop-up ui elements appear below panels Z-order window images do no change when mesh images are swapped New Z-Order Window: donutzorder.mp4 New File Palette: cyberpunkgirlA.mp4 Automatic character setup with swappable images with PSD file: (add "__swap" to a group name to set up those images as swappable) cyberpunkgirl2.mp4
  17. lucid

    0.9.3 next week

    Just a quick heads up, everyone. Normally releases are every two weeks. Taking an extra week to finish up this UI overhaul. 0.9.3 should arrive roughly next Friday.
  18. 0.9.2 Change Log Additions Added step easing curve option Changes and Enhancements Implemented an isolated undo stack for Test Rig Mode, preserving the ability to toggle between undo and redo actions without without compromising the integrity of previous changes in the main undo stack. Laid the foundation for some frequently requested substantial overhauls of key UI elements. Bug Fixes Multiple general stability fixes Fixed a bug where certain invisible rigging elements would affect automatic export box cropping Fixed multiple bugs where certain rapidly overlapping actions could cause display artifacts for ui animations Fixed a bug where attempting to switch to animation mode when already in animation mode would hide some of the ui elements Fixed a bug where locked object were still moveable with softdragging tools Known issues Non-mesh children of strokes don't update in real-time when using ik Much requested UI updates coming soon: dockable.mp4
  19. Hello everyone. Apologies for the slightly delayed and less comprehensive build than usual. A series of events contributed to this, including migrating to a new development rig with a fresh OS install, immediately followed by a malfunctioning air conditioner during an extreme heat advisory. We will resume our usual schedule and output from here. 0.9.1.5 Change Log Additions Added selection groups for setting and recalling named selections (selection groups are not saved yet, but will save in future versions) Changes and Enhancements Massive optimizations to rerigging operations that occur when dragging and dropping multiple rigging objects attached to a multi-bone mesh Bug Fixes Fixed a but where changing the rigging points of a multi-bone mesh would not immediately cause the mesh subdivision to be calculated until an additional change was made(leaving the subdivision one change behind at all times) Fixed a but where changing the rigging points by dragging a rigging mesh connecting line would only affect one of the two dragged points at a time Known issues Non-mesh children of strokes don't update in real-time when using ik
  20. 0.9.1 Change Log Additions Added Hide Selected and Unhide All buttons to the status bar. Hidden objects are automatically locked Changes and Enhancements Horizontal and vertical flips now use the center of the original image (including transparent borders) as an axis, instead of the generated polygon's center Bug Fixes Fixed a bug where projects with flattened PSDs used as images wouldn't load Fixed a bug where right-clicking a child bone in rigging or rig-testing mode would cause two different menus to pop-up. Now combined into one Fixed a bug where flipped images would revert to their default unreflected state upon assignment to bones or contour deformers Fixed a bug where attempting to undo the creation of a bone could fail, leaving the program in an unstable state. Fixed a bug where using IK with multiple bones selected would cause invisible rigging objects to become permanently visible Known issues Non-mesh children of strokes don't update in real-time when using ik
  21. 0.9.0 Change Log Additions Right-clicking on timeline elements with nested sub-timelines now allows you to view and edit easing curves for sub-timeline keys, with any changes propagated to the corresponding sub-timeline keyframes Added permanent menu bar at the top of the screen Added permanent mode switching buttons in the menu bar Added a permanent status bar on the bottom of the screen with information on hovered items (limited to new functions for now) as well as general ui information like mouse position, zoom, currently hovered time in timelines, etc Added status bar buttons for Restore Zoom to 100% (previously only a shortcut), and Onion Skin and Animation Options (previously only accessible through right click menus) Added new functions and status bar buttons for Key All Properties of All Selected Objects, Revert All Objects to Rig State and Key, Revert Selected Objects to Rigging State and Key Added new functions and status bar buttons for Lock Select Objects and Unlock All Objects Changes and Enhancements Adjusted the speed and scale of hover animations for transport controls for more fluid, seamless interaction Moved previous help and bug report buttons to the Help section of the menu bar Meshes are now named after their filename or PSD layer name if possible to extract (previously would default the object name to "mesh" Bug Fixes Fixed a visual bug where mesh control lines would lag slightly behind when playing back or scrubbing the timeline Fixed a bug where hover animations for transport controls affected their hitboxes, resulting in less satisfying navigation Fixed a bug where toggling play/pause using the spacebar shortcut wouldn't update the transport icon Fixed a bug where on-screen transport controls didn't snap the current time to the nearest frame Fixed a bug where undoing a change to rig test mode would leave the program in an unstable state Fixed a bug where using IK under certain circumstances would cause invisible rigging objects to become permanently visible Fixed a bug where rigging points appeared erroneously and lacked interactivity when loading a project with multiple bones assigned to a single mesh Fixed a bug where exported frames would end slightly before the end of the animation Known issues Non-mesh children of strokes don't update in real-time when using ik
  22. 0.8.9 Change Log Additions Added frame labels to the timeline Added on-screen transport controls Added ability to choose an object by clicking the background of its timeline label Added visibility control to choose whether to see timelines for all objects or only selected objects Timelines now highlight when the corresponding object is hovered or selected Changes and Enhancements Drastically reduced the profile for the timeline Timeline no longer vertically shrinks to fit visible timelines when resizing Increased speed of timeline zooming with mousewheel Changed the highlighted text background color for text input pop-ups to make it more readable Enhanced timeline label hover effect for better visibility of corresponding non-mesh objects in the canvas Bug Fixes Fixed a bug where the cursor would appear below some ui objects when an alternate cursor was displayed for timeline or object resizing Fixed a bug where zooming in the timeline had jittering temporaral artifacts Fixed a bug where under certain circumstances scrollwheel wouldn't zoom into the timeline Fixed a bug where using the Next Key shortcut at a time after the last key would switch the time to the last key instead of wrapping around to the first Fixed a bug where resizing the timeline would offset the currently scroll position Fixed a bug where the timeline right-click menu still used the old behaviour of activating upon hover Fixed missing option labels for timeline right-click menu Fixed a bug where unintended value editor would display when right-clicking stroke keyframes Fixed a bug that caused timeline tick marks to disappear under certain zoom or scroll conditions Known issues Non-mesh children of strokes don't update in real-time when using ik
  23. 0.8.7 Change Log Changes and Enhancements Added expand collapse controls to timelines Made control points for deformers attached to meshes appear under the hierarchy of each mesh in timeline Made all expandable timelines collapsed by default Hovering a timeline label now highlights the object the timeline refers to Hovering meshes now highlights them with an outline as well as revealing the wireframe Massive performance optimizations for situations where many objects are selected If the last control point of a contour deformer is removed, the mesh now remains selected even when there are no remaining points selected after the action. This allows for uninterrupted editing without the need to reselect the mesh. Expanded the default timeline label area to be more readable Simplified and shortened the names for most newly created objects (bones, meshes, strokes, etc) Made it easier to click keyframes close to the horizontal resize area for the timelines without accidentally resizing Bug Fixes Fixed a bug where upon switching tools with the alt-shift scrollwheel shortcut to the falloff drag or smudge drag tools, the inner-radius would get altered by the scroll movement Fixed a bug where using smudge drag would leave objects in an ambiguous state, leading to unpredictable behaviour Fixed a bug where attempting to rotate a multi-selection immediately after selecting multiple objects would cause the multi-drag gizmo's rotation pivot to reset to the center as you started your drag Fixed a bug where undoing and redoing caused the current time to be set back to zero Fixed a bug where adjusting a second mesh's opacity would reset the original mesh's opacity Fixed a bug that made the timeline label display render backpanels incorrectly under many circumstatnces Known issues Stroke keyframes still show value editor even though you can't edit the values by right-clicking a keyframe Non-mesh children of strokes don't update in real-time when using ik
  24. We're still focused on stability & usability for now, with cool features like motion paths (shown below) in the pipeline. 0.8.6 Change Log Changes and Enhancements Strokes now attempt to subdivide based on the length of the stroke rather than an arbitrary triangle size Massive optimizations to many stroke rigging operations Bug Fixes Fixed a bug where changing zoom immediately after clicking a mesh could sometimes cause the mesh to resize Fixed a bug where newly created contour points would fail to have any effect until another action caused the rig to refresh Fixed a bug where sometimes newly created contour point verts would be affected by the wrong point's movement Fixed a bug where undos on the creation of new contour points would sometimes not work correctly Fixed a bug where adding a second child to a stroke would corrupt the hierarchy state resulting in unpredictable behaviour Fixed a bug where adding a child to a stroke after a mesh was already added would cause the original mesh to inverse resulting in the mesh being squished at the origin Fixed a bug where zooming immediately after selecting an object could still cause the object to get stretched under certain circumstances. Fixed a bug where attempting to drag a mesh attached to a stroke, that other objects as children to the stroke would cause visual artifacts Known issues Stroke keyframes still show value editor even though you can't edit the values by right-clicking a keyframe Non-mesh children of strokes don't update in real-time when using ik motion path demo.mp4
  25. This is the second release of the past week, though we didn't post an announcement for the other one. This changelog reflects all of the changes of both. 0.8.5 Change Log Additions Added Select All with Control A for objects when hovering the canvas and for all visible keys when hovering the timelines Added Revert All Objects To Rig State and Key with Control K Added ability to multi-drag (position) of multi-selected objects by dragging one object Added ability to horizontally resize the timeline label view Changes and Enhancements Large optimizations for many mesh and rig manipulation actions Tweaked the way certain sub-menus react to hovers and clicks to add more consistency to the ui feel. Bug Fixes Fixed multiple undo/redo bugs for various actions. Fixed a bug with paint to select that didn't allow multiple overlapping objects to be selected at the same time Fixed a bug that allowed attempts to add change the hierarchy outside of rigging mode, resulting in unpredictable behaviour Fixed a bug where right-clicking a value keyframe would often not make the keyframe value and curve editors appear Fixed a bug where revert and key didn't work if the property wasn't already keyed at some point in the animation Fixed multiple bugs where taking actions immediately after dragging and dropping a mesh would cause the mesh to revert to original pre-drag position or cause other unexpected behaviour Fixed multiple bugs when attempting to rename entity states or create new ones, etc Fixed a bug where children of other objects could create unnecessary keyframes after making a change (e.g. creating x, y, and angle keyframes, when only the angle was changed) Known issues Stroke keyframes still show value editor even though you can't edit the values by right-clicking a keyframe Non-mesh children of strokes don't update in real-time when using ik
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