
Ghosts can now be coloured in Color Preferences (different settings for Next & Previous)*. Added “Export animations separately” in FBX Export preference (Creates one FBX file for each animation)*. Selecting Layer or Key in Timebar now unlocks related layer(s) in Mixer dialog*. Duo Skin now processed during Auto Rig first step. Added ability to define a custom skeleton with dedicated names*. Added option to manually set hotpoints for finger tips. In case a new joint has been created a dialog pops up when switching to animation mode to activate this joint in base animation layer (same effect as hammer icon). When a camera is created, its orientation is forced to (0, 0, 0) in BindPose to allow for better control of camera components. akt file, it is now loaded in the current akeytsu instance (if existing)
Both meshes still have to use the same vertices amount / ids You can now use “Set as Blendshape” on a pilot mesh that does not yet contain any blendshapes.“Delete” shortcut is now contextual: it either deletes an object (Rig mode), or a animation keyframe (Anim mode).This option can be enabled/disabled in general preferences You can now deselect by clicking an empty space.Download textures packages from our Free Characters page. A SpheroLeg.akt can be found in this folder to learn rigging/skinning toolset quicker. Added “Rigged Test Characters” menu entry to access.If a character is set as unpickable, its whole hierarchy inherits the same property (can be useful for background sets/crowd)
This option prevents unskinned meshes & characters to be picked in the viewport.
Added “Set as unpickable” in context menu. Mirroring tools now adapt to pivot orientation used. Skeleton Mirroring now uses a new orientation logic closer to orientation used in third-party softwares (especially that of UE4 Mannequin). And various fixes for Curveboard, Skin Atelier, Blendshapes, IK/RF…. Fixed Revere Foot when in IK-mode so that it no longer returns back to the refpose when created on the first keyframe. Switching back and forth animation and rigging views no longer prompts for the addition of new joints. Changing FOV in Paint & Check works again. “Hide Skinned Vertices” feature (re)considers selected vertices. An IK or Reverse Foot target located in the background does not impact joint selection in the foreground anymore. Akeytsu does not crash anymore when unbinding a skinned mesh. Akeytsu does not crash anymore when selecting an unskinned mesh into the Tree or 3D Viewport. In case the retargeting dialog is still displayed, Akeytsu does not crash anymore when deleting a character after the retargeting process. Akeytsu does not crash anymore in case of absence of target character. Transform values are displayed in real time again in the dedicated panel.