It's hard to know where to begin! There are
so many new, modified, and enhanced things in this version of
messiah that it's practically a new
program. For starters, before any new features were put in,
we listened to all of you and fixed bugs, and, more importantly,
modified and enhanced the existing features to make them better and
easier to work with. For example, a lot of work was done on
the Dope Sheet and Shader Flow (for those of you with messiah:studio). When you first run this
version, the changes might not be very apparent, but the more you
use it, the more you'll be surprised (unless, of course, you
thoroughly read this list and the rest of the docs like you should.
)
Here is a spotlight of the key new and updated
features: (Use the Back button to
get back here if you click on any of the links.)
messiah:animate 5.0a &
messiah:studio 2.0a (Click here
for 5.0b and 2.0b)
New & Enhanced Effects/Effects Tools:
-
Bulge - Bulge
is sort of a Curve-based version of
Spherize or Bloat.
Can you say "muscles?" (I hope so; it's not a very hard
word.) Anyway, Bulge is great for building up
complex muscle systems, especially when using Squash & Stretch.
-
Curve - Now a full
. Plus it has squash & stretch
capabilities and supports image maps for weight projection, and
much more.
-
MetaWeight - A that lets you combine various weight tools, creating a
customized weight field.
-
Xform - A transformation
effect that allows you to control points (on Curves) or motion.
Xform acts like the parent to any item it is targeted to,
regardless of where it might be in the hierarchy.
-
Procedural - Now a full
. What this means is that you can use a
procedural shape (there are currently 7 kinds) as a weight field.
Think of them like custom MetaEffectors. You can even combine and mix
& match them using the new Xform
effect.
-
AutoRig - Bigger and better... now with
quadruped support!
New & Enhanced Features:
-
Direct X Export
- Export your scenes to the popular Direct X format.
If you are creating games, this is for you!
-
Animate Immediate - This new
option lets you just click-drag items in the World View without first having to select them.
It really lets you work faster than the select, click-drag
method. Perhaps it's not as glamorous as Onionskin or Displacement,
but along with the new Item List
Filtering feature, and Pose System,
it's probably going to be the most useful new tool in the animation
portion of messiah. I find it to be
especially wonderful for moving Curve
Points around. Animate
Immediate is accessed from the Animate tab context menu.
-
Pose
System - Imagine this: You get your character into
a great pose -- perhaps it's a facial animation pose, perhaps it's
the whole body. Whatever it is, it's something you're going
to want to use again and again as you animate. Now imagine
that you could give a quick right-click, give the pose a name, and
save it... and then retrieve it at any time with another quick
right-click. Now stop imagining and go try messiah's fantastic Pose
system!
-
Onionskin - An amazingly full-featured
onionskinning module. Check it out-- it's really too much for
a little blurb like this!
-
Draw Modes -
A ton of new OpenGL draw modes are available
-
Context Menus - Each of the
context menus on the main tabs has been updated, giving you even
faster access to messiah's various tools. For example, change
onionskin settings, create & modify Groups (character Groups),
record previews, bake Key ranges, etc.
(Many of the sub-tabs have context menus too, like in
Compose and especially Render.)
-
World
Menu - Right-click in the World
View (when you have this feature active) and it will bring
up the World Menu. This will let
you do things like Undo, Redo, Delete, Copy and Mirror objects,
Store custom views, etc. There's so much more it can do
you'll just have to check it out for yourself, but the big thing is
that it is where you access the new Pose
system. More about that below.
-
Enhanced Dope Sheet - We've
listened to suggestions from all of you and have even thrown in
some more of our own! There's scrolling, easy copying, it's
easier to work with multiple items, and WAV files draw on the
Dope Sheet for easier synching.
-
Greatly Enhanced Multi-Item
Editing - It's easier than ever now to work with
multiple items throughout the program.
-
Armatures - Loads of new commands!
Yes, even more things work with armatures! Even things
like Item List filtering (see below)!
-
Item List
Filtering - Those of you who used the old plug-in
version of messiah (project:messiah) may
remember the Hide feature. Well,
it's back, and with a vengeance! Not only do you have the
ability to hide all locked items, like in the old version, but you
can choose specific Groups to be visible
or hidden! So with one click you can limit the Item List to, say, only facial controls, or only IK
controls, specific characters, etc. You're pretty much
unlimited in what you can do. And of course, just as you'd
expect, you can use Armatures (custom on-screen buttons) and
even keyboard shortcuts to control the filtering!
Note: Drag-and-drop parenting
is disabled while Item List Filtering is on. This is to
prevent hierarchy structure problems.
-
Item List Value Editing
- When you are in Animate mode
(Animate tab) you can edit the values for
keyframes directly in the Item List, just
like changing the name of an item.
-
Compose - A Start and End feature has
been added to allow clip instances to use a specific portion of a
clip.
-
Tension, Bias, Continuity
Shortcuts - By popular demand! In
the Motion Graph: Tension: CTRL drag on the keyframe.
Bias: SHIFT drag on the
keyframe. Continuity:
CTRL-SHIFT drag on the keyframe.
-
BVH (Mocap) to Motion Clip -
Load BVH motion capture data directly as a motion clip. This
is useful if you are doing a show with a lot of mocap scenes.
It allows you to instantly bring the data in and apply it in
Compose.
-
Tablet Support! - Tablet
Support! All of you tablet users will be happy to hear that
messiah now has full Tablet Support!
-
Slow-Motion - When this is
off, the animation will play at the FPS
that you have set, even if that means it will have to skip frames.
When it is on, you can set a slow-motion speed by setting a
hold time for each frame. This is extremely useful for
fine-tuning.
-
WAV File Offset - By popular
demand! Now you can offset the start of a WAV file. No
more sound editing program tomfoolery to adjust the start time!
-
Generate Previews With
Audio - The entire preview system has been
rewritten from the ground-up to provide more functionality.
Previews can now be saved in a much wider variety of formats
(such as DivX), and with audio! You
can also set the size of the preview instead of it using the
World View size.
-
Customizable Config
Path - Previous versions of messiah were hard-coded to look for your system's
Temp directory in order to place its own
temp directory within it. Now you can set an environment
variable in your operating system to set your desired location for
messiah's temp directory. This will
eliminate problems with lost configs and other data when system
cleaning your system's Temp
directory.
-
3D Studio Max 6 support
- The host connection has been updated to the current version of 3D
Studio Max.
-
Python Scripting Support
- Like the Python scripting language? Good, because now you
can use it with messiah!
-
Massively Enhanced Program
API - Take a look at everything that's
been added!
-
Plus tons of miscellaneous enhancements, such
as Slider pinning so you can keep sliders
on-screen even when another item is selected. Another good
one is that you now can save the messiah config any time, not just
when exiting. To see everything, look farther down this page,
or click here to get there.
messiah:studio Only:
-
Displacement - Better than bump
maps! Displace lets you add dimensional detail to your
models. (And you can set the detail level too!)
Displacement is set up on the Object block.
There are two settings, one to turn it on, and one to set the
subdivision level.
-
Improved Sub-Surface Scattering - Using the new BasicShader, you can create
stunning sub-surface scattering effects, even with soft-shadowing
backlights!
-
Faster Global Illumination - Renders up to 20 times faster on scenes that have multiple
objects and that use any Global Illumination rendering.
-
Reflection/Refraction Threshold - These two new threshold settings (on the Quality block) can dramatically decrease
render times when using reflection and/or refraction.
-
New Geometry Rendering
Options - Choose from one of four ways for the renderer to
interpret the geometry. This is on the Object block.
-
Vastly Improved TrueBump
- More accurate and better looking.
-
Gradient Control -
Fresnel power can be used to flatten or exaggerate the gradient
spread calculated by camera fresnel.
-
Lights Settings -
Specularity and Diffuse settings per light
and per surface.
-
Light Materials -
Lights can use materials, just like a surface
can. In essence you are
"illuminating textures" on the object. (This is different
than the spotlight projection maps.) So now you can texture
lights!
-
Texture Map Control -
Use Curves and Procedural weight tools to control the mapping of a
texture map. You are no longer limited to standard
Planar, Cylinder, Cubic,
UV, etc. types.
-
Render Groups -
Group models and/or lights and control the rendering of the entire
group at once. Apply materials to every item in a group--
with the ability to override those materials on a per-surface
basis. Not only that, but you can bring lights into a
Render Group and they will only affect
the models within the group!
-
Sync Object Selection -
Automatically select objects or lights by selecting them (or one of
their surfaces) in the Surfaces List.
-
Improved Motion Blur & New
Settings - Motion blur has been upgraded. And a
Blur Factor has been added. The
Blur Factor is essentially the camera shutter speed. These
controls are on the Quality
block.
-
Improved Material/Shader
Library - Easily store and retrieve shaders and materials
(with previews). The Palette has been improved to allow for
directories, so now it's easier to keep everything organized,
either by types or by projects (or both, of course).
-
Streamlined Shader Flow - The
Shader Flow system has been completely rewritten to be easier and
significantly faster to work with. Improvements include
easier copying/pasting, previews for each node (of any input or
output), easier navigation, and much more.
-
Shader Node Previews -
It's cool enough to deserve its own line... Every node can have a
preview of any of its inputs or outputs. This makes it easy
to see exactly how the final material is being built up.
-
Weight Tool Integration
-
can be used in texturing.
Besides Texture Maps, weights can
be used with WeightSpot.
-
Eye Shader - The
DollsEyes shader will let you create
almost any eye you want. (Except the eye in Team.)
-
New Noise Shader - The
Noisette shader is great for
things like lava and clouds. With two examples like that you
can imagine how versatile this is!
-
ColorCorrection Shader -
Adjust Hue, Saturation, Brightness, and
Contrast for any input (such as texture
maps). You can also Pinch, or "shift" the color toward a
specific color.
-
Image Filters - The
image filter system is in place. Image filters are sort of
like an overlay over the render. Check out the FilterTest shader!
-
Particle Rendering - Particles
can be rendered as sprites or metablobs. Of course you can
still attach objects to the particles too, to have custom
particles.
-
Massively Enhanced Render
API - Now you have even more control when you write shaders
and shaderscripts! Click here for the
list.
Notes for messiah:animate
5.0b and messiah:studio 2.0b:
-
Features & Modifications
-
-
Fixes
-
-
Crash when rendering for the
first time
-
Image sequences load properly
-
Crash when adding a new light in rendermode
-
Audio path saves/loads properly
-
Audio plays when loaded with scene
-
Crash when changing audio offset when no audio is
loaded
-
Texture updates properly when using a curve map
tool
-
Transparency occlusion is fixed
-
Crash in the AA pass with certain resolutions
-
AutoRig (the original) works properly (has
Bone_Deform effect, so it will affect the mesh)
-
Shadow problem when transparent object with
Transmissive is set and that object is
sent to the renderer before the shadow.
What follows here is the "one-liner" rev notes with all of the new
stuff and enhancements. It's a very long list, but it's a
good idea to look over the whole thing at least once if you've
already used messiah before. The first couple of sections (a
& b) deal with the renderer, so if you are a messiah:animate user and want to skip that stuff,
click here.
Program
Features & Modifications
a.
Render
- Faster
Renders
- Renders up to 20
times faster on scenes that have multiple objects and that use any
Global Illumination rendering.
- Material
- Setting surface thickness
on the material without translucency turned on will give your
object a simple sub lighting effect , which will soften it's
appearance. This effect is controllable by attaching a shader to
that input. (Example: paint a map that represents the skin
thickness of a face where the fattier and thinner parts are, and
attach it through the texture map shader to the surface thickness
input)
- The NORMAL input
(surface normal) of the material is active now and can except a
shader or normal map to control the surface
normals.
- Opacity now respects
it's input shaders and blends to what's behind it if it's set on
the first material, like a dissolve.
- Translucency has
Scattering options (F3):
- Isotropic
- Rayleigh
- MIE Hazy
- Materials have a red "x" in
the material tray if they're not attached to any surfaces
- The RADIANCE input is
now active.
- There are now 2
Material types.
- Standard Shading: use
this type when you want to allow the internal shading/lighting
system to be used. This is the default setting.
- Custom Shading: use
this type when you want to bypass internal shading/lighting in
order to use other shaders to perform those operations. You'd
connect your illumination shaders to the RADIANCE input.
- Plugin
shaders
- Now have functions to call
to access P, PL (local position) N, Ng and to set u and v, when
writing shaders instead of accessing the shader globals directly.
This allows us to optimize and make sure that variables are only
updated if they are needed by a shader, and that when they are
requested, they are up to date.
- Particles
(Experimental)
- The particle effect can now
be rendered. You can choose how its geometry will appear by
the render geometry popup in Render->Surfaces->Objects (F3)
block. Its default is sprite, which will render a UV (only)
Texturemap if attached to the particle effects surface. You
can also choose metaballs.
- Randomized particle
size
- Objects
- Render geometry
option lets you choose how an object's polygons will
render.
- Pre
Generated Polygons - The object will be converted into
polygons or sub polys if it's being displaced.
- Parametric
(Low RAM) - object will convert to polys as needed during
rendering.
- Sprites for
Polygons - Each polygon is turned into a sprite and renders as
a flat square that faces the incoming ray
- Metablob for
Polygons - Each polygon is turned as a metaball.
- Objects that are in a
hierarchy should render faster.
- Objects can be excluded
from the Color and/or Alpha buffers (Render->Surfaces->Object
block - F3)
- Displacement
- This displacement has an
advantage in that it doesn't require as high of a sublevel to
achieve a good look. Even low res sublevels of 1 or 2 create complex looking geometry and
render surprisingly fast. A sublevel of 0.0 will displace the
object using it's current number of polygons if the object is
already sufficiently high in polys.
- Displacement is on if the
displacement control in the Render->Surfaces->Object (F3)
block is set to 1.0.
- Displacement amount is
controlled through the Bump channel on the material. When
displacement is active, the Bump channel value represents the
maximum allowed displacement and will be multiplied by whatever
value a shader sends to that input. A shader attached to Bump
should send values between 0.0 and 1.0 to vary the height, and
those values will be scaled by the value in the Bump channel
control in the material's interface. Subdivision level for the
displacement object is controlled from the
Render->Surfaces->Object (F3) block.
- Bump
mapping
- Has a new algorithm and
will use the Bump channel in the material's interface as a maximum
height value.
- Metanurbs
- Now uses the sub
level control in Render->Surfaces->Object (F3) block. Allows
user to set the sublevel for rending metanurbs which can be
different from what is used for displaying them during
animating.
- Allows you to use
both pre generated polygons or low ram type.
- Metanurb seam
artifacts when points don't share 4 polygons (mathematical problem
of continuity, not a bug) have been controlled through an
experimental routine, but only when rendering the object using pre
gen polys mode.
- Metanurbs renders
faster.
- Gradient
- Fresnel power can be
used to flatten or exaggerate the gradient spread calculated by
camera fresnel.
- Lights
- Specular and Diffuse
Intensity Channels
- Shadow Map
- Light Masters's ambient is
computed
- Light Materials
- Surfaces
- Can exclude lights
per-surface for Specular and/or Diffuse
(Render->Surfaces->Lights block)
- Transparency and
Reflection Thresholds. Render->Settings->Quality
(F3)
- Translucency
Shader
- TextureMap
- Tool Mapping Type:
use Procedurals and Curve objects for mapping
- Spot
AntiAliasing
- Flip U/V (F3)
- Supports image
sequences
- NORMAL Map (F3)
- Render->Surfaces
- Lights are now available in
this list
- List has been updated to
show group colors, and modified to be more consistent with the
general system.
- List item expand/collapse
state is saved (same for the Materials List)
- RenderGroups -
(Render->Surfaces
menu)
- This is a hierarchical
render-object grouping & management system.
- Group Render On/Off
- Group Dissolving
- Semi-Global Materials
- Light Localization
- Menus
- Render Mode
Tab
- Render
Preview
- Render
Frame(s)
- Update Current
Sample
- Update All
Samples
- Stop All
Rendering
- Reset All Render
Params
- Store All Render
Params As Default
- Render->Surfaces
- New RenderGroup
- Sync Object
Selection
- Render->Materials
- most options are also available when right clicking a material in
the tray
- Save Material...
- Load Material...
- Copy Material
- Delete Material
- Delete Unused
Materials
- Auto Delete Unused
Materials
- Select Material Target
Objects
- Remove Material From All
Surfaces
- Render->Settings
- Save Render
Settings...
- Load Render
Settings...
- Reset Render
Settings
- Use Current Settings
As Default
- AA &
MotionBlur
- Added Enhanced AA to motion
blur rendering
- Added AA Pattern
choice
- Added a Blur Fraction value
to control the shutter percentage for motion blur.
- Organized
Palettes
b.
Render->Materials->ShaderFlow
c. New
Tools & Tool
Modifications
- MetaWeight
- Procedural
- Now a Weight
tool
- All types are now drawn
more efficiently
- Supports image maps for
"weight projection"
- Can use partial
shapes/volumes (hemisphere, etc) with animatable offsets
- Now has icons to represent
each procedural type
- Cycle through the available
types by middle clicking on the icon in the Item list
- Has Inverse Square falloff
type in addition to the standard types for MetaEffector.
- Functions
- Curve
- Curve Type (F3 on the Curve
block)
- Squash & Stretch
- Supports image maps for
"weight projection"
- Draw field - draws the
curve as a parametric tube
- Modify Point radii in world
view
- Function:
GetCurveRestLength - get curve's length from Setup mode
d.
New Effects & Effect Modifications
- Bulge
- A kind of
curve-based version of Spherize... only much more powerful, and it
also modified motion.
- XForm
- A transformation
effect that allows you to control points or motion
- Transformation Value
Weighting
- Affect Siblings
- Particles
- Emission
Velocity
- Better
Drawing
- Basic
Coloring
e.
Customize->OnionSkin
f.
Setup->Groups
- Keys Source (second
column): this feature allows you to choose a group member that will
be used as the main source for motion keys. Currently, it is
used by OnionSkin to derive frame keys when in Type->Keys mode;
it may also be used by other areas in the future.
g. OpenGL
Drawing
-
Drawing Modes
- NONE
- BoundinBoxWire
- Points
- Edges
- Facet
- Facet_&_Edges
- Smooth
- Smooth_&_Edges
- SmoothWire
- Weight
- Weight_&_Edges
- WeightWire
- Flat
- Toon
- Anime
- Texture
- Texture_&_Edges
- TextureFlat
- TextureFlat_&_Edges
- TextureWire
- Texture_&_WeightWire
- Weight_&_TextureWire
- Line
- MetaNURBS and Procedural
are now compatible with the majority of drawing modes
h. World
Menu
- Delete Selected
Objects
- Copy Selected
Objects
- Mirror Selected
Objects
- Local X Axis - this is the
default internal setting in the current release
- Local Y Axis
- Local Z Azis
- Filter Hidden List
Items
- Ghost Hidden List
Items
- Group
- New Group...
- Create Temp Group
- Add to Groups...
- Add to TempGroup...
- Remove from Group...
- Remove from
TempGroup...
- Delete Empty Groups
- Select Group Members
- Select TempGroup
Members
- Set As Keys Source - see
(f.) above
- Primary Group - choose a
primary group for the current item
- All Members Primary - sets
the primary group of the current item as primary for all
members
- New Pose...
- Paste Pose
- DrawMode
i. ColorPicker Control: standard color control for use
throughout the program.
- Control
Mode
- Sliders
- Swatches
- Reset
Swatches
- Save Swatches As
Default
- Save
Swatches
- Load
Swatches
- Append
Swatches
- Palette
- RGB/HSV
- Eyedropper mode -
sample a color from anywhere on the interface
j. DopeSheet & DopeMaster
- Scroll items with
scrollbar and wheelmouse
- Use Ctrl to copy
dopemaster keys
- Menu when selecting
the Active Edit for Items
- Current
Item
- Descendents
- Hierarchy
- Group - edit any
group of which the current item is a member
- All Associated
Groups
- Auto Primary
Group
- All
Items
- Use Item
List
- Audio wave now draws
in the dopesheet
- Select an item using
the middle mouse button on the info bar
- Can now set the
Active Edit mode on Dopemaster even if the Dopesheet is
inactive
k. Weight Draw List
- Draw choice is
saved
- Defaults to
Weight_&_Edges
l.
Setup->Armature
- Actions
- Run Expression &
Execute Expression
- change "column channel
options" on multiple selected handles/actions
- Drag Handle now compatible
with the new coordinate system
- "Get Item" button added to
the Handle->Controller object popup
- Add Controller Drag
Action
- Add Controller Select
Action
m. Item
Lists
- ghosted icons in columns so
it's easier to see that they should be clicked
- Main List
- Edit channel values
- Popup control to choose
visibility in the list
- Remember Current
Item
- All Items
- Unlocked Items
- Locked Items
- Primary Group
- Associated Groups
- TempGroup
- Groups
- List visibility commands
and functions
- List visibility is stored
in the scene file
- Select drawing modes from
menu when clicking in the first column
- New icons to represent
drawmodes
- Access item menu by
right-clicking on item
- Delete Selected
Objects
- Copy Selected Object
- Group (see above)
n. MotionDynamics: collision radius default =
0.01
o.
World Views
p. Graph
-
Range options for value
limits
-
Range
-
Rang Selected Channels
-
Commands
-
Uses the channel group setting for
Copy/Paste
-
Motion channel keys are set as
"editable" by default
-
TBC hotkeys
q. Transform Key Range
r. Copy Key Range
s. Key/Range Edit Panels
t. Compose
- Multiselection is
recognized when setting the controller object & channel for
clip instance elements
- Bake tracks &
clip instances
- Record
- Channel->Use
Channel Group Settings
- Motion->
- Local Keys
- Bake Motion
- Bake Computed
Motion
u. Channel Group Editing Modes
- Independent
Channel : the current system
- Independent Channel
Group : the current system
- Synchronized
Channel : use the current channel for all items
- Synchronized Channel
group : use the current channel group for all items
- Motion : use pos
& rot only for all items
- Object : use
pos, rot, & scl for all items
- Object All : use
pos, rot, scl, & piv for all items
- Extended : use
all channels>piv for all items
- All
v. Commands & Functions
w. Image Control
-
Snapshot
Tray
-
Popup
menu
-
Load
Images...
-
Reload
Image
-
Auto Reload
Images
-
Delete
Image
-
Delete All
Images
x. BVH to MotionClip
y. Animate Immediate mode (Animate
menu)
Select an object with
the left mouse button & drag immediately.
z. New Coordinate System - (fully operational
now)
- Local (has always
been fully functional)
- Parent (has always been fully functional, although
it may be more predictable now)
- World
-
Screen
aa. Tablet Support
ab. Pose - A System for Creating &
Pasting Poses (World Menu) - (Experimental)
- Usage:
-
Create a Group that
consists of all the objects you'd like to be in the
pose
-
In the world view
right-click to access the world menu and go to "New
Pose..."
-
When the panel is
posted, enter a name for the new pose. If the current object
belongs to multiple groups, you may need to select the target group
in the list.
-
After you accept the
parameters, a pose will be recorded for the current frame for that
group.
-
To paste the pose, just go
to the desired frame and access "Pose Paste" and choose the
desired pose from the world menu.
-
After you've accepted
the changes, the chosen pose will be created at the current
frame
ac. Selection Parameter Edit/Undo
ad. Transport & Playback
-
FPS/Frame Playback
Options
-
"Animation FPS*"
Commands
-
Left/Right Arrow keys
Step
-
Transport buttons
wider
ae. MidGray GUI Style
af. Image Data Formatting
ag. Customize->Wave Audio
-
Audio
Offset
-
Relative
Path
ah. Config & Path
ai. Command->Expression
- Get function and
channel expressions into text buffer if no variables
exist
- Automatic variable
creation
aj. Setup->New Item
ak. Play->Animation Preview
Fixes
a. Render
- bump map
fixes
- when a shaders is
deleted the next available shader within that same material is
selected
- graph now shows the proper
node/channel when selecting nodes in the shaderflow
- TextureMap spherical
& cylindrical mapping methods now function properly
-
Material Instance
opacity now animates properly
-
Area lights now
function with motion blur
-
Materials are properly
attached to cloned objects
- tabs are
now used for Surfaces & Material Instances in
Render->Surfaces
- RenderMode
controls no longer show up in other modes
- Crash when rendering
with an empty scene
- Scaled lights now
render properly
- Lattice problem with
MultiNoise fixed
- Overall materials
system is more stable
- Detached shaders are now
reloaded as detached (can't fix old scenes)
- Fixed crash with the
DOF filter
- Fixed crash when
closing render window on an animation that was rendering.
- You can press F9 or
F10 to render even if the renderwindow has focus
- Particles crash when
changing num particles
- Transparent objects
not respecting the Transparency options on
Render->Object
b. Spotlight channels are now accessible from world
view
c. Procedural resolution controls now update
d. Oscillate motion end behavior repeats properly with clip
instances
e. Performing motion editing ops that result in "no motion"
will no longer cause a crash
f. Copy Key Range->Use Hierarchies now updates properly
when the interface is activated
g. Cells in the dopesheet no longer change when selecting one
of multiple selected rows
h. Setup->Groups & RenderMode interfaces update
properly when loading/clearing scenes
i. JPEGs that originate from digital cameras load
properly
j. Animation playback is no longer affected by excessive
keys
k. 16 bit grayscale images load properly
l. the 'unknown field tags' message that appears with some
tiffs has been eliminated
m. Fixed crash when using Connected/All for Curve
weights
n. ClipInstTime now functions properly
o.
Drag Handle action no
longer requires that you first use the edit sphere
p. Copyied procedurals and other types retains
drawmodes
q. Sliders channels reset when using Reset All
r. Channel group settings update when Edit->Key/Frame is
active
s. Layered objects are cloned properly
t. Replaced objects that have texture maps now draw
properly
u. Changing the bypass on multiple selected Compose items now
functions properly
v. Erase Range no longer crashes when editing a single
channel
w.
Crash when scaling curve points
x. Edit
tcb on multiple keys that where directly selected
y.
Dragging multiple selected cells in the dopesheet is
fixed
Features & Modifications
- fxCC_ColorPicker &
fxCR_ColorPicker (see messiah_gui.h for details)
- fxKeyExists
- fxKeyTimeGet
- fxKeyFrameGet
- fxGroupPrimarySet
- fxMeshPointWeight
- fxPluginPath - get your plugin's
path
- fxConParam
- FX_OBJPATH_ABSOLUTE
- Greater protection against memory
offsets when doing fxConArgSet/Get
- new base type:
FX_VectorF
- alpha added to
shader_globals
- spot_size, spot_aspect added to
shader_globals (u_off and v_off removed)
- "Done" shader callback can now be
set and is called. Macro added to shader.h
- Get object info from shader
globals
-
fxShaderGlobalsObject
- fxShaderGlobalsSubpoly
- fxShaderGlobalsRay
- fxShaderProcessInput
- fxShaderConnectedInputs
- fxShaderGlobalsLight
- fxShaderRenderCheck
- Image Filters are now
called
- Illumination funcs
- fxGIType
- fxSamplePatternCreate
- fxSamplePatternFree
- fxIlluminateIndirect
- fxIlluminateIndirectScatter
- fxIlluminateDirect
- fxIlluminatePhoton
- fxIlluminateCaustics
- fxIlluminateVolumePhoton
- Ray tracing/casting
funcs
- fxRayTrace
- fxRayCast
fxRayResetMemory
- fxRayHitCreate
- fxRayHitDelete
- fxRayHitObject
- fxRayHitSubpoly
- fxRayHitSpot
- fxRayHitUV
- fxRayHitBack
- fxRayHitColor
- fxRayHitAlpha
- fxRayHitShadow
- fxRayTypeSet
- fxRayOriginSet
- fxRayDirectionSet
- fxRayLevelSet
- fxRayDLevelSet
- fxRaySLevelSet
- fxRayMaxDistSet
- fxRaySidePrefSet
- fxRayIDSet
- fxRayLightSet
- fxRayType
- fxRayOrigin
- fxRayDirection
- fxRayLevel
- fxRayDLevel
- fxRaySLevel
- fxRayMaxDist
- fxRaySidePref
- fxRayID
- fxRayThreadID
- fxRayXY
- fxRayXYScreen
- fxRayTime
- fxRaySubpixelIndex
- Image Filter funcs
- fxBufferSampleCreate
- fxBufferSampleDelete
- fxBufferSampleColor
- fxBufferSampleAlpha
- fxBufferSampleSpot
- fxBufferSampleShadow
- fxBufferSampleObject
- fxBufferSampleSubpoly
- fxBufferChunkInfo
- fxBufferPixel
- fxBufferColorSet
- fxBufferAlphaSet
- fxBufferDepthSet
- fxBufferImageSize
- Light funcs
- Skeleton funcs
- fxSkeletonEffectExists
- fxBoneTargetWeightScan
- fxBoneTargetWeightGet
- ACCESS_WORLD_OBJECT
- Weight Tool
Module
Weight Tool Module
funcs
-
fxWeightToolData
-
fxWeightToolValue
-
fxWeightToolValueSet
-
fxWeightToolScan
-
fxWeightToolPos
-
fxWeightToolSpotSet
- messiah_utility.h
Fixes
- fxCC/CR_DragFloat/DragInt params
now function properly
- messiah_math.h fixes and
additions.
- fxEffectCreate receives the proper params, and will name the
effects properly