This is update has several new work
flow features and several fixes. The list below attempts to cover all
the ones that might be of interest to you, however there are a
lot of new little fixes and minor changes and some of those
might
not have been included in this list because of puny human
error.
The general list of new shiny stuff
in v4:
*AutoRig2 - a really flexible, fast, editable autorigger
*Point
Animation - Use sculpting techniques to animate your characters
right on top of your normal rig!
*Improved Dynamics & Softbody - So fast it's realtime in many
scenes, the improved collision detection is great.
*Keyframe
Productivity Tools - Improved animation workflow, quick
breakdown slider and much more.
*Rig scene
referencing - Automatically propagate all the rig changes,
to your animator's scene files!
*Pose
System - Store and load poses with the click of a button
*Cage
Deformer - Positive mean value coordinates lattice.
*Lattice
Deformer - Regular lattice deformation
*Weight
Painting - For those of you who absolutely want to paint those
weights.
*Particle Collision Dynamics - Bang them
into eachother.
*Better, Faster,
Cleaner Global Illumination - Really good, really
fast, really clean, really global
*Translucency
Scatter - Lovely scattering of global illumination in
translucency.
*Ultra-Super Improved Hair - Hair dynamics. long hair, you name it.
*Stereoscopic viewport - Animate your 3d.... in 3D!
*New Licensing System - Licence it to your thumb drive, your dongle,
your chewing gum.
New features small and
large!
- Cage deformer. - Lattice
deformer. - Point animation. - AutoRig v2. - Breakdown
slider. - Ripple keys. - Weight Painting. - Keyframe productivity
tools. - Long hair guides and dynamics for hair. Changed settings
for hair to accomodate new features. - Improved collision detection and
calculation time for hair, soft body and other dynamics. - Scat
translucency mode. -
Smarter, more accurate noise reduction sampling for
GI. - Overlay region on previous render. - Glint value control
for caustics. (Get rid of the crazy rainbows) - Translucent
Minimum setting for hair. (Defines a "base" darkness level on hair
strands to stop the random black ones) - Caustics are now generated
through the environment as well as directly from lights. - Modo .lxo
file support. - New GUI theme called "Trek" to welcome modo users in a
familiar environment. - Fixed image sequences being able to show on
objects in opengl - Fixed rotated image(s) being able to show on
objects in opengl - Interface font selectable, and an added a config
file entry called GUIFont - Added display of the world object path in
the world view (Used to only display the local motion path, now cycles
through none,local,world. Press Shift + Esc to turn on. note: this system
can not compute expressions, just parental relationships) - Frame
number and value viewable on graph editor via a mouse click - Fixed
object sequences now scrub properly when scrubbed with the time line -
Added Maya point cache (point cache is used for baking the mesh
deformations for faster rendering) - Added 'Sticky Projection' in
'Texture Map' node - Added 'Merge with current scene' when opening a
new scene on top of the existing scene - Fixed editsphere oddities -
Added 'Replace(Keep Surfaces)' in 'Multiply items' - Added 'Standard
Stereo' under 'Camera Type' - Particles now have self collision
dynamics. - Added Direct Distribute, BoneWeight = Map, BoneWeight
< Map, BoneWeight >Map, BoneWeight *Map, Clamp(
BoneWeight)*Map, Distribute Map Leftovers under 'Factored Weights'
in 'Bone_Deform' effect - Added 'Metaball Blend Threshold' under
'Particles' (Threshold controls how close particles have to be for they
blend and how blobby they blend. Smaller values makes the actually radius
of the metaball smaller, but makes them blend at greater distance from
each other) - Added a new force
'Noise' under 'Particle force' (Noise is a force that adds random force to
particles based on how far they are from the tool centre. Particles are
repelled as they near the centre and attracted as they near the radius
bound.) - New bone weighting options. These are accessed from the bone
deform effect and do what they say on the tin. These are designed
to let you choose different ways of combining the bone power
computation with the value of the weight map. They perform the calculation that is
shown in the drop down menu and do eggsactly what it says on the tin.
If you aren't concerned with the intrecacies of bone weights in messiah you
should probably leave this on Factored Weights.
Expression
functions:
int ParticleSetAttribute,
ParticleGetAttribute(effect,particle_index_number,which_attribute)
(attributes: PARTICLE_BIRTH =1, PARTICLE_DEATH =2, PARTICLE_LIFESPAN
=3' PARTICLE_RADIUS =4' PARTICLE_WEIGHT
=5) ------------------------------------------------------------------------------ int
SetBoneType(object, object)
DESCRIPTION: Set type of bone to
muscle and choose target. Bone, Target
------------------------------------------------------------------------------ int
AddGroupItem(object, string)
DESCRIPTION: Add an object to a group
------------------------------------------------------------------------------ int
IKSoft(object, object, object, object, double, double, int, int)
DESCRIPTION: IKSoft: Performs a
softened IK on a chain to avoid IK pops. SoftGoal should be a child of the
normal IK goal. Softening amount can be animated with SoftFader value,
Stretchy value will autostretch the
chain
------------------------------------------------------------------------------ vecD3
EP_LocalPos(object, vecD3)
DESCRIPTION: Convert the world
position to local coordinates relative to an object.
------------------------------------------------------------------------------ vecD3
EP_PitchFlip(vecD3)
DESCRIPTION: Find an alternate HPB
notation for a given HPB rotation.
------------------------------------------------------------------------------ int
EP_PitchFlipKey(object)
DESCRIPTION: Do a 'pitch flip' for a
keyframe of an object.
------------------------------------------------------------------------------ int
EP_QuatBlend(object, object, object, double)
DESCRIPTION: Blends the world rotation
of two objects and assigns this world rotation to a third object. The
blending is done using spherical linear interpolation.
------------------------------------------------------------------------------ int
EP_Retarget(object, double, object, double, object)
DESCRIPTION: Retargets the rotation of
one object to another.
------------------------------------------------------------------------------ vecD3
EP_RotInvert(vecD3)
DESCRIPTION: Returns the inverse of a
given HPB rotation.
------------------------------------------------------------------------------ vecD3
EP_RotMult(vecD3, vecD3)
DESCRIPTION: Returns the rotation that
results from a parent and a child HPB rotation.
------------------------------------------------------------------------------ double
EP_SmoothBank(double, double)
DESCRIPTION: Calculates the bank
rotation for given heading/pitch rotations to create a smooth rotation.
------------------------------------------------------------------------------ int
EP_StretchIK(object, object, object, object, double)
DESCRIPTION: 'Stretches' the items in
an IK chain with two items by changing the zpos values of the items.
------------------------------------------------------------------------------ double
EP_WrapPi(double)
DESCRIPTION: This expression wraps an
angle into the range -PI ... +PI by adding the correct multiple of PI.
------------------------------------------------------------------------------ int
IKUseChannel(object, int, int, int, int)
DESCRIPTION: Switch IK channel and
'use limits' of that channel. Object, Channel, IK channel on/off, 'use
limits' on/off, on/off switch. Channel should be in the range of 0 (xpos)
to 5 (bank).
------------------------------------------------------------------------------ int
IKMinMax(object, int, float, float, int)
DESCRIPTION: Set IK limits of a
channel. Object, Channel, Min, Max, on/off switch. Channel should be in
the range of 0 (xpos) to 5 (bank).
------------------------------------------------------------------------------ int
IKStrength(object, float, int, int)
DESCRIPTION: Set IK strength and
direction of an object. Object, IK Strength, IK Direction, on/off switch.
Positive Direction = 0, negative direction = 1.
SDK: Several new API functions
have been added including the api for brush functions from usefulAPI. You
can use this to create new plugins using brush without doing all the
heavy groundwork :) until a new SDK can be compiled, please use
the include .h files to browse for what you need. |