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CSDN下载:maya角色绑定插件advancedSkeleton5.899下载-其他文档类资源-CSDN文库
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二、版本更新日志:
AdvancedSkeleton v 5.899
- Custom numbers of LipControllers function added
- Face>ConvertToBlendShapes runs faster
- Audio2Face importer updated for Audio2Face2022 version
- EyeLidOuter ctrls in FaceRigType Mixed issue, fix
- ctrlBox2 ctrls not work in RigType Mixed issue, fix
- Some Ctrls not attached in RigType Mixed issue, fixAdvancedSkeleton v 5.898
- Squint DrivingSystem improvements
- Simpler eyeLid option added
- UnrealJoints section is back
- RenameToUnreal function added to UnrealJoints section
- ctrlBrow.ty now drives EyeBrowRegion intead of each eyBrowCtrl
- Extract BlendShape ctrlEye_R issue, fix
- Highly angled EyeBrow weighing issue, fix
- EyeLidOuter ctrl issue when Main rotate 180 issue, fixAdvancedSkeleton v 5.897
- New EyeLidOuter controllers
- ctrlBox2 added for Regions & UpMidLo Ctrls
- Inbetween Ctrls now has attributes to control distribution
- CustomOrientedGameSkeleton now includes RootMotionJoint
- SmileLine improvements
- LipCorners rounder from JawOpen
- Lip roll & pucker improvements
- MouthWide DrivingSystems now include lipSqueeze
- Emotions.happy now includes center-lip-lift & nose-motion
- Create UnrealMannequin-Joints re-added to GameEngine section
- Frown Bulge in LipFallOffArea issue on some models issue, fix
- SkinControl with 50% parent on end-joint errors, fix
- 8+ SpineFitJoints cause crash in Maya2023 issue, fix
- SoftMod2CustomControl with non-zero SoftModXform issue, fix
- CustomControl with centerJointParent mirror-limitation resolvedAdvancedSkeleton v 5.895
- RollingBall FitAttribute added, for auto ball roll behavior
- Select FaceAreas functions added
- FaceSetup EyeLidMain2 option added
- Scaling Main not working with FBX export issues, fix
- Iterations field added to LipFalloff BuildStep
- Audio2Face for standalone Selector, asAlign issue, fix
- Audio2Face with animated character issue, fix
- Partial Joints Scapula and Hip orientation issue, fix
- CustomControl auto-mirror on non-same-mesh issue, fix
- FaceSkinCluster.bindPreMatrix unusedMultiInstances issue, fix
- Custom oriented Face-controllers issue, fix
- Tongue part of Mouth-Mesh issue, fix
- eyeBrowArea & eyeBrowLineArea sets now available in FaceAreas set
- FaceSetup skinWeighting improvementsAdvancedSkeleton v 5.890
- Custom Reduce function added to Optimize section
- DrivingSystem-Advanced section added
- ModelCleaner now removes displayLayers
- Bake HumanIK function added
- Create HumanIK no longer require removed MotionSystem
- ReBuild FaceSetup added option "Manually run RestoreStep"
- ReBuild FaceSetup not restoring customized DrivingSystems, fix
- ReBuild FaceSetup cause a "handle given geometry data" Error, fix
- Connection option added to DeformableControllers
- Lip & SmilePull incorrectly deteced as DS bug from v5.8763, fix
- Partial Joints improvements
- CorrectiveShapes UI improvements
- DrivingSystems UI improvements
- asFaceControlOrient now skips _M ctrls
- Go to Build Pose now detect removed ctrls with option to remove cmdAdvancedSkeleton v 5.886
- CorrectiveShapes Error introduced in v 5.885, fixAdvancedSkeleton v 5.885
- AngleSystem now updates on ReBuild if DrivingAngle has changed.
- Unparented DragonWing controls issue introduced in v5.880, fix
- Deformable-Controllers function added to Selector/Picker
- HairSystem option added to Selector/Picker Dynamics menu
- ModelCleaner now removes intermidiate shape nodes
- ModelCleaner now removes animCurves
- ReSample now longer adds underscores to jointNamesAdvancedSkeleton v 5.880
- ReadyPlayerMe added to NameMatcher
- CharacterCreator4 added to NameMatcher
- NameMatcher Straighten Knee/Elbow PoleVectors added
- NameMatcher improved OverAllScale of FitSkeleton node
- NameMatcher appends NameSpace to avoid name-clashing
- NameMatcher Mixamo EyeJoint added to template
- IkFollow FitAttribute added
- ControlsFromSoftMod now works with Volume Falloff
- ControlsFromSoftMod now works with Custom FalloffCurve
- IkSpine Flip issue with Main.r at -90 180 0 issue, fix
- DrivingSystem for multiCtrls with variable DriveValues issue, fix
- Main.drvSysVis attribute sometimes dont work issue, fix
- AutoLipSync Download permission denied for some users issue, fix
- AutoDriven-DrivingSystems missing Edit option after ReBuild issue, fix
- AlignIk2Fk issue, fix
- Running Selector as standAlone cause MoCapMather issue, fixAdvancedSkeleton v 5.875
- app.plask.ai added to MoCapMather
- Snap button added to Body>Edit>Placement
- Audio2Face function added
- Face Mask storing now faster
- NoMirrored LeftOnly SplineIKs flipping issue, fix
- SwapCurve now works with edgeSelection
- Minimum rig scale now limited to 0.01
- MoCapMatcher bug introduced in v 5.870, fix
- FaceFit EdgeLoop detector issue with neighbour vtxs issue fix
- SkinCage with CurveAttach-Connect preference set issue, fix
- NameMatcher TransferSkinning with NameSpace issue, fixAdvancedSkeleton v 5.870
- Unreal5 full-version compatability added for Export ControlRig
- Root Motion Joint function added to GameEngine section
- UnrealEngine sub-section removed (replaced by custom mannquin exporter)
- Unreal Mannequin exporter added
- Unreal5 template added to NameMatcher
- Fleshy-eye now affects innerLid & outerLid ctrl, adjustable with Fleshy attr
- FaceSetup issue where EyeBallModel part of MainMesh, fix
- FaceSetup on NameMatcher now checks for headJoint
- Baking MotionCapture to IK option added
- NameClash on geo objects with "*_Right" in name, fix
- BendSystem.inheritsTransform can be enabled by SwapCurve, fix
- CurvedBasedDeformation issues on limbs with only 1 twistjoint, fix
- Clashing Joint Names detector addedAdvancedSkeleton v 5.865
- Unreal 5-Preview-2 ControlRig support added
- Picker: Colors from Geometry function added
- Embedded-Picker added (picker baked into the maya-file)
- Picker>Isolate Picker now sets panels to auto-load new objects
- Delete MotionSystem (for HumanIK) now retains FaceSetup
- FaceStepBuild undone can cause repeat buildStep issue, fix
- Build-step:LipCorner Update function issues fix
- X-axis crossing now possible also with Mirrored limbs
- Warning added when using underscores in joint-names
- FK2IK Baking with non-settable attributes, fixAdvancedSkeleton v 5.862
- Face > WrinkleMap addedAdvancedSkeleton v 5.860
- Toes & Finger on Quadruped FitSkeletons now have worldOrient FitAttribute
- ReBuildDagPoseNodes function removes faceBuildPose issue, fix
- Double transform for Teeth&Tongue in Face-Rig-Type:Mixed issue, fix
- Tongue scaling issue introduced in v5.842 issue, fix
- RobloxHead connects to upperLip_M.ty issue, fix
- BlendShape FaceSetup can now overshoot negative, e.g ctrlEye_R.blink -5
- SkinCage Branching improvements
- NonSphericalEyeSetup LidSetupNonSpAim1_L offset issue, fix
- GameEngineScaleBehaviour on jointsInIk with no inbetweens issue, fix
- Custom Rotate-order IkCtrl not mirroring correctly, fix
- AutoLipSync of non-Latin subtitle-render issue in Maya2022, fix
- Bake function added to MoCapLibrary
- Resampling SplinIk-chain to 2joints issue, fix
- NoseSide_R controller jitters issue, fix
- Paint ClusterControlWeights with LocalOriented On issue, fix
- Cluster/SoftMod-Controls not part of ControlSet after ReBuild, fix
- Cluster/SoftMod-Controls now non-renderable by default
- Undo scriptjob removedAdvancedSkeleton v 5.855
- Unreal-ControlRig FaceSetup export (BlendShape FaceSetup)
- "Roblox Dynamic Heads" support added
- BlendShapes FaceSetup now use BlendShape on Teeth/Tongue
- ConvertToBlendShape-only-FaceRig now include FleshyEye targets
- ctrlMouth_M.lipSide attribute changed to use softLimits
- DrivingSystems can now be created on Left side as well
- DrivingSystem add to existing control Mirror issue, fixAdvancedSkeleton v 5.850
- Unreal-ControlRig Backwards solve added
- Unreal-ControlRig now exports Global function
- Unreal-ControlRig IK-controls offset axis swap, fix
- DrivingSystem Center-Driver with Center-Drivens issue, fix
- MirrorPose for QuadrupedLeg in IK issue, fix
- BoxSkin skinweight improvements
- MoCapLibrary with referenced rigs issue, fixAdvancedSkeleton v 5.845
- Unreal-Mannequin-Skeleton function now autoscales rig
- Unreal-ControlRig IK controls now in Unreal-World-Space
- Unreal-ControlRig now works with twistJoints & inbeweenJoints
- Unreal-ControlRig noControl FitAttribute support added
- BoxSkin function added to Geometry>PolyBoxes
- PolyBoxes now use defaultShader for improved fps
- Tongue can now have any number of controllers
- Unreal Mannequin issue with knee-twist-joints, fix
- added "childOfPart" FitAttribute, for controls to be child of TwistJoints
- AutoLipSync update for GitHubs`s folder rename master->main
- NotInBuildPose checker now includes Main controller
- ReBuildDagPose updated to remove old DagPose Nodes
- PolyBoxes contains shear values issue, fix
- Non-uniform scaling of Tongue issue, fix
- Edit DrivingSystem>"show only affected" issue, fix
- Non-Spherical-Eye issue on large characters, fix
- ARKit on BlendShape-FaceSetup, look attributes issue. fixAdvancedSkeleton v 5.840
- Export as Unreal-ControlRig added
- Gorilla FitTemplate now include ToesEnd FitJoint
- ReBuild Face after RemoveUnusedInfluences issue, fix
- noMirror now has new noMirrorLeft option
- SwitchIK2FK issue with rigs using MirroredTranslate, fix
- middleFace_M cause double transform for nose, fix
- Edit DrivingSystem with HeadSquash double-ctrl issue fix
- eyeLid.closeAutoShape issues when Main controller is moved, fixAdvancedSkeleton v 5.835
- Non-Spherical-Eye issue in Maya2022, fix
- adding "noFlip" to center-joints issue, fix
- $sideTreshold increased to match $centerTolerance
- MirroredTranslate option On cause qudruped leg issue, fix
- Create DrivingSystem now avoids inclusion of SmilePull contollers
- AutoLipSync on BlendShape FaceRigs sets Jaw&Lip multipliers to 1
- SkinCage issues in Maya2022, fix
- ImportLimb to a built rig issue, fix
- Rebuild now repairs CustomControllers scale issue
- ReBuild not keeping members added to DeformSet issue, fix
- SwitchFK/IK on multiple limbs increases currentTime issue, fix
- Align FK2IK and IK2FK has swapped labels, for better decription
- SplineIk EndCtrl.stiff attributes issue, fix
- Display GimbalLockVisualizers issue, fix
- GeoAttach offset issue, fix
- FreeOrient issue, fix
- SliderJoints not scaling with Main issue, fix
- Delete UnUsed EndJoints now ignores "control" endjointsAdvancedSkeleton v 5.830
- "Mirrored Translation" option added to Preparation>Rig section
- "Control" fitAttribute added, allowing for end-joints to build controllers
- AlignFKIK for SplineIK now use degree 1 curve
- SkinCage brachboxes improvements
- CustomControllers not scaling with Main, fix
- FKIKSwitch reverses toe issue, fix
- CreatePolyBoxes for quadrupeds Heel issue, fix
- SceneZUp Rebuild issue, fix
- Delete MotionSystem issue, fix
- Global not following Main issue, fixAdvancedSkeleton v 5.826
- Bug introduced in v 5.825: Left Bendy controls flipped, fixAdvancedSkeleton v 5.825
- Bug introduced in v 5.820: IKArm controls not following Main, fix
- Multiple top-level joints now possible.
- Inbetween-joints not scaling correctly on Left side, fix
- FitSkeleton joints on Left side now Warns to use Right side
- MoCapLibrary updated to work with alternative Primary axis option
- Mirroring of SplineIK limbs improvementsAdvancedSkeleton v 5.824
- CreateDrivingSystem on Left side, now prompts to use Right side
- FreeOrient on Cup joint issue, fix
- multi-joint zig-zag IK`s flip issue, fix
- Using world-match orient, causes flipped fingers DrivingSystem, fix
- Corrective-Control DrivingSystem Driving FK controls issue, fix
- World-match orient, fingers Non-local-upaxis issue fix
- Face Error polyProjectionCurve1_1.cv[0] issue, fix
- Unreal Mannequin Transfer Skinning now warns upon joint count mismatch
- Face-FitEye no longer uses rotation from Body-Eye, as it could be custom-oriented
- Geometry>Mannequin now includes Ankle
- Geometry>Muscular now on a displayLayer
- ReCreating DrivingSystem using name of previously delete DS issue, fix
- FaceSetup in Z-up scene, now prompts user to switch Axis
- Lip Upper overlapping LipLower detection improvements
- FaceFit Lip&Lid Main&Inner colors changed to match Outer colors
- PolyCage on character with arms downwards improved.
- Added auto-detect of previous FaceBuild attemptsAdvancedSkeleton v 5.821
- Bug introduced in v 5.820: Scaling Main ctrl breaks rig, fix
- Bug introduced in v 5.820: Rotating Main ctrl moves poleVectors, fix
- TwistSystems for rigs with non-default primary axis issue, fix
- Geometry>PolyBoxes now includes Ankle & Wrist
- Multiple Main Extras not affecting PolyBoxes scale fixAdvancedSkeleton v 5.820
- MetaHuman template added to NameMatcher
- Z up Axis added to Preparation>Rig section
- Main Hierarchy changed for better export to Unreal results
- "Unreal Root behaviour" function removed
- Axis options added to Body>Edit>Auto-orient section
- poleVector position improved for multiple-knee-joint rigs
- FaceBuild Prep sets "All Head" object to polySmooth level 0
- AngleRotations improved for non-default RotationAxis settings
- Geo object automatically parented to Geometry when Building
- SkinCage branching improvements
- SkinCage Elbow/Knee fitting improved
- AutoLipSync errors now prompts for re-download language filesAdvancedSkeleton v 5.812
- Scene Z-up Maya-setting support added
- FKIKSwitch rigs with NameSpace toe align issue, fix
- ConnectARKit on referenced-in rigs with arKit-ctrl issue, fix
- CorrectiveControls on rigs with no existing DS issue, fix
- ModelCleaner on objects with intermidiateMeshes issue, fix
- FaceRig with no bodyRig, rebuild issue, fix
- Adding DrivingSystem with "use Existing Controller" issue, fix
- curveGuide mixed with DrivingSystem e.g dragon issue, fix
- GameEngine FaceSetup disables Mixed rigType
- Tongue part of a seperate innerMouth mesh issue, fix
- FaceBuild where main mesh`s double3 type attrs locked, fix
- Move red skinCurves to deformationWidth can overshoot, fix
- DrivingSystem for CustomControllers on Face mirror issue, fix
- adding WorldOrient FitAttribute to Root issue, fix
- ReBuild Face with Custom Added DrivingSystems issue, fix
- ModelCleaner objectSets issue, fix
- UnrealJoint TransferSkinning with 2 twistJoints issue, fix
- BipedGame FitSkeleton changes to better match UnrealMannequin
- zip lips behaviours asymmetrical issue fixAdvancedSkeleton v 5.810
- SkinControl-joints now part of DeformSet
- CustomController-AddInfluenceObject issue, fix
- Lip movement upon Main Rig scale issue, fix
- SkinControls-joints.segmentScaleCompensate set to Off
- SetBuildPose now works with CustomControllers
- ScaleCompensate at at jointBranches issue, fix
- WheelRoll inaccurate when rig scaled, fix
- Inbetweens not working with DrivingSystems, fix
- Maya2022 compatibility issue, fix
- Controller-Tag added to Optimize
- FKIKSwitch on Quadrupeds issue, fix
- AutoSwitchFKIK with a HybridCtrl selected issue, fixAdvancedSkeleton v 5.808
- Angle-driver (RBF solver) added to DrivingSystems
- "Follow" issue, fix
- 2nd noFlip FitLabel issue, fixAdvancedSkeleton v 5.806
- Edit CorrrectiveControls with test-animation OFF issue, fix
- Edit CorrrectiveControls popupMenu multiple listings, fix
- ReBuild AdvancedSkeleton causing CustomControllers to fail mirror, fixAdvancedSkeleton v 5.805
- CorrectiveShapes crashing issue, fix
- ARKit connect BlendShape-type face-rig issue, fix
- Edit DrivingSystem issue, fixAdvancedSkeleton v 5.804
- noFlip FitLabel issue, fix
- Edit DrivingSystems missing FaceAllSet issue, fixAdvancedSkeleton v 5.803
- Occasional non-zero initial rotation for HipPart1_R issue, fix
- JointReducer with EyeLash part of mainMesh issue, fixAdvancedSkeleton v 5.802
- "Follow" FitAttribute added
- Reset BlendShape target mirrorSide issue, fix
- Shoulder/Hip deformJoint flip at ry -90 issue, fix
- UnDone failed Rebuild cause CreateDS issue, fix
- Added joints to Hip/Shoulder causing Cycle issue in v5.801, fix
- CustomControls added to a DrivingSystem, rebuild issue, fixAdvancedSkeleton v 5.801
- update for Korean language in AutoLipSync
- Occasional Fit-Hip autoOrient flipped, fix
- DrivingSystem driving scale issue, fix
- DrivingSystem Edit ARKit attributes improvements
- Delete customCtrl with no FaceSetup issue, fixAdvancedSkeleton v 5.800
- Create Skin-Control, added to Custom-Controllers
- ModelCleaner now works with multi-uvSets
- DrivingSystems can now be Driven from any controller
- Custom HeadJoint now allows for using nameSpace
- Maya2020.4 compatibility added for FitSkeleton-geometry
- Adding "inbetween" to a end-joint causes Error, fix
- Adding dynamics to limbs with "inbetween" issue, fix
- EditBlendShape>reset issues, fix
- Limbs crossing axis then return to center issue, fix
- CustomControlles not part of "go to buildPose" after ReBuild, fix
- Edit DrivingSystem>show only affected not hiding IKSpine, fix
- CustomControllers with Custom-Parent not customParenting MirrorSide, fix
- Mirroring ctrlARKit_M-DrivingSystem issues, fix
- SliderJoints incorrectly sliding from RotateY, fix
- Bake ARKit on faceSetup with HeadSquash issue, fix
- PoserDesigner>Clip>key error, fix
- DiplayeLayers with options set to "auto add objects" issue, fix
- ctrlARKit_M.mouthLeft/Right incorrect values, fix
- ARKit attributes jawRight and jawLeft was swapped, fixAdvancedSkeleton v 5.797
- Body->Pre section added
- GameEngine option added to Body->Pre
- Namematcher tool startup error, fix
- Rebuild AdvancedFace with Keep-CorrectiveShapes
- FitLip now allows for more extreme asymmetry
- Edit DrivingSystem improvements
- ExitCorrectiveShapeMode now returns to BuildPose
- Extract blendshape improvements
- EyeBrowCenter_M now centers between L/R also in Z
- NonSpherical sideways eyes issue, fix
- Updates section added
- GreenShader fix button added to the new Updates sectionAdvancedSkeleton v 5.795
- FaceSetup type Mixed now has attached onFace ctrls
- FaceCtrls detach function restored in Selector/Picker
- Ctrl+Shift Hotkey saves Selector functions to shelf
- Popup menu with all targets added to Extract BlendShape button
- Limbs can now cross the X-axis
- ARKit blendShape targets removed suffix
- AutoLipSync language-download url update
- Building Faces that have only Eye and EyeBrow, now possible
- EyeBalls part of face-mesh, now possible
- FootRoll attribute now includes toes straighten
- rollStartAngle & rollEndAngle attributes added to IKFoot
- Create Partial Joint now works on selection
- WorldOrient FitAttribute now has Forward-axis options
- segScaleComp FitAttribute added
- Model Check button added to Face>Pre section
- preFaceBuild unique names check added
- Bake AnimationControls to BakeSkeleton removed, as FBX baking is preferred
- Dynamics>Bake improvements
- Copy/Paste Pose & Animation improvements
- Reduce Lip/EyeLid-joints changed jointNames
- UnrealMannequinTransferSkin to bipedGame spine_02 issue, fix
- IrisOffset nonDefault scale, fix
- Teeth controllers size issue, fixAdvancedSkeleton v 5.790
- Apple ARKit option added in Face>Pre
- DeepMotion added to MoCapMatcher
- reduce eyeLid/lip jointCount re-parents contraint-nodes
- Connect MoCapX restored
- Error while editing picker scenes, fix
- FKIK Switch on rigs using QToes issue, fix
- Auto Update changed to Secure http
- Glimpse option added to AutoLipSync
- SmileLine deformation improved
- FrownPull Face-build-step addedAdvancedSkeleton v 5.785
- MouthNarrow DrivingSystem improved
- LipCorner FaceBuild step added
- SmilePull DrivingSystem overshoot enabled
- LegAim creates non-zero FKExtra, fix
- Eye_L controller orientation issue, fix
- upperLipB_L placement issue, fix
- NoMirror ctrls on Left side labeled _R, fix
- DrivingSystems set scale to 1, removes sdk
- Tongue part of faceMesh issue, fix
- Command polyUnite failed Error fix
- Error message Invalidvalue:sec fix
- NonSym Face FitLip vtx selection issue, fix
- FKIKSwitch with Polvector-follow issue, fix
- Corrective-AngleDrivers past -90 issue, fix
- GuideCurve Offset issue, fixAdvancedSkeleton v 5.779
- Nonsymmetrical Face, Fit-Lip issue, fix
- Prune Small Weights added to optimizeAdvancedSkeleton v 5.778
- Improved weighting around lips when for JawOpen
- Lip narrow improvements
- Dynamics improvements
- Tail & Neck IK with follow set tp off, detaches base, fix
- Twist/Bendy in SplineIK issue, fix
- MultiHead creatures Head scaling issue, fix
- Side DrivingSystem driving Center ctrl scale issue, fix
- Mixing DrivingSystem scale values issue, fix
- DrivingSystems set scale to 1, removes sdk
- Tongue part of faceMesh issue, fixAdvancedSkeleton v 5.775
- Reduce EyeLidJoints to 4 added in Optimize
- Reduce LipJoints to 12 added in Optimize
- lipAutoVolume attribute added to lip
- Moving IKLegs computes faster, with centerBtwFeet set to zero
- FaceSetup low skin-weight values filtered
- lip narrow improvments
- lipJoints position changed
- dualQ weighted eyeLids for non gameEngine FaceRigs
- Unreal-Joints section added
- Unreal-TwistJoints-hierarchy added to Unreal section
- shortestEdgePath improvements for eyeLid & lip
- constrainedOnFaceCtrl improved scale behaviour
- Teeth named same as face cause error, fix
- Phonemes not affecting Left cheeckRaiser, fix
- EyeBrowMid2 not following EyeBrowRegion bug, fix
- EyeBrowCenter_M ctrl issues with UpMidLo controllers, fix
- NoseCorners now follow middleFace_M instead of lowerFace_MAdvancedSkeleton v 5.771
- HeadJoint-field automatically filledAdvancedSkeleton v 5.770
- SmileLine added
- BlendedAttr averages instead of multiplies
- SmilePull improvements
- Create New BlendShape now includes faceExtras
- SliderJoints now allows for transformed skinCurves
- geoAttach joints removed from DeformSet
- Mac file path improvements
- Blink now works with LidOut drive
- RightClick->Finish added to Face Build Steps with time-slider
- GameSkeleton section now called GameEngine
- Unreal-Root-Behaviour function added to GameEngine section
- Tweak>attach controllers issue, fix
- Create FaceDeltaMush now auto zero weight lid & lip
- Face>Paint DeltaMush added
- Face>delete DeltaMush added
- CorrectiveBlendShape deformationOrder pop-up warning removed
- Selector & Picker drawWindow changes
- asSelectorScriptLocation now only in Selectors & Picker
- ControlMesh shader updates
- ReBuildDagPose now includes DeformationSystem node
- BlendShape Wizard fixes
- ConvertToBlendShapes Emotions fixes
- ConvertToBlendShapes LipRoll fixes
- SkinCage with new FaceSetup issue, fix
- Unreal Mannequin now scales with Main
- GameEngine-Scale now scales with Main
- ReBuild BlendShape rig issues, fixAdvancedSkeleton v 5.765
- Mixed Mode added to Face-Rig-Type
- FKExtra on geoAttachers now default values
- Narrowing mouth improvements
- EyeBrowCenter_M constraint change
- AimEye_M no longer hidden by default
- MayaLT can now access more sections
- AutoLipSync tempDir autogenerates
- fleshyEyes now affected by AimEye
- aimAt FitLabel remove, now remove correct attrs
- custom-library added to MoCapLibrary
- LegAim issue, fixAdvancedSkeleton v 5.760
- Connect ARKit namespace bug, fixAdvancedSkeleton v 5.758
- Eyelids issues when moving >1000 units, fix
- Lip issues when extreme scaling character, fix
- HeadSquash character scaling issue, fix
- FKXHead_M segmentScaleCompensate set to Off
- asJointsVisibility now compatible with older rigs
- EyeLid ctrls modified default orientationAdvancedSkeleton v 5.757
- UpMidLo controllers re-added
- EyeRegion behaviour improvements
- EyeBrowRegion behaviour improvements
- NoseCenterOffset_R renamed to NoseCenterOffset_M
- EyeLid ctrls improved default orientation
- FaceControls autoplacement improvements
- Neck now first child of Chest in FitSkeletons
- jointCtx -autoJointOrient Off, for Joint-plotting
- FaceExtras weighting fix
- FaceJoints radius tweaks
- LoPoly geo no longer parented to jointsAdvancedSkeleton v 5.753
- GameEngine-Scale-behaviour added to Game Skeleton
- ARKit bake now includes Head-rotation
- Adding twist/bendy within Spine issue, fix
- FaceRig with No BodyRig, headjoint placement fix
- DeformJointConstraints group added
- Mirror-Pose now allows custom non-sym attributes
- Teeth & Jaw Joints now at scale 1 by default
- EyeLidJoints parenting re-arranged
- LipFalloff Outside steps detection, fix
- Edit Falloff by Softmod, now faster
- Falloff by Softmod now works with NonSymmetrical faces
- JawOpen CheekPusher changed from X to Z AdvancedSkeleton v 5.752
- Delete AdvancedFace runs faster
- zip lips added
- Missing IKArrow visibility fix
- Rebuild now preserves rgb colored ctrls
- FaceExtras mustache etc. improved weighing
- Body Rebuild preserves Main.jointvis valueAdvancedSkeleton v 5.751
- FaceSetup with Non-AdvSkel body rig issue, fix
- No lowerTeeth but have tongue cause error, fixAdvancedSkeleton v 5.750
- GameEngine mode for FaceSetup
- New ARKit connect FaceCapture ui
- lip deformation improvements
- NonUniform limb scaling improvements
- ControlCurve swap now keep vis connection
- ReBuild now keeps translate and scale xform limits
- setBuilPose now avoids double commands
- ModelChecker now alos check all parent transforms
- Main.jointVis added
- NameMatcher namespace issue, fix
- Scaled FitJoints causing errors, fix
- Detect and remove un-used intermediate shapes added
- Create Unreal joints error, fix
- nonSphericalEye Eye issues, fix
- DrivingSystem issue, fix
- FaceRig with no BodyRig issue. fix
- Adding emotions to ctrlEmotions_M issue, fix
- SwapCurve of IKSpine cause Hybrid ctrls vis issue, fix
- IKHybrid ctrls locally orientedAdvancedSkeleton v 5.740
- FACS Emotions control added to FaceSetup
- Previs FitSkeleton template added
- Phonemes aaa,eh & iee issue fix
- RootOptions added to FitLabels
- CenterBtwFeet FitLabel replaced by RootOptions
- HeadScaling with MainExtras issue fix
- ShowOnlyAffected option added to EditDrivingSystem
- DrivingSystem nesting now possible
- BendyLimbs follow attribute issue fix
- TwistFlip function namespace issue fix
- File menu added to Selector
- MoCapLibrary moved to Selector
- fbx export added to Selector
- Reference-in function now filters mb files
- UnitChecker function now also runs upon Building
- ModelChecker now checks also for ConstructionHistoryAdvancedSkeleton v 5.730
- MoCap database added to AnimationTester
- NameMatcher auto red labels mismatched joint names
- NameMatcher CharacterCreator3 template added
- cachedPlayback cleared and disabled for FaceBuild
- SimplifiedFaceSetup blendshape targets-ordering issue, fix
- CorrectiveShapes on IK limbs issue, fix
- ctrlEye scale attributes now hidden
- DrivingSystems using SmilePull-ctrl are inaccurate, fix
- Non-Zero IkLocalOrient cause edit-drivingSystem error, fixAdvancedSkeleton v 5.722
- nonSphericalEye Eye issues, fixAdvancedSkeleton v 5.720
- Maya2020 compatibility updates
- Fully straight limbs build issue, fix
- poly-selection teeth definition fix
- fixOrient alignment on curved spines, fix
- FKIKSwitch with IKLocal>addCtrl issue, fix
- AimAt FitLabel causes error, fix
- RootX_MShapes error, fix
- IKhybrid-ctrls now match FK-ctrls positions
- Curly-spine alignment issue, fix
- Improved non-spherical eye setup
- SkinAttachCtrls in SimplifiedFaceSetup issue, fix
- FaceSetup fps improvements
- optimize joint-count for export added
- FaceSetup fps improvements
- Reduced flipping with IK.follow
- Rebuild breaks AngleRotation-driven correctives, fix
- Right/Left SplineIK build error, fixAdvancedSkeleton v 5.711
- Maya2014 build-compatibility restoreAdvancedSkeleton v 5.710
- added Selector>Display>FaceCtrls detach
- Connect to ARKit added
- Duplicating FitSkeleton joints error fix
- Joint resampler now works with joint-labels
- FKIKSwitch in Maya2019 Root update fix
- FKIKSwitch now works with Stretchy IK
- IKhybrid controllers added
- optimize-skinCluster added to Simplified FaceSetup
- RootX_M.legLock removed, now Leg-lock always On
- Create muscles on large characters issue, fix
- FitGeometry Fat display updates
- FitGeometry Aim display updates
- ikLocal>localOrient Mirror tool fix
- CorrectiveShapes for Face-mixed-attributes fix
- Simplified FaceSetup now updates FaceAllSet
- aimConstraints can now be used in the FitSkeleton
- EyeBall setup now work with Pupil as a hole
- SwapCurve now works on ExtraControls
- Non-spherical eyes support fixesAdvancedSkeleton v 5.700
- Multiple languages added to AutoLipSync>advanced options
- Create HumanIK added to MotionSystem section
- AnimationTester can now mix Body & Face
- Body>GameSkeleton>Custom-Oriented-GameSkeleton added
- bipedGame FitSkeleton now has 1 more spineJoint
- AutoLipSync non-latin alphabet option added
- Edit-DrivingSystem now a 30frame animation with symmetry
- SkinAttachMesh is now a copy of templateLayer
- EditDrivingSystem > Cancel now always enabled
- No longer using straight-line-splineIk
- IkLocal can now be added to spine,tail,etc
- Non-symmetrical-face FitLip fix
- Finger RotOrder changed to XYZ, for better mix Spread/Curl
- CustomControllers now avoid attaching to EndJoints
- Rebuilding FaceSetup removes Body DrivingSystem, fixAdvancedSkeleton v 5.690
- Face AnimationTester added
- Lip control improvements
- MouthNarrow improvements
- SimplifiedFaceSetup improvements
- SimplifiedFaceSetup can now be full joint based
- SelectorDesigner button name fixes
- Dynamics on referenced rig bug, fixAdvancedSkeleton v 5.682
- NonSymFaceSetup Updates
- Smile build steps now shows mirrored face
- CustomControls on FaceRigs with no BodyRig, fixAdvancedSkeleton v 5.680
- Rebuild AdvancedFace added
- Keep All checkBox added to Rebuild AdvancedSkeleton
- Dynamics > Remove, error fix
- Edit Phonemes DrivingSystem error, fix
- ChannelBox hiding now only applies to controls
- AutolipSync for mac issue, fix
- Bake QuickIK now uses preserveOutsideOfBakeRangeKeys
- Non Symmetrical Face with EyeLidDroopy, fix
- IK arms/legs now also work with no elbow/knee joint
- Selector now detects FaceRig with no BodyRig with namespace
- FaceExtras now also adds to CheekRaiser SkinLayer
- Selector standalone CopyPose error, fix
- SmilePull.tz removed from phoneme-DrivingSystemAdvancedSkeleton v 5.678
- aimAt fitAttribute addedAdvancedSkeleton v 5.676
- squeeze and outerUpDown Attributes added to EyeBrow controllers
- Lip_R skinweight issue, fix
- upperLipA_R autostretch not symmetrical, fix
- LipInner FaceFit error, fix
- adding GeoAttach to endJoints causes error, fix
- Create DrivingSystem> use existing faceCtrl, fixAdvancedSkeleton v 5.672
- LipInner FaceFit error, fixAdvancedSkeleton v 5.670
- Non Symmetrical Face functions added
- Dynamics improvements
- Foot FitSkeleton-limb updated with corrected toe orientations
- Converting boxControls to BlendShape, mouthNarrow shape fix
- FitSkeletons update for Linux compatability
- asFaceBS restored to show in ChannelBox
- Mirror IKFootRoll controllers fix
- noSkin FitLabel addedAdvancedSkeleton v 5.660
- Mouth corner can now be spesified with vertex selection
- Custom reparenting now restored upon Rebuild
- Lock & Hide of attributes are preserved upon Rebuild
- ShapeNodes not intended for animation, no longer showing in ChannelBox
- Unreal Root & IK joints function added to GameSkeleton
- Local option added to CustomControllers
- Maya 2019 crashing on Rebuilding, fix
- AdvancedSkeleton as WorkSpace in Maya2019 crashes, fixed
- AdvancedSkeleton as Docked, is sometime wider then needed, fixed
- FaceSetup Build process, now restores existing DeltaMush
- Bake Dynamics, now bakes animation to FK controls
- Dynamics > Unbake, removedAdvancedSkeleton v 5.650
- MocapX support, IPhoneX realtime face-capture(www.mocapx.com)
- MouthNarrowing shape improvments
- Lip autosqueeze when stretched added
- Faster FaceBuild process on dense mesh characters
- Faster Convert to SimplifiedFaceSetup
- Simplified FaceSetup now creates FaceConstraintSystem
- Fix typo error of MoCapMatcher affected by linux
- FKIKSwitch changes rotationOrder, fix
- FKIKSwitch toe orientation bug fix
- Faster SoftMod weighting
- Maya2012 compatability fixAdvancedSkeleton v 5.640
- Extract blendShape for eyeBrow objects fix
- FaceFitForeHead generation improvments
- EyeBrow DrivingSystem default values improved
- Face>Fit>Advanced>ChooseHeadJoint function fix
- Mac user issues with downloading librispeech-lexicon fix
- SlideJoints now includes with UnrealSkeleton
- Fixed issue with Maya crash when using HardwareTexture
- Auto-detect FFD on non-spherical eyes
- FaceExtras fixes
- LipA & LipB controls improved behaviour when narrowing lips
- Convert to blendShapes eyeBrow bug appeared in v5.631, fix
- Extract BlendShape moves onFace controls, fix
- Creating DrivingSystems from BlendedAttributes now mirrorsAdvancedSkeleton v 5.630
- Added Face->FaceExtras section
- Create SoftMod Control added to CustomControllers section
- Body>Fit section, split into Fit and Edit sections
- Added "Apply Example MotionCapture" to AnimationTester tool
- DrivingSystems can now also drive Regions controllers
- No Teeth or Tongue cause error, fix
- EyeSquint Lattice can now be moved, at Squint build step
- EyeBrow skinLayer weight mirror fix
- EyeBrow DrivingSystem Range, now set per characters Eyebrow size
- FaceFitForehead now uses LeastEdgesPath instead of ShortestEdgePath
- "Edit DS value of zero removing SDK`s" improved
- ctrlCheek.ty drivingSystem values improved
- remove curveGuide attr now also removes curveGuideMode attr
- Extract blendShape for mixed and blended attributes fixed
- BlendShape wizard erros on mixed attributes, fix
- fixes for user with ~ (tilde) symbol in their username
- Mirror pose updated to work with SoftMod Controls
- Attached beard, mustache, etc now work with SimplifiedFaceSetup
- Bendy limbs controllers now have follow attribute
- DrivingSystem Edit, setting values to zero, now removes SDK also for face
- If Tongue-geo defined, but no FitTongue, Then default FitTongue created
- Scaling limbs with bendy controls, incorrect joint-scaling fixAdvancedSkeleton v 5.620
- CheekBone Locator added to Face>Fit section
- Jaw Open now drives Cheek movement
- DrivingSystem 10 drivers per control limit, fix
- EyeBrow-weighting improved
- Jaw-weighting improved
- Qtoes mixed with IKLocal causes IK-offset bug, fix
- Teeth part of main mesh character, face-build error, fix
- BlendShape Wizard & Extract now allows for custom added BlendShapes
- Auto Ensure uniqueLabels, for large number of SplineIK`s, improved
- Phoneme improvments
- FaceFit helpimages updates
- BendyJoints On, can now be used with TwistJoints at 0
- Adding Bendy-joints to Root, causes cycle error, fix
- Improved filtering for Face > Choose Geometry
- DrivingSystem Edit, setting values to zero, now removes SDK
- ConvertToBlendShapes > FleshyEye now also works with AimEye
- Create blendShape target button, renamed to Extract blendShape target
- Simplified FaceSetup hides Jaw controller, fix
- Create New BlendShape moves onFace controls, fix
- Edit BlendShape for mixed Attr (Smile/Frown), fixAdvancedSkeleton v 5.610
- SmilePullOffset Error on DrivingSystems with no faceSetup, fixAdvancedSkeleton v 5.600
- DrivingSystems improved
- FaceSetup now uses DrivingSystems, for more easy faceSetup tweaks
- Delete Adv added to Body>build section
- AutoLipSync not allowing <blank space> userName, fixed
- AutoLipSync now automatically re-encode incompatible audio files
- SimplifiedFaceSetup: No FaceFitSkeleton.run Error, fix
- SimplifiedFaceSetup with FaceCap, zipLips error, fix
- FKIKSwitching with custom string attributes added error, fix
- ConvertToBlendShapes with no tongue error, fix
- EyeBrows now also influenced by eyeLidLayerAdvancedSkeleton v 5.590
- Added Export section with GameEngine export functions
- AutoLipSync now includes example voice file
- Face-Build speed improments on dense mesh models
- Added Enable Mp3 to AutoLipSync
- Added ConvertToBlendShape: squint
- Added ConvertToBlendShape: fleshyEye
- Added ConvertToBlendShape: blink
- Added ConvertToBlendShape: ctrlMouth
- ModelCleaner now preserves custom normals
- Inbetween joints now works with Scale
- Mid IK Spine flips when RootX_M.ry is 180, fix
- Extract BlendShapeTarget moves onFace controls, fix
- Slider-joints now moves propotional to character scale
- Animation Blending Option now automatically turned On
- Scale-Controls now uses local curve pivotAdvancedSkeleton v 5.580
- Added "Convert Phonemes to BlendShapes"
- Non-symmetrical face section added in Face>Fit section
- AutoLipSync now supports Offset of the SoundFile
- Added Rokoko-systems to MotionCapMatcher tool
- added FaceControl-orient tools in Face>Tweaks section
- fixedOrient Attribute added to IKSpine1_M
- Selector now works with Recursive NamesSpaces
- CorrectiveShapes for FaceSetup improvements
- CorrectiveShapes SDK-tangents changed to linear
- DrivingSystem mixing translate & rotate improvements
- Spine oriented at 180 -90 0, build-issue fixed
- Quadruped FKIK switching improvements
- improved behavior for long curved tails
- Auto filter-out symbol-characters from autoLipSync textAdvancedSkeleton v 5.570
- Auto LipSync added, (found in Selector & Picker anim menu)
- CorrectiveShapes various fixes
- Phonemes controller added to GoToBuildPose
- SmilePull update allowing models offset in scene-z
- JawCurves start/end cv`s now aligns with FitLocators
- JawSetup now allows for models with irragular jawline
- Maya versions pre2015 phonemes-compatibility fixAdvancedSkeleton v 5.560
- Phonemes added
- LipPucker attributes added to ctrlMouth_M
- Jaw-open Lip-Shaper option added to Jaw-BuildStep
- Improved lip-shape when Jaw opens
- Sticklips-center adjusts with Lip-Shaper tweaks
- Connect FaceCap now works with Simplified FaceSetupAdvancedSkeleton v 5.550
- bake FKtoIK fixes
- Bake FK2IK now avaiable for Spine, Tail, etc
- asLockAttr proc now avaiable in selector
- MoCapMatcher nameSpace with underscore, bug fix
- IKToes controller added
- IKLeg.toes attribute removed
- FKIK switching improvements
- Gorilla template toes order fixedAdvancedSkeleton v 5.540
- MoCapMatcher improvements
- "Scan MoCap-skeleton" added to MoCapMatcher
- "zero-out MoCap-joints" added to MoCapMatcher
- "Create New Layer" button in Face>SkinLayers enabled
- MoCapMatcher Root-connection improvement
- MoCapMatcher-connect no longer stops at joint-mismatch
- Simplified FaceSetup re-added (Replaces ConvertToBlendShapesOnly)
- GameSkeleton>Unreal>TransferSkinning, now reverses when re-run.
- LipFalloff build error bug fix
- ikLocal=nonZero caused Cycle-warning during Build, fixed.
- "Cluster Controls" section renamed to "CustomControllers"
- Removing some `compound` attr-connections for FBX compatibility
- Removed obsolete FaceFitMouthNarrow, MouthNarrow, FaceFitSmilePull, SmilePull
- install.mel updated to work with "Source Script"
- MoCapMatcher now defaults to the "MotionBuilder" template
- Added "Mixamo" & "iPiSoft" to MoCapMatcher
- MoCapMatcher now remembers which sections are Expanded
- FrownPull & FrownBulge BuildStep`s, replaced with Frown
- FaceFit-Eye got deleted, with "Delete Adv", fixedAdvancedSkeleton v 5.530
- UpMidLo weight-smoothing improved
- ConvertToBlendShapes now includes Squint
- BlendShapeWizard improvements
- IK-spine with no "inbetweens" build-bug fixed
- SmilePull incorrect pull values, fixed
- ctrlNose changed to move noseCorner opposite x-direction
- "Set rig to all FK" in MoCapMatcher fixed
- "Connect MoCap Skeleton" in MoCapMatcher fixed
- "Update" button enabled by default, fixed
- LipFalloff-Update fixed
- MoCapMatcher can launch from Selector/Picker, w/o toolsAdvancedSkeleton v 5.520
- Added FaceCap-connect (Face MotionCapture using iPhone)
- Added MoCapMatcher tool, to Picker/Selector
- Added "Mixamo" to nameMatcher
- Quadruped FitSkeleton, replace with Horse and Cat
- SmilePull controller behaviour improved
- ConvertToBlendShapes improvements
- Rigs with Multiple Main-controls, now correctly scales FaceSetup
- eyeLid`s closeAutoShape attributes now default value is zero
- Tail-system used as Side-Limb, Build-mirror-bug fixed
- Pose-Mirroring updated for new SplineIK
- multiObj teeth/tongue now works with "blendShapes Only"
- NameMatcher hip name bug fix
- NameMatcher imported animation bug fix
- asFitModeUpdateScale now runs once per rig, not per FitJoint
- ControlCurves->Scale now also works on Selected Face-Control
- Custom control curves with multiple curve-shapes, now rebuilds
- Reduced flipping occurring on Mid-SplineIk controllers
- All WorldSpace oriented IK ctrls now use "xyz" rot-order
- "inbetweener" at branching joints, child order bug, fixed
- FKIK Switching for Quadruped updated
- FitSkeleton now has has template attribute
- MoCap BHV reader removedAdvancedSkeleton v 5.510
- Dragon FitSkeleton template added
- Muscles reversed surfaces fixed
- IKSpline improvements
- FKIK Switching updated for new IKSpline
- Generated Transforms from joint scaling, now auto removed
- BlendShapeWizard updated to include all targets
- CurveGuide controls now scale with Main.scale
- Scaling Main control affects Spine shape, fix
- Improved RibbonIK twisting on chains with non-equal spacing
- UnrealSkeleton custom joints now works with Re-Build
- WireDeformed EyeBrows now affected by SquintLayer
- EyeLashes now affected by SquintLayer
- ConvertToBlendShapesOnly now includes EyeLashes
- ConvertToBlendShapesOnly now includes SquintAdvancedSkeleton v 5.500
- Bake "animation to BakeSkeleton" now includes scale animation
- Face Squint step added to Face-Step-Builder
- Eyes facing sideways, now builds correctly
- ctrlEye_R/L now have extraAttributes for rotateFactor
- Eyelid Droopy controls placement improved
- Jaw not working when model is under the Y plane, fix
- NameMatcher improvements for DAZ models
- NameMatcher now creates controllers for BlendShapes
- FaceSetup now creates smaller fileSize
- EyeBrowOuter now have influence on next EyeBrow ctrl
- FaceSetup improved for "Sideways facing" characters
- Lip controllers improved
- Eye closeAutoShape fixed for large eyed character
- 99cv limit in the "SwapCurve" function, fix
- DrivingSystem not rebuilding controls with underScore, fix
- various updates to NameMatcher
- Improved FKIK Switching for SplineIK (spine,neck, tail,etc)
- IK-Mid auto-aim improved
- Swap FaceControl to Spheres, bug fix
- Selector>Pose>Mirror now correctly mirrors IKLocal controls
- Added "CharacterCreator" to nameMatcher
- Picker: SmileFold_L changed to SmileBulge_L
- Picker: SmileFold_L changed to SmileBulge_L
- Non-zero values for IK-Mid Extras controls, fixAdvancedSkeleton v 5.490
- NameMatcher Tool added to "Tools" section
- Faster playback of FaceSetup
- TwistFlip option added to Selector/Picker under Anim menu
- QuickIK added to Selector/Picker under Anim menu
- Display>Brightness added to Picker
- New IKSpine (also new IK tail/neck, etc)
- IK-Spline Mid controls can now be rotated
- Unreal-skeleton now works with custom joints
- closeAutoShape attribute added to eyeLid controls
- SmileBulge SDK incorrect translateZ value, fix
- inbetween->untwister untwists more correctly
- EyeLid weighting improved
- Selector/Picker updated to match new face-setup
- Selector/picker Mirror function on new face bug, fix
- if vtx count on lipOuter edgeloop not match lipMain error, fix
- Mocap HipSwinger_M.stabilize now at 10 by default
- Improved behavior for lip-ctrl rotations
- RootX_M.legLock now also locks tails from spine motion
- AutoTwist & ExtraTwist attributes on IK ctrls now working
- IK "followEnd" attribute, changed to "followChild"
- Tail only rig, to follow RootX, fix
- Attach beard, mustache added to EyeBrow section
- EyeLashes not correctly weighted in some Layers, fix
- Non-uniform scaling of SpineIK controls axis-mixed, fix
- Left shoulder polyBox inverted normals, fix
- Iris weighing bug fixAdvancedSkeleton v 5.480
- IK Spine not following RootX, fix
- 180/360 Main.twistFlip attribute added (360 is time dependent)AdvancedSkeleton v 5.470
- optimized SkinAttachCtrls, for redused file-size
- ConvertToBlendShapes now removes SmilePullLayer weights
- Optimize> PruneClusters removedAdvancedSkeleton v 5.460
- Improved placement of LipA controller
- Tongue part of main-mesh build fix.
- Improved Extra EyeBrows weighting
- Re-added ZipperLips
- fix EyeRegion weighting in Maya2018 bugAdvancedSkeleton v 5.450
- SmileBulge joint weighting fix
- Extra EyeBrows weighting fix
- Added SmileBulge button to Face>LayersAdvancedSkeleton v 5.440
- Restored missing Tongue sectionAdvancedSkeleton v 5.430
- Mirror ClusterControls added
- added Face>Layers section
- added Face>BlendShapes section
- added "Swap to Spheres" in Face>Tweaks section
- IK-spline added FollowBase & FollowEnd attributes
- custom curve with any large number of CV rebuild fix
- Selector RootX not work in "Extra" mode, bug fix.
- BakeFKtoIk not working when autoKey is Off, bug fix.
- Smile crease&fold replaced with SmileBulge & FrownBulge
- Custom-enumerated-attribute-alias rebuild fix
- IK necks/tails follow IK-Spine bug fix
- BlendShape sections re-added
- Non default scale on some faceJoints, bug fix
- duplicated SplineIK now automatically gets unique name
- Eyebrow weighting incorrect on large models, bug-fix
- Lip error, on complex mouth corner topology fix
- Rebuild body-rig affects face-ctrl with "Swap-curve" fix
- IKLocal now works with IK-tails
- PoleVector.lock offset on quadruped bug fix
- Face->CustomControls replaced with ClusterControls
- Fixed AimEye_R pivot offset bug
- Quadruped "warning not in build pose" fix.
- Teeth part of face-mesh build error, fix.
- Face ctrl curves now further out from geometry
- AnimationTester Tool added
- ctrlBox.jointsVis attribute added
- Limbs can now twist past 180 degrees
- SplineIK behaviour improved for use on long necksAdvancedSkeleton v 5.420
- fixed Non-zero values for NoseRegion_M
- AimEye_M scales with Head, bug fix
- "influence" attrs now non-keyable
- droopy-ctrls not updating in paralellmode fix
- fixes for FaceSetup on non-Advkel body rigs
- Improved behaviour for scaling lowerFace_M
- Cheek influence attributes simplified
- face-selector bug fix
- Models that have tongue, but no teeth, bug fix
- Added "MaxWeight" to customControls section
- Lips now auto-press when stretched
- Added "keep build pose" for face-rebuildAdvancedSkeleton v 5.410
- FaceSetup fixesAdvancedSkeleton v 5.400
- Improved FaceSetup
- Model-Check added to Pre section
- Picker & Selector updatedAdvancedSkeleton v 5.350
- Added "QToes" IK-label, for improved Quadruped leg IK setup
- Tongue FitLocators initial placement bug fix
- Cluster-Controls not ReBuilding bug fix
- "rock" attribute added to IK-leg
- "ToesAuto" IK-label removed
- "legAimSDK" attribute removed
- Quadruped FitSkeleton updated
- PoserDesigner crashing in Maya2018 bug fixAdvancedSkeleton v 5.340
- Muscular section added
- Cluster-Controls section added
- Version-Updater improved for Downloads from the Autodesk Store
- Auto-update now checks internet connection first.
- AutoTwist & ExtraTwist attributes added under "Extra Attributes"IMPORTANT NOTE:
v5.330 was the last version to be hosted by dropbox.
This means if you are trying to update from versions older than v5.330
You will receive a Error message.
To fix this, Download and Unzip the following MEL file:
www.advancedskeleton.com/download/div/AdvancedSkeletonHostUpdate.zip
And after opening the "About" section in AdvancedSkeleton,
then drag`n`drop the MEL file into Maya,
And then click on the "Check For Updates" button.AdvancedSkeleton v 5.330
- Auto-update now uses host-server instead of dropbox
- Added "Adjust Groin area" to SkinCage
- SkinCage red-curves now better follows green-curves
- Neck/Shoulder area of SkinCage improved
- Auto-untwist of SkinCage added
- geoAttach now provides blending attribute
- "Add wrist details" button added to SkinCage
- ctrl-click on "Attach" eyeLashes to keep targets
- TeethColliderRegion added to Edit-Regions section
- fixed "SkinCage slider bug" that appeared in v5.320
- fixed quadruped backFoot-roll bug fixAdvancedSkeleton v 5.320
- Added Retopology Face
- Bug fixed for using Spine-Mid controller for Neck IK
- various PickerUI bugfixes
- Panel Toolbar removed from Picker
- Picker "isolate" added, for hiding picker objects.
- "Mid" label with OriginJoint, bug fix
- Bend1-controllers now affect joint rotations
- Added "ToesAuto" IK-label, for improved horse-leg IK
- Optimize>Prune Clusters, breaks eyeLashSetup bug-fix
- PoleVector.lock improved behaviour
- All Face ctrlBox attributes now non-keyable
- wbDeltaMush plugin loads when opening Demo rig, if required
- Stretchy-IK improved behaviourAdvancedSkeleton v 5.310
- Elbow & Knee Bendy controls improved behaviour
- FKIK Switching now also works with Spines & Tails
- Spine changed, FKRoot_M can now translate
- SwapCurve now adds new curve to AllSet
- Added HipSwinger label.
- Main.scale with Bendy-joints bug fix
- IKLocal>localOrient mirror bug fixed
- Chained SpineIKs bug fix
- FKIK switch of Spine on referenced rig, bugfixAdvancedSkeleton v 5.300
- Added Picker (alternative to the Selector)
- Parenting tool added to Selector/Picker
- FKIKSwitch now obey autoKey
- FKIKSwitch poleVector placement improved
- Face ctrlBox transform attributes now non-keyable
- Teeth popping bug fix
- FaceSetup without Body rig, bug fix.
- Added Body>ControlCurves>Re-use>SkinCurves
- Added Face>EyeLashes>Attach
- Improved error checking for FaceBuild
- Retopology section added
- 1-joint FitSkeleton bug fix
- copy/paste added to Body>Fit>Placement
- ColorPalette added to Body>ControlCurves>Color
- Added Body>ControlCurves>Re-use
- Squash of Bendy limbs bug fix
- BendyJoints Stretching improved
- Added MetaCarpals to Hand fitSkeleton limbAdvancedSkeleton v 5.250
- Added IK-Labels Help-video
- Added Fit-Attributes Help-video
- Added Display-PoleVector to Fit section
- Added Display-JointOrient to Fit section
- SkinCage topology improvements
- Simplified FaceSetup improvements
- Added "Bake ExtraControl to Controls"
- Added "SwitchFKIK" to Selector>Anim menu
- Added "SwitchPivot" to Selector>Anim menu
- Pupils/Iris setup now longer requires FaceSetup
- IK-chain with many controllers stretching-bug fixAdvancedSkeleton v 5.240
- Pupils section added for pupil & iris controls
- SkinLoops deformation improvements
- FaceSetup with IK-neck, bug fix
- "Extra" checkBox added to Selector
- MirrorPose-footRoll bug fix
- Pre & Post Rebuild-script option added
- Zipper-lips improvements
- Finger-spread edit-DrivingSystem bug fix
- EyeBrow WireDeform fix
- Face-Selector Pose-copy warning fixAdvancedSkeleton v 5.230
- CurveBased Deformation Corrective Shapes
- Lip-on-teeth-collition added.
- Workspace docking added
- Finger-Spread now before Finger-Curl
- Spine skeleton geometry now bends with inbetween joints
- Lip setup asymmetry bug fix
- DeltaMush-all-targets bug fix
- "Joint-Groups" function added, (reduce flip of FKIK blending)
- SlideJoints default direction reversedAdvancedSkeleton v 5.220
- Fish FitSkeleton added
- Demo rigs are now Download on Demand
- Added "Selected" option to Curve-Colors
- Bendy controls .stiff attr now default to 10
- FKIK switching with IK-local bug fixAdvancedSkeleton v 5.210
- Added "bipedGame" FitSkeleton
- Added Simplfied-FaceSetup for GameEngine export
- Various FaceSetup improvements
- FKIK align for birdleg bug fixed
- Auto-orient bug causing Maya crash now fixed.
- FaceBuildSteps now shows which steps completed.
- CorrectiveShape angle-driver now works with FaceSetup
- Lip-falloff now separate build-step from lip-build
- Cheeck setup now separate build-step
- FitMode now removes transforms generated from scaled FitSkeletonAdvancedSkeleton v 5.200
- Added Bake FK to IK & vice versa.
- Added Bake Mocap to FK
- IkLocal builds by default bug fix
- Large scale rig AimEye bug fix
- Locking attributes on FitSkeleton now supported
- Slider-joints move when limbs scale, bug fix.
- Unreal SkeletonAdvancedSkeleton v 5.190
- Added "Version History", in About section
- Added ControlMesh section
- Added Stabilize option to MoCap skeleton
- FaceBuild of large scale models bug fix
- Tongue defined as points instead of object, now works
- Linux autoUpdater fix
- Added 2new IKLocal optionsAdvancedSkeleton v 5.180
- IK-chest orientation behaviour improved
- Added "CurveGuide" Fit-Attribute, for feather-setups
- Added File-size optimizer
- WireDeform EyeBrow fix
- Global scaling with FaceSetup bug fixed
- Quadped front-leg polevector fixAdvancedSkeleton v 5.170
- Fixed FKRoot rotation bug.
- Fixed ShapeNode selection of controls bug.
- Fixed Layered-DrivingSystems reBuild bug.AdvancedSkeleton v 5.160
- Added dog demo rig (cody)
- RootX.LegLock attribute, now better isolate spine rotations
- Added ControlCurves color tools.
- Global function added to SplineIK Controllers
- Improved Scale behavior for stretchy limbs
- wbDeltaMush update: v1.8.0AdvancedSkeleton v 5.150
- Version-updater bug fixed.
- Improved lip-weighting when building face-setup
- FitSkeleton Import, now has option to merge with existing
- Upper/Lower Face controls added
- Pose-mirroring bug fixed.
- Added "GlobalTranslate" Fit Attribute.
- ZipperLips bug fix.AdvancedSkeleton v 5.130
- Zipper-lips added
- Corrective-shapes now works with "inbetween-joints".
- LegLock added to RootX control
- Lip-corner controllers added
- Improved bendyLimbs
- Auto-version-updater, now also works on MacAdvancedSkeleton v 5.120
- DeltaMush deformer updated, now supports weighting.
- Sample rigs now included.
- FitMode Auto-Orient now aims at first child, at joint branches.
- EyeLid push-out attributes added.
- NewBlendShapes-section added.
- Stabilize attribute added to HipSwinger
- Improved Squash`n`Stretch on limbs
- Face-Fit now topology-independent
- Face-setup improvementsAdvancedSkeleton v 5.110
- EndJoints removed from DeformSet
- Quick-Selection-Sets now works with Re-Build
- Face-Build bug fixes
- Face-Selector bug fixesAdvancedSkeleton v 5.100
- New & improved FaceSetup
- Selector-gui on Mac bug fix
- WalkDesigner bug fixAdvancedSkeleton v 5.030
- Fixed bug from v5.020, where quadruped spine built incorrectlyAdvancedSkeleton v 5.020
- DeltaMush deformer added. (Plugin by: Webber Huang)
The plugin works for Maya2012,2013,2014 & 2015, Win,Osx & Linux
(maya2016 have DeltaMush built-in )
- Hipswinger now works with "inbetween" joints.
- FKIK switcher bug fix
- Left fingerCurl default values fixed
- Optimized faceBuild processAdvancedSkeleton v 5.010
- Improved 3boneIK behaviour for quadrupeds
- InbetweenJoints now have `unTwister` option
- various fixes and improvementsAdvancedSkeleton v 5.000
Major update.  

南无阿弥陀佛

动画师必备maya绑定插件AdvancedSkeleton5.899官网新版发布!相关推荐

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