Arttista 1.8.3 Are Finally Ready for Download

Arttista

Arttista is a vector drawing software with a powerful and fast render that tries to render with illustration or painting aspect much as possible. This give us beautiful results while every little thing remaining editable at any time.

Hello folks. April is Arttista birthday on Steam. 2 years has passed from first day around here, and since then we have released version after version and received a lot of good feedback and excelent features requests. This is what is different on Steam: The Community that is part of it. It is not a simple relationship between a software vendor and their clients. This made Arttista growing up so fast. We just want to thank you all and say that Arttista 1.8.3 is ready to rock. Thus, you can watch this video where we talk about whats new in this version [previewyoutube=L7VcvcWl7RQ;full][/previewyoutube] [h2][b]Changelog:[/b][/h2] [list] [*] Now is possible to hide old objects when new objects are merged to your draw even if they dont belong to some bone. Before this version, only objects that belong to a bone could be automatically hided when new objects that belong do same bone are merged to current drawing. [*] Now when Arttista is merging new content to an existing drawing, Arttista will hide old content on your drawing only if new content bones contains objects even if you has marked "hide" option before merge. What is does it mean? It means that, you can have in your shape library, only part of your characters like a hand for example, assigined to a skeleton. Then, when you will merge this hand and it's skeleton into your current drawing where this character is on screen, only the current character hands will be hided giving place to the new hand imported. And this will happen cause the rest of skeleton has no objects. Only the bone assigined to the new hand has object, that is the new hand of course. This way, for example, lets you have a lot of separeted parts of same character, in different angles or poses, inside shape library. Then you could use as the situation demands. [*] Now when you do bones interpolation between poses inside keyframes, every bone that belong to other bone will obey hierarchically the parent bone. Before this version, you'd have to select every related bone to do an interpolation. Now, for example, if you select only the 3th bone from a skeleton and do an interpolation, every bone after the 3th bone of this skeleton will be interpoladted too. This means the 4th, 5th, 6th, etc... Also, if you have another skeleton that belongs to this 3th bone, it will be entirely interpolated too. [*] Bones interpolation bug fixes. [/list]