MotionMuse Version 1.1.5

[previewyoutube=XRQw2vGUe_g;full][/previewyoutube] Version 1.1.5 introduces automatic rigging of meshes to user created/pre-loaded skeletons. This is an experimental feature and works best for simple meshes. Multiple meshes can also be auto-rigged on the selected skeleton using the same feature. Complex meshes with multiple disconnected components may not give the best results. We are working on fixing these issues to accommodate more complex scenarios. The computed weights can be manually adjusted in case the user is not satisfied with the results, using the weight painting tools. This version also adds the ability to load OBJ, STL and USD files (though USD has limited support for now). There may be crashes and bugs introduced in this version due to a substantial overhaul of the underlying systems. Upcoming updates will try and fix these problems as we test all features in order to create a better user experience. A full changelog for version 1.1.5 is as follows: Added: Automatic rigging for simple meshes - experimental Note: Weights are automatically assigned for selected meshes for a selected skeleton Note: User has to make sure the skeleton is properly aligned inside the mesh Note: Complex meshes with multiple separate parts may not give the best results Note: Closed meshes are preferred, simple open meshes may also work Note: Hidden joints are skipped over during auto-rigging to help cater to a subset of bones Added: Buttons for "Auto Rigging" and "Detach Skin" to add/remove skin from skeleton Added: Toggles for weight painting and joint creation within the rigging panel itself Added: Import support for OBJ, STL and USD formats, not all features of USD are supported Added: Import, Export, Retargetting, AutoSkinning run in separate threads for better UX Fixed: Retargetting percentage not progressing in accordance with the animation Fixed: Deleting and creating new joints crashing the application Fixed: Video overlay crashing sometimes, may still happen on some nvidia cards