AnyPortrait > Update Notes > 1.2.5

Update Notes | 1.2.5

(Build September 24, 2020)

Non-Uniform Scale

  • The option to express the “Non-Uniform Scale” by changing the scale of a Child Mesh Group is added.
  • You can switch between the original method and the new Non-Uniform method in the Setting dialog or Bake dialog.

Improved Process for Rigged Meshes

  • Depending on the option, the Rigged Meshes are flipped when is rendered according to the reversed scale of bones
  • Internal code for rigging and bone update has been improved.

Improved supporting Prefab

  • “Prefab Status UI” is added.
  • In the legacy prefab system and the new prefab system introduced in Unity 2018.3, it has been improved to be able to run “Apply” to characters created with AnyPortrait

Editor

  • When recovering from an abnormally stored backup file due to an unknown cause, it has been improved to recover at least to the extent that editing is possible.
  • The maximum value of the brush size of the Soft Selection range, Blur brush, and Rigging modifier’s brush is increased by 3 times
  • A button and shortcut key to delete mesh group’s meshes, child mesh groups, and bones at once are added
  • Some words that were awkward in the Japanese UI are fixed
  • An issue is fixed that rigged meshes moved strangely when the child mesh group moved
  • An issue is fixed that bones could not be controlled immediately after undoing when using the Rigging modifier’s Pose Test function
  • An issue is fixed that the length of the “Animation Event Dialog” was short in the editor of Unity 2019.3 or later
  • An issue is fixed that editing would not work normally when selecting all vertices by pressing Ctrl+A after selecting some vertices when Soft Selection is on
  • An issue is fixed that Jiggle Bones behave abnormally depending on the angle to the camera when placing a character in a 3D world and rendering it in a billboard method
  • An issue is fixed that an object was not selected when clicking on the last location where the gizmo has been shown
  • An issue is fixed that the gizmo was not activated when a mesh was duplicated or a different mesh was selected while the Edit tab of Make Mesh was turned on
  • An issue is fixed that the gizmo did not disappear when selecting a vertex and selecting another mesh immediately while the Edit tab of Make Mesh was turned on
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