AnyPortrait > Update Notes > 1.7.0

Update Notes | 1.7.0

(Build October 2, 2026)

“Constraints” and “Final Rotation Correction” of Bones

  • “Constraint” feature to limit position, rotation angle, and scale of a bone has been added.
  • The IK system to support “Constraints with IK” has been improved.
  • “Final Rotation Correction” option to prevent unintended changes to bone angles caused by IK or constraints has been added.
  • A tabbed UI to accommodate the increasing number of items in the bone properties panel has been added.

Manuals : Bone Constraints, Final Rotation Correction, View menu and Status icons

Improved “Look At” IK Controller

  • The IK system has been improved to ensure the “Look At” IK controller functions correctly when other IK controllers are executed sequentially.
  • The “Look At” logic has been modified to operate based on the current position, rather than the positional change of the Effector bone. (Previous work may require review.)
  • Options have been added to determine the behavior of IK Chain bones when the Effector bone is too far away or too close.
  • An “Indirect Aim” feature has been added, allowing a child bone—rather than the end bone of the IK Chain—to perform the “Look At” function.

Manuals : Look At IK Controller

Improved Bone IK Options

  • The “IK Angle Constraint” option in the IK Chain has been renamed to “Limit Rotation.”
  • Improvements have been made to allow the IK Initial Pose and the Limit Rotation option to be configured independently.
  • The default value for the IK Initial Pose has been changed to “Keep Current.”
  • The default weight for the IK controller has been changed from 0 to 1.

Manuals : IK Settings, Making IK work as intended

Improved “PSD Reimport”

  • An option has been added to preserve the structure and positioning of meshes or sub mesh groups when re-importing a PSD file after changes have been made.
  • The PSD re-import process has been improved to adjust the mesh pivot while preserving the mesh’s position as much as possible during the image-to-mesh mapping and regeneration process. (You can select the handling method via an option.)
  • A feature has been added to detect—based on level values—the potential occurrence of “structural change issues” that cause positioning bugs when re-importing PSD files.
  • Features and options have been added to adjust the scale of meshes that were not mapped but are affected by PSD re-importing.

Manuals : A PSD File and Existing Objects

Default Render Pipeline Option

  • To align with Unity’s recommendation to use URP, a screen will appears upon the initial launch of AnyPortrait in a project, prompting the user to select a Default Render Pipeline (Built-In RP or URP). (Unity 2023 and later versions)
  • Selecting URP as the Default Render Pipeline automatically installs the URP material package and sets the default material for new portraits to the URP Unlit type.
  • An option to change the Default Render Pipeline has been added to the Setting dialog.

Manuals : Default Render Pipeline Settings, Setting Dialog

Improved Editor Usability

  • A feature to detach the timeline editor into a separate window has been added.
  • A feature to replace bones registered in the rigging weight list has been added.
  • The maximum resolution limit when importing PSD files has been removed.
  • The UI layout on the right side of the mesh group and animation editing screens has been reorganized or modified for consistency.
  • Improvements have been made to allow the “2-Sides” option to be toggled for multiple selected meshes simultaneously.
  • The button to toggle the “Rotation Lock” feature—used in the “Transform” modifier’s editing screen—has been moved to the top of the editor.
  • Improvements have been made so that a message appears to explain the cause if the auto-mesh generation process fails.
  • The system has also been improved to detect instances where texture import properties cannot be controlled due to external factors during auto-mesh generation, ensuring the failure is handled correctly.
  • The initial range for control parameters of Integer and Float types has been changed to “0 to 1”.
  • The system has been updated to reference “Quality Settings” values ​​when checking the project’s render pipeline during the Bake process.

Manuals : Workspace-Animation UI, Rotation in the Transform modifier, Rotate without limiting angle, Generating Meshes Automatically

Unity 6 Support

  • Improvements have been made to support the updated APIs in Unity 6.4 and 6.5.
  • The “Reserialize Assets” feature has been added to the Unity menu to resolve asset serialization errors in Unity 6.6.

Manuals : AnyPortrait menu in Unity Editor, Asset Importer Warning Issues in Unity 6

  • Scripts in the demo have been modified to support both “Input Manager (Old)” and “Input System (New).”
  • The “Install URP Demo Scenes” option has been added to the Unity menu, allowing you to install and experience demo scenes that use URP materials. (Unity 2023 and later versions)
  • Improvements have been made to ensure the grid lines in the workspace and Timeline editor render with a consistent thickness, regardless of the working environment.
  • The minimum supported Unity version has been changed from 5.5 to 2019.4.
  • An issue has been fixed where RGB channel values ​​were interpolated incorrectly when the Secondary Atlas background color was set to transparent or semi-transparent.
  • An issue has been fixed where the “Fix Border Problem” option for the Secondary Atlas was forced to match the original PSD import settings.
  • An issue has been fixed where the “Fix Border Problem” option did not correctly reflect the background color setting during PSD import.
  • An issue has been fixed where the Timeline Editor and the right-side timeline list UI displayed incorrectly when the editor window was small.
  • An issue has been fixed where the “Lit 3D (v16)” URP material was incorrectly set to “Opaque.” (Requires re-installation via the material library.)
  • An issue has been fixed where the Undo function behaved abnormally when a structural change was performed immediately after a property change.
  • An issue has been fixed where abnormal behavior occurred when changing the rendering order of child objects after adding a sub-mesh group and selecting it in the Hierarchy view.
  • An issue has been fixed where options related to the bone’s angle range were incorrectly rendered in the workspace depending on the sign of the bone’s scale value.
  • An issue has been fixed where unused packages were explicitly listed in certain scripts despite not being included in the build.
  • An issue has been fixed where performance degraded and rendering errors occurred on Mac when the PSD Import/Re-import window was open.
  • An issue has been fixed where the positions of moved meshes were calculated incorrectly when executing the “Migrate” function for a mesh group.
  • An issue has been fixed where the “Select All” function (triggered by “Ctrl+A”) did not work in the “Morph” modifier when no vertices or pins were selected.
  • An issue has been fixed where the order in which bones appear in the workspace did not match the order in which they are selected via mouse click when using the “Link” tool in the editing screen.
  • An issue has been fixed where a rendering error occurred on Mac when the keyframe curve editing UI was visible in the animation editing screen.
  • An issue has been fixed where the AnyPortrait editor would crash with an error if the scene was switched before the editor had been rendered even once after being docked.

We have released a minor update after quite some time.
After implementing the core features essential to an animation tool, we sought to add capabilities that would further enhance the value of AnyPortrait.
Following the “Mask” feature introduced in the previous version, we have now implemented “Constraints”—a crucial element for skeletal animation tools.
However, we initially attempted to build the feature with an overly broad scope; we ultimately had to discard months of work and restart development, resulting in the current implementation.
This process caused the update to take significantly longer than anticipated.
The current “Constraints” feature limits basic transform values, and we plan to develop further ideas to enhance its functionality.

Additionally, a conflict arose with the IK controller system during this process, prompting us to work on improvements.
While making these improvements, we identified issues with the “Look At” IK controller; to resolve them, we completely overhauled the algorithm and added new options.
We hope the improved “Look At” IK controller proves useful for your game projects.

A key feature of this update is full support for Unity 6.
Due to the aforementioned delays in the update process, support for Unity 6 had previously been incomplete.
In particular, with news that the Built-in Render Pipeline would be discontinued after Unity 6.5, we have further strengthened URP support.
Since users who start with Unity 6 view URP as the default render pipeline, we have added a “Default Render Pipeline Setting” option and a “URP Demo Installation” feature.
Additionally, the minimum supported Unity version has been changed from 5.5 to 2019.4.
Please take note of this change.

We have significantly improved the editor’s usability, including features like detaching the timeline editor and enhancing the UI.
In this update, we focused on UI improvements for the “Mesh Group Editing” and “Animation Editing” screens.
Due to scheduling delays, UI improvements for other editing screens could not be included at this time.
We will continue to work on improving the editor’s usability moving forward.

We are grateful for your patience and apologize for the long wait.
Please feel free to let us know if you have any ideas or need anything while using AnyPortrait in the future.
Thank you.


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