Creature Changelog

What's new in Creature 2.25

May 28, 2019
  • Reverse Foot Motor
  • Internal Engine fixes

New in Creature 2.24 (Apr 12, 2019)

  • Core updates for latest OS releases

New in Creature 2.23 (Mar 3, 2019)

  • Fixes for new Mojave update

New in Creature 2.22 (Feb 17, 2019)

  • Core Fixes
  • Better Bone Creation Mouse Handling in Rig Mode

New in Creature 2.21 (Jan 20, 2019)

  • Much improved Motion Retargeting Module ( Algorithm, Functionality, FBX Import and more )
  • Stability + Performance fixes for Mojave
  • Crash fix for Create Bone Chains in Rig Mode

New in Creature 2.20 (Nov 18, 2018)

  • Internal Core Posing Engine updates

New in Creature 2.18 (Oct 31, 2018)

  • Test Mode fix
  • Much improved Spline Curve Timeline editor
  • Improved Bone Picking Algorithm

New in Creature 2.17 (Aug 7, 2018)

  • New Dark Theme
  • GPU Accelerated Anim Knots Timeline
  • Experimental Flow Particle FX
  • Framework improvements/fixes

New in Creature 2.16 (Jun 18, 2018)

  • SkinSwap fixes
  • Better Mesh Syncing
  • Maintenance fixes

New in Creature 2.15 (May 4, 2018)

  • Region Node Execution Graph
  • Mesh Splitting
  • Core Engine Improvements

New in Creature 2.14 (Feb 20, 2018)

  • CreaturePack Delta Compression
  • Real-time Morph Targets Game Engine Export
  • Loop Keyframes of Selected Bone Motors

New in Creature 2.13 (Jan 26, 2018)

  • PolyMesh Motor Loading Fix
  • Anchor Points Support for CreaturePack

New in Creature 2.12 (Jan 24, 2018)

  • Animation Controllers
  • Custom Polygon Mesh Authoring
  • PolyMesh Deform Motor
  • High Performance Deform Delta Compression for CreaturePack

New in Creature 2.11 (Nov 10, 2017)

  • New Create Project Options: Create from PSD, Create from 3D to 2D Mesh
  • Fix Toolbar Glitch for latest OS update
  • Region renaming fix in Animation Mode

New in Creature 2.10 (Sep 24, 2017)

  • Revamped and improved Game Engine Export UI
  • Gap Step Animation Compression Improvements and bug fixes

New in Creature 2.04 (Jun 17, 2017)

  • F1 Context Sensitive Shortcuts Help
  • Final Preview Results Pane for Mesh Deformation Motors Editing
  • Improved Control Pt Motors Point Manipulation

New in Creature 2.03 (Jun 10, 2017)

  • Enhanced Move Bounce Motor with more control parameters
  • New Axis Guidelines in Rig and Animation Mode

New in Creature 2.01 (Apr 29, 2017)

  • Adding ability to export Bend Physics Motors Live into a Game Engine.

New in Creature 2.00 (Apr 8, 2017)

  • Adding ability to Repack Texture Atlases in Mesh Mode
  • Better visualization of rig regions that do not have bone weighting, these regions show up in Red to help the Rigging process

New in Creature 1.99 (Mar 4, 2017)

  • Fixing UI splitview adjustments in Animation Mode.

New in Creature 1.98 (Feb 16, 2017)

  • Fixing Alembic Export for UE4.14.

New in Creature 1.97 (Jan 17, 2017)

  • Motion Blur for Video Post Process Export
  • 3D Lighting for Video Post Process Export

New in Creature 1.96 (Jan 10, 2017)

  • PSD import works with more types of layer structures
  • New Smart Weighting Algorithm for automatic bone skin mesh weights generation

New in Creature 1.95 (Dec 28, 2016)

  • Much improved region texture meshing algorithm
  • Improved PSD Import Pipeline

New in Creature 1.94 (Nov 8, 2016)

  • New Make Animation Loop via FK Motor Conversion feature.

New in Creature 1.93 (Oct 8, 2016)

  • Adding Event Trigger Authoring Editor for UE4 and Unity.

New in Creature 1.92 (Sep 30, 2016)

  • Properly displaying regions in Deform Motor Editing with Sprite Swapping enabled
  • Fixing CreaturePack Export format

New in Creature 1.91 (Sep 5, 2016)

  • Fixing Rig Template Display bug
  • Improved Animation Knots Retiming
  • Alembic Export

New in Creature 1.90 (Aug 15, 2016)

  • Import Curve/Path Data from UE4 Spline Component
  • Improved Bone Hierarchy Regrouping

New in Creature 1.89 (Aug 6, 2016)

  • Yaw tracking for Mocap Transfer Studio
  • Game Engine Web Preview

New in Creature 1.88 (Jul 26, 2016)

  • New Mocap Transfer Studio
  • OpenGL 3 Renderer Update

New in Creature 1.87 (Jul 8, 2016)

  • Fixing Mesh Grid Motor Grid Alignment issue.

New in Creature 1.86 (Jul 2, 2016)

  • Better Keypose indicator display in Mesh Grid Deform Edit Mode
  • Ability to sync up regions with new texture mesh atlases

New in Creature 1.85 (Jun 30, 2016)

  • New Mesh Grid Deformation Motor.

New in Creature 1.84 (Jun 25, 2016)

  • IK Motor fix for > 2 bones

New in Creature 1.83 (Jun 24, 2016)

  • Additional control on Path Bone Motor allowing you to keyframe manually where on the path it should be
  • Breakdown of Animation Knots now works with group selected Motors

New in Creature 1.82 (Jun 21, 2016)

  • New Animated Region Ordering Window: Allowing you to animate the order of regions over time by dragging and dropping regions in their desired order(s)

New in Creature 1.81 (Jun 15, 2016)

  • Improved UI Handles Interaction in: Cage Mesh Motor, Control Pts Motor and General Bone Boundary Nodes Deformation
  • Fixed Video Post Process Display

New in Creature 1.80 (Jun 15, 2016)

  • Fix crash when running Undo for Video Guides
  • Proper Proportional Sizing for Video Guides

New in Creature 1.79 (Jun 10, 2016)

  • Allowing for negative scales on the Mesh Simple Transform Motor for mirroring operations.

New in Creature 1.78 (Jun 9, 2016)

  • New Enhanced Leg Motor for a wide range of walk/run motion styles
  • Bug Fixes for Rig Templates

New in Creature 1.77 (Jun 6, 2016)

  • New Rig Template Functionality, allowing you to install pre-built skeletal rigs into your characters or author your own rigs for later use
  • Much improved mouse panning and scrolling response in Mesh, Rig and Animation views
  • Find/Search Functionality in Animation Rig Layout View

New in Creature 1.76 (May 26, 2016)

  • New Mesh Simple Xform Motor: A new mesh deform motor that allows you to scale and translate a mesh region uniformly. Useful for adjusting sprite swapping sizing live in animation mode as well as easily animating things like growing plants
  • Improved Handle selection/grabbing for Path Motion and Guides
  • Improved PSD Import Rigging Algorithm

New in Creature 1.75 (May 22, 2016)

  • New Bone Hierarchy to Bone Motor view in Animation Rig Layout Tool
  • Bug fixes for Video Guides

New in Creature 1.74 (May 18, 2016)

  • FBX Export has better material naming
  • FBX Export now has Counterclockwise Polygon Winding Order Option

New in Creature 1.73 (May 12, 2016)

  • Sprite Swap Image Import Bug Fix
  • Bone Handle Sizes resize with Bone Size setting in Preferences Menu

New in Creature 1.72 (May 11, 2016)

  • Improved Animation Spline Knot Manipulation Workflow
  • Improved Animation Knot Motor Selection Workflow

New in Creature 1.71 (May 5, 2016)

  • Ability to fix invalid bone motors, invalid bone motors also light up in red
  • Export Game Engine Atlas resolution now determined automatically with an optimal value which can be changed later
  • Fixing CreatureWeb Export Format NANs

New in Creature 1.70 (Apr 29, 2016)

  • New CreaturePack Compact + Fast Web Export Binary Format for Web based runtimes like Haxe

New in Creature 1.69 (Apr 27, 2016)

  • Animation clip deletion image loading bug fix.

New in Creature 1.68 (Apr 24, 2016)

  • Better Sizing for Translate Widget UI
  • Bones are now more visible and contrasty
  • Improved Bone Colour Scheme
  • A new feature called the Animation Rig Graph has been added. Visualise your Bone Motor layout with this feature. Hide related bones and introspect your animation rig motor setup easily using the Animation Rig Graph

New in Creature 1.67 (Apr 17, 2016)

  • Bone Cage Sizer now displays correctly with Bone Size Preferences
  • New Global Scale All Regions Button in Rig Mode

New in Creature 1.66 (Apr 13, 2016)

  • New Native PSD Import Pipeline
  • Ability to create Blank Projects without any input image

New in Creature 1.65 (Apr 9, 2016)

  • New Project Wizard Screen
  • Undo Crash Fix
  • Better Anim Knots and Splines Color Scheme

New in Creature 1.64 (Apr 6, 2016)

  • Region Mesh Group Selection in Rigging Mode

New in Creature 1.63 (Apr 1, 2016)

  • Improved Meshing Algorithms for low resolution pixel images
  • Lighting Preview now includes Ambient Occlusion and Specularity Maps
  • Export to JSON allows you to Flip the Winding Order of the character mesh

New in Creature 1.62 (Mar 26, 2016)

  • Bone Group Cage Deformation/Skewing: You can now perform squashing, stretching and skweing operations on a group of selected FK bones. Drag out a boundary to select the group of FK bones and a new Cage Deformation Widget will pop up. Pull on the handles to alter the shape of your character.
  • Motion Path Duplication Feature: You can now duplicate an existing Motion Path in the Path Panel.

New in Creature 1.61 (Mar 24, 2016)

  • Group Bone Selection via Bounding Box by dragging the mouse in Animation Mode
  • Ability to test sprite swapped images with cropping options in Rigging Mode using the Sprite Swap Overlay Widget
  • Showing Frame/Time values for each knot on the Motion Path ( Path Authoring Tool )

New in Creature 1.60 (Mar 12, 2016)

  • Shortcut keys for zoom in and zoom out.

New in Creature 1.59 (Mar 3, 2016)

  • New Focus mode for Animation Spline Timeline View
  • Ability to enter values directly in motor property textboxes

New in Creature 1.58 (Feb 25, 2016)

  • Fix crash when reverting to a snapshot with Video Guides
  • File Node Saving Motor Fix

New in Creature 1.57 (Feb 18, 2016)

  • Improved Path Authoring Handle Manipulation
  • Better Animation Spline Graph Handle Controls
  • General Bug Fixes

New in Creature 1.56 (Feb 15, 2016)

  • Improved Path Authoring Visualization

New in Creature 1.55 (Feb 4, 2016)

  • New lighting and normal map preview functionality.

New in Creature 1.54 (Feb 1, 2016)

  • Export JSON bug Fixes.

New in Creature 1.53 (Jan 25, 2016)

  • New export format support for in game item and sprite runtime switching
  • New Character Anchor Point support

New in Creature 1.52 (Jan 21, 2016)

  • Draw Guides: Allowing you to draw useful paint strokes/guides for note taking and aiding of animators using the tool in a Team Studio type environment

New in Creature 1.51 (Jan 15, 2016)

  • New Animation Preview Display
  • Path Motor Bug Fixes
  • Sprite Swap Image Preview Tool Bug Fixes

New in Creature 1.49 (Jan 8, 2016)

  • New Bone Hierarchy View in Weighting Mode
  • Better Bone Sizing Visualization
  • Ability to re-parent bones in rigging mode

New in Creature 1.48 (Dec 10, 2015)

  • Feature Improvements:
  • Export Game Engine JSONs now export to unique user defined filenames
  • New Ability to Jump between KeyFrames in Animation. ALT+> to jump to the next KeyFrame, ALT+< to jump to the previous KeyFrame
  • New Add any motor with KeyFrames at the current time functionality: Run this from the menu to add all motors with keyframes at the current time into the Animation Timeline
  • Bug Fixes and Stability Work

New in Creature 1.47 (Dec 9, 2015)

  • Better performance for PostProcess Mode
  • Ability to rotate region mesh in both Translate and Scaling Mode during Rigging
  • Ability to set bone to weighting region directly during Bone Creation Mode

New in Creature 1.45 (Nov 20, 2015)

  • New Video Post Process Framework, allowing you to apply GPU Accelerated Filter Effects like Pixel Art, Shimmer & More to exported Video

New in Creature 1.44 (Nov 8, 2015)

  • New powerful Force Field Framework for Wind Forces, allowing you to animate things like cloth swaying in the wind
  • Bug and Stability Fixes

New in Creature 1.43 (Oct 26, 2015)

  • New Lip Syncing Feature
  • IK Lag Bug Fix

New in Creature 1.42 (Oct 17, 2015)

  • Bug fixes for Knot Re-timing during Image Swapping
  • Stability enhancements

New in Creature 1.41 (Oct 9, 2015)

  • Fixing data loss in specific situations caused by a combination of undo/redo and animation clip duplication operations in large projects.
  • Pro Feature: The same powerful feature of drawing and posing bones in animation mode now has its equivalent in rigging mode. For Pro users, you can now hold down SHIFT + DRAG with a Parent Bone selected and draw out a curve. The system will automatically create a chain of bones aligned to that curve. This is very useful for laying out bones quickly on a long tail or limb.

New in Creature 1.40 (Oct 1, 2015)

  • Fixing Subdivision Mesh Display Bug

New in Creature 1.39 (Sep 22, 2015)

  • New Bone Motor for Pro: Custom Cycle Motor: Capture your own custom animation and replicate it across other bones using the new Custom Cycle Motor. Custom Cycle Motor will automatically loop your captured animation, allowing you to treat Custom Manual Animation as a Procedural Process. You can scale, speed, displace etc. custom animation with regular cycle motor controls. A very powerful feature when you have custom hand animated walk cycles that need to be used on other limbs of the character. Standard Version users can install and tweak the Custom Cycle Motor; the full Custom Cycle Pipeline of capturing animation into the new motor is only available for Pro Users.
  • Export Image Sampling now does high quality SuperSampling
  • Render quality improved with MultiSampling
  • Improved S-Curve conversion algorithm
  • More Stability and Bug Fixes + UI Workflow Enhancements

New in Creature 1.38 (Sep 8, 2015)

  • FBX Export Scale: Adding ability to Scale the mesh of the exported FBX files
  • Select Bone Parent ShortCut: Ctrl+N now selects the immediate parent bone(s) of a currently selected bone.
  • Select Keys at Current Frame ShortCut: SHIFT+K now selects all the Key Knot values in the Animation Editor at the current frame.
  • Convert Animation Curve to S-Curve: Adding S-Curve preset, allows you to convert existing Animation Curves to a S-Curve in the Animation Spline Editor
  • Adding new Leg Motor, an advanced Bone Motor for 3 limb locomotion

New in Creature 1.37 (Aug 31, 2015)

  • Adding new Image Packer, giving you the ability to import multiple separate PNGs into the project. Image Packer will automatically generate and pack a sprite sheet for use in the project
  • Better Color Schemes for Animation Knot Editor
  • Bugs and Stability Fixes

New in Creature 1.36 (Aug 21, 2015)

  • New feature to allow you to tweak mesh export resolutions for specific regions of the character. Useful if you want to control the export mesh resolution for game engines or need to preserve details on certain regions of the character. (Pro)
  • New feature to allow you to pose a chain of bones using a Stylus or Mouse by drawing a curve (Pro)
  • Export Image/Video Updates Bug and stability fixes.

New in Creature 1.35 (Aug 17, 2015)

  • Major Timeline Animation Knot Editor Improvements
  • Shortcut keys for Bone Manipulation (Shift Left, Right, Up, Down) in Animation Mode
  • Wacom Pen/Tablet device support
  • Smooth Weight Button in Manual Weighting Mode

New in Creature 1.34 (Aug 8, 2015)

  • Improved Convert to FK algorithm
  • Allowing you to clear all Animation in a scene
  • Allowing you to Convert All motors into FK
  • Bug fixes and enhancements

New in Creature 1.33 (Jul 28, 2015)

  • Major UI and Usability fixes for Key/Knots and Spline Manipulation
  • Bug fixes for game engine export
  • Better PSD import pipeline support
  • Adding ability to animate Opacity Values

New in Creature 1.32 (Jul 21, 2015)

  • New Global Sizer Control for All Bones in Rigging Mode. Drag on nodes of the bounding box in Rigging Mode to size all bones.
  • New Bone Affected Region Display in Bone Weighting Mode. Shows you all affected regions of the bone on screen.
  • New Pro Feature: Auto Region Assign. Creature will automatically figure out which regions are affected by which bones. This cuts down the amount of time spent rigging/doing region weight assignments with bones.
  • New Pro Feature: Rig Import & Transfer

New in Creature 1.31 (Jul 9, 2015)

  • New Face Warp Feature, allows a 3D Face rotation effect on region meshes, Pro Feature
  • Additional bug fixes + stability enhancements

New in Creature 1.30 (Jun 20, 2015)

  • Adding ability to Reduce Export Mesh Resolution for JSON and FBX, Pro Feature.

New in Creature 1.29 (Jun 16, 2015)

  • Adding PSD Import Pipeline Functionality, please read the Docs online for detailed instructions

New in Creature 1.28 (Jun 10, 2015)

  • Fixed path texture display bug
  • FBX Export exports out correct frame range for different animation clips
  • Internal Stability and Bug fixes

New in Creature 1.27 (Jun 2, 2015)

  • Adding "Snap to Closest" for Animation Loop Analysis
  • Adding ability to record videos at different speeds (speed up motion, slow motion etc.)

New in Creature 1.26 (May 27, 2015)

  • Adding Animation Loop Analysis Tool, allowing you to have to ability to quickly determine looping frame ranges in your animation

New in Creature 1.25 (May 20, 2015)

  • More keyboard shortcuts for animation and rigging operations
  • Ability to set exact transform parameters in rigging mode
  • Stability and bug fixes

New in Creature 1.22 (May 13, 2015)

  • New GPU Accelerated Animation Spline Timeline View. Better UI, responsiveness and overall performance improvement when manipulating animation curves
  • Better Color Schemes for both the Knots and Splines Timeline view
  • Keyboard Shortcuts for the Animation Mode. Shortcuts to Play, Step Forward, Step Backward. Also Shortcut to remove selected keyframe knot.
  • Knot and Timeline View Stability Fixes

New in Creature 1.19 (May 5, 2015)

  • Brand new Sprite Frame Manager. Allows you to manage and swap in large numbers of custom sprite frames onto region meshes. Sprite frames respond to both mesh and bone motors.
  • New Project Wizard Screen
  • Better UI warnings when user has forgotten to perform any bone weighting
  • Reduced Widget size for better visibility
  • Added ability to scrub through frames while in the knots or spline editor view. Drag at the top of the view to scrub through frames
  • You can now shift highlighted keyframe knots by dragging. Select a group of knots and drag to shift them horizontally with respect to time
  • Exporting to Game Engines now exports both JSON and atlas Image.
  • Exporting to Game Engines includes precision controls. Default setting reduces export file sizes up to 2X or more

New in Creature 1.18 (Apr 25, 2015)

  • Fixing Animation Clip Duplication issue
  • Fixing Image Swapping bug
  • Better Path Transfer algorithm, improved results and stability

New in Creature 1.16 (Apr 11, 2015)

  • Fixed Convert FK first frame jump issue for certain animation poses
  • Code stability fix for switching between modes
  • Speedups in local remeshing/optimizations for large meshes
  • Adding Image/Texture/Region Swapping feature to Basic Version
  • Fix Path Rendering bug

New in Creature 1.12 (Mar 20, 2015)

  • Allowing user to set max number of Versioning Backups
  • Added Revert to Saved option
  • Core Stability fixes
  • Better IK Motor stability
  • Better FBX Export