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Releases: MinaryHub/Kreate

Kreate v0.3.1

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@knoxxr knoxxr released this 22 Oct 11:27
4ff97d0

Added

  • A robot read from a URDF can be posed with an armature: Object ▸ Parent ▸
    Make Armature from Robot (or Make Armature in the Robot panel) puts a bone
    at every joint that moves, standing on the joint's axis and held to its
    limits, with an effector and an IK target at the end of each arm. Turn the
    bones in pose mode, or switch the IK on and drag the target, and the robot
    follows; key the bones and it plays, and writes to glTF moving. The Robot
    panel's sliders and the bones stay in step either way, mimic joints
    included, and the URDF written out is the robot as before.

  • IK honours a bone's Limit Rotation: a bone held to turning about its own Z
    turns only that way, within its range, while the chain reaches.

  • A Limit Location bone constraint, for a slider's travel.

  • Objects can hang from a bone (Ctrl+P ▸ Bone, Blender's Bone parent): they
    move with it rigidly, as they are, and keep doing so through saving, undo,
    copy and paste, and glTF export.

  • Reading a large file shows what it is doing: a card over the viewport with
    the stage, how far through it, how long it has taken, and Cancel. Opening a
    scene file no longer freezes the window while it reads.

  • STEP files (.step, .stp) open and import: solids and surfaces from any
    CAD program — planes, cylinders, cones, spheres, tori and splines — cut
    into triangles that follow the true shape, watertight where the part is.
    An assembly comes in as its parts, each placed where the assembly puts it
    and shared between its copies, with the file's colours as materials and
    its own unit (millimetres, inches) honoured. STEP export was already there.

  • An Assets editor: models, materials and HDRIs from your own folders or
    from Poly Haven (CC0), searchable, with pictures. A model is added to the
    scene, a material is made of its maps and put on the active object, an
    HDRI lights the world. Downloads are kept in the cache for next time.

  • FBX characters come in rigged and moving: a skin's bones and weights
    become an armature, and each take — Mixamo's dance, a walk — an action,
    the first playing and the rest as muted strips. Meshes sharing one
    skeleton share one armature, and the bones nothing is weighted to (a
    fingertip, an eye) are bones too.

  • The connector's asset tools see and place: search_assets can return the
    first six's pictures, to choose by looking, and searches no longer hold
    up the window; add_asset takes where a model's base goes and how tall
    it should be, and with wait answers once it has landed with what was
    added, where and how big.

  • The connector teaches its ways of working: its instructions now say when
    to reach for assets, AI generation, the sculpting loop (compare, shape,
    measure again), the rigging loop and the timeline; and it offers them as
    prompts — rig a character, sculpt to a reference, dress a scene from
    assets, make a model — for a client to start from.

  • The connector's check_proportions measures a standing figure against a
    realistic adult — heads tall, leg length, arm span, chest and hip width —
    each with the usual range and whether it is below, within or above.

  • The connector's compare_silhouette sets the model's outline from a side
    against a reference picture's — concept art, a photo — at one height and
    where they overlap most, and says how much they agree, their proportions,
    where the model has too much or too little, and shows it in red and blue.

  • Detail from a picture: sculpt.displace_image raises and lowers the
    surface by a height map, through its UVs or projected from three sides,
    so many millimetres, round one place or all over; and the connector's
    generate_height_map draws one — skin, scales, bark — with AI, made
    level and seamless by Kreate.

  • Sculpting by number: sculpt.deform_region pushes, swells, moves,
    scales, flattens or smooths a ball- or egg-shaped region by so many
    millimetres, fading to its rim, mirrored across X if asked and held by the
    mask; sculpt.crease_path carves a groove or raises a ridge along a path
    of points. What an assistant sculpts with.

  • The connector's analyze_mesh reads a mesh as a sculptor would — holes,
    broken surface, slivers, bumpy places, and where its halves differ —
    each with where it is, so an assistant knows where to work next.

  • object.add_humanoid_rig(fingers=True) adds a thumb and four fingers a
    hand, three bones each, spread across the hand as measured. Off by
    default: on a Mixamo hand the template's fingers sit between the real
    ones and tear the middle finger's first joint, so it suits simple open
    hands, and check_rig says when it does not.

  • Automatic weights can look before they warm: with visibility, a vertex
    takes heat only from bones it can see, not through skin — so a body's
    side stays off an arm hanging beside it. The humanoid rig turns it on when
    the arms hang down; held out, a figure tears less without it.

  • Binding With Automatic Weights spreads each bone's weight by heat along
    the surface, as Blender does, rather than by distance through the air: a
    thigh no longer pulls on the other leg, nor an upper arm on the ribs. On a
    Mixamo body the edges a 45° bend tore went from hundreds to a handful.
    The old weights by distance stay, as weights="envelope".

  • object.add_humanoid_rig fits a standard skeleton — hips to head, and
    shoulder, arm, hand, thigh, shin and foot a side, .L and .R — to the
    selected figure standing up Z, arms out or down, measuring its height, its
    legs, its reach and its feet, and binds it in the same step. Object ▸
    Parent ▸ Add Humanoid Rig.

  • Symmetry for rigs: armature.symmetrize copies every left bone (.L,
    _l, Left…) to the right across X, parents and roll mirrored, and
    object.vertex_weights_mirror copies one half's weights to the other, a
    left bone's to the right one's — half a character rigged, the other half
    made from it.

  • The connector's check_rig bends every bone of a rig in turn and
    measures the skin: which bones tear it and where, which pinch, which move
    nothing, and which vertices no bone holds — so an assistant can fix the
    worst and check again. A 67-bone character takes a tenth of a second.

  • Vertex weights set exactly — object.vertex_weights_set, by vertex
    numbers, by a box, or the selection; replace, add or subtract; alone, so
    those vertices leave every other bone — and smoothed along the edges with
    object.vertex_weights_smooth. What an assistant rigging a model needs
    where a brush is guesswork.

  • Assets ▸ Made by AI makes a model from words or a picture, on Hugging
    Face's free GPUs: words become a picture with Z-Image Turbo, the picture a
    model with TRELLIS, and the model lands in the scene and stays in the list
    to add again. A free Hugging Face token, kept in the settings folder,
    raises how much GPU time Hugging Face lends. The connector has it too:
    generate_model.

  • Help ▸ Connect to AI Apps adds Kreate's tools to Claude Desktop, Claude
    Code, Cursor, VS Code, the Gemini CLI or Codex in one click — their other
    settings kept, a copy of the file as it was left beside it, a file that
    does not parse left alone — and shows which are already connected.

  • The connector's capture takes views — front, back, left, right, top,
    bottom or the user's — and only, some objects alone, framed; and
    get_context says in a breath what is selected (and how many vertices,
    edges and faces in edit mode), where the cursor is and where the view
    looks from: what "this" and "here" mean to an assistant.

  • The connector has a clock: timeline reads the frame, the range and
    every animated object with its takes, moves to a frame, plays or stops,
    and switches a take on or off with its timing kept — so an assistant can
    look at a pose at frame 30, or play the walk instead of the run.

  • Under each answer in the chat panel, what it did — how many steps, how
    many objects added and removed — and a button that undoes all of it at
    once, as long as you have not changed the document since.

  • Your own model files have pictures in the Assets editor: each is read and
    drawn once, from the front right and a little above, and the picture kept
    for next time.

  • Objaverse in the Assets editor: Sketchfab's Creative Commons models —
    people, characters, creatures, props — found with Sketchfab's search and
    fetched from the Objaverse dataset on Hugging Face, with no account.
    Only licences that allow changing and selling are listed; a CC
    Attribution model says the credit it asks for. Poly Pizza, which needs a
    key, moves after it.

  • Poly Pizza in the Assets editor: thousands of low-poly models, many of
    them animated characters, CC0 or CC-BY. Enter searches it; "Animated
    only" lists what moves. It wants a free API key of your own, pasted into
    the panel once and kept in Kreate's settings folder. A CC-BY model says
    the credit it asks for when it is added.

  • Tiles show "▶ Animated" for a model that moves — Poly Pizza's, and your
    own glTF and FBX files — and "CC-BY" where a credit is owed.

  • ambientCG in the Assets editor: its two thousand CC0 materials and its
    HDRIs, beside Poly Haven's.

  • Compressed OpenEXR images open — as a world's light, a texture or an
    asset — and a folder's HDR and EXR files show their pictures in the
    Assets editor.

  • Link a .kreate from the Assets editor rather than copy it: its objects
    are read-only here and read again from the file each time the document
    opens, so fixing a prop in its library fixes it in every scene.

  • An Emission Map on a material: a picture the glow is multiplied by — a
    screen, a lit window. glTF's emissive texture imports and exports as one.

  • FBX cameras (lens and film back) and lights (point, sun, spot) are
    imported; FBX gives lights no un...

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Kreate v0.3.0

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@github-actions github-actions released this 09 Oct 11:04

Added

  • Import FBX (binary and ASCII: meshes, hierarchy, materials and diffuse
    textures), 3MF (including slicer packages that keep each object in its own
    part), PLY (text and binary) and OFF, beside glTF, OBJ and STL.
  • File ▸ Import adds a scene file to the open document as one undo step;
    Open still replaces it. The AI connector gains import_file to match.
  • Sculpting: ten more brushes (Clay Strips, Crease, Flatten, Scrape, Fill,
    Pinch, Layer, Snake Hook, Mask, Face Set); a mask that every brush respects;
    face sets that can be hidden, isolated and shown again; falloff shapes,
    spacing, a stabiliser, front-faces-only, auto-smooth, Y/Z and radial
    symmetry, alpha stamps and pen pressure; Voxel Remesh (Ctrl+R) and dynamic
    topology.
  • Shader nodes: Noise, Voronoi, Checker and Wave textures (bands or rings,
    for wood and marble). They read the surface's position in its object, so
    they need no UV unwrap and move with the object.
  • Image Texture node: Box (triplanar) projection, which lays an image on
    from the object's three axes with a blend between them — a tiling texture
    on a mesh with no UVs, without stretching.
  • Bump node: turns a height — a noise, a wave, an image's channel — into a
    tilt of the surface, and can sit on top of a normal map.
  • Color Ramp node (up to eight stops; linear, constant or eased), and
    Texture Coordinate and Mapping nodes: a texture can be read by UV, by the
    object's position or its normal, and moved, turned and scaled.
  • The path-traced render runs each material's node graph — the same code
    the viewport draws with — so procedural textures, projected images, normal
    maps and bumps appear in the final render, not only in the viewport.
  • The path-traced render shows each face's own material on an object whose
    faces wear several; it used the first slot's for the whole object.
  • Rigid bodies: a gravity factor of their own (Physics tab), so one body can
    float, fall slowly or rise while the rest of the scene falls.
  • Bevel: with an even number of segments, the corner where three bevelled
    edges meet is filled with quads rather than a fan of triangles.

Fixed

  • The Physics tab changes the active object only. It used to apply all of its
    settings to every selected object, so adjusting it with a rigid body
    selected beside an object without one turned the rigid body off.
  • Bake to Keyframes says on hover that it turns the baked rigid bodies into
    keys and stops them being rigid bodies.
  • Orthographic view (Numpad 5) and the viewport lens stay as set; both went
    straight back on the next frame.
  • The camera view (Numpad 0) follows its camera as it moves or plays an
    animation, and lets go when you move the view yourself.
  • Cmd+V pastes a picture or files into the AI chat on a Mac.
  • A sculpt stroke after changing the mask, hidden parts or face sets, with
    nothing else changed, used the old ones.

Kreate v0.2.0

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@github-actions github-actions released this 08 Oct 18:07

Added

  • Physics: rigid bodies that fall, collide and stack; cloth that drapes and
    can be pinned by a vertex group; soft bodies that wobble back to shape;
    particles; and hair, still or swinging. Set it up in the Physics tab or
    Object ▸ Physics, press Bake, and play the timeline. Rigid bodies can be
    baked to keyframes.
  • In sculpt, weight paint and texture paint, F resizes the brush and Shift+F
    sets its strength by moving the pointer.
  • Outliner search: find an object by name.
  • Numpad 0 goes through the cameras when one is already the view.
  • Design tools: a scene length unit, measuring and dimensions, exact
    coordinates, a work plane, mass and volume, a mesh check, a section view,
    3MF, STEP and drawing (DXF/SVG) export, a parts list, sketches with
    constraints, and aligning one part's face to another's.
  • The Claude panel takes attached files and pasted images.
  • Updates itself: at start Kreate looks for a newer release on GitHub,
    downloads it in the background, and uses it the next time it starts.
    KREATE_NO_UPDATE=1 turns this off.
  • Help ▸ Contact: write to the developers from inside Kreate. The message goes
    through a relay, so neither the address it reaches nor any key is in the
    application.
  • Help ▸ About Kreate, with the version and the commit it was built from.
  • A Claude panel: a chat with Claude Code that edits the open document through
    its operators, one undo step per edit. Shows the account it is signed in as
    and signs in from the panel.
  • Script lines can switch mode (object.mode_set) and read an image file
    (image.open); each line reports the objects, materials and images it made.
  • Shapes for scripts: object.add_lathe (a turned profile), object.add_sweep
    (a profile along a path), mesh.bevel and the bevel modifier with rounded
    segments, partial creases (mesh.crease) honoured by subdivision.
  • mesh.select_where (by box, direction or material), object.set_dimensions,
    object.shade_smooth, object.place_on, object.align, material.rename,
    data.purge, and image.generate for tiling noise, voronoi, wood, marble,
    checker and brick textures.
  • For the Claude connector: get_mesh, check_overlaps on real surfaces,
    render_image to a file through a camera, and a camera view for
    capture_viewport.

Changed

  • Sculpting keeps up with the pointer: a stroke is worked once a frame, and
    starting one no longer pauses on a dense mesh.
  • Flat and studio shading show each face's material colour.
  • A set_* line that leaves a parameter out keeps its current value instead of
    resetting it to the default.
  • New objects never take a name in use: a second Cube is Cube.001.
  • get_scene reports colours in sRGB, as the operators take them, and gives
    uids, dimensions, bounds, images and the view's exposure.

Fixed

  • The outliner's scroll bar no longer covers the visibility eyes.
  • A duplicate keeps its materials.
  • A viewport capture taken while the window was hidden came back empty.
  • material.link works on an object with no material slots yet.