v0.5.0
Skeletal animation (preview): rig a model into bones and animate it with
keyframes, posed right in the viewport and saved to roxlap's .rkc rigged-
character format. Formats and UI may still change.
Added
- Skeletal animation editor — build a rigged character (a skeleton of bones,
each carrying its own voxel mesh) and animate it:- Rig a model: File ▸ New rig (one root bone) or Convert to rig (wrap the
current model). Bones can be added, duplicated, reordered and deleted, with
3-axis ball joints and a dummy root for full-body motion. - Three sub-modes: Sculpt (edit the active bone's mesh with the usual voxel
tools), Skeleton (set each bone's joint / parent / rotation axis, or drag a
bone in the viewport to place it), and Animate (preview and pose the clip). - Pose in the viewport: click a bone to select it, then left-drag to
transform it on the selected keyframe —R/G/Sswitch the gizmo
between rotate (trackball / ring), move and scale. Each keyframe stores a
full per-bone transform (translation + rotation + scale). - Timeline (bottom bar): play / pause with
Space, step keyframes with
,/., add / delete / copy / cut / paste keyframes, and drag a tick to
retime it; a pose inspector edits the selected key's move / rotate / scale
numerically. - Clips (left panel): add, rename and delete animation clips, set each
clip's length, and toggle whether it loops. - Export to
.rkc(File ▸ Export character); a.demiurgproject stores
the full rig too, and opening or dropping a.rkcloads it.
- Rig a model: File ▸ New rig (one root bone) or Convert to rig (wrap the
- Recent files: File ▸ Open recent reopens a recently used document, and the
file dialog now remembers the last folder you used. - The menu bar shows a build stamp —
demiurg <version> · <commit>— so you
can tell which version and git commit a binary was built from (selectable to
copy into a bug report). Source-tarball builds with no git showunknown.
Changed
- Bumped roxlap to 0.13.0, which adds the
roxlap_formats::characterrigged-
character container (per-keyframe translation + rotation + scale) the
animation editor builds on.
Fixed
- Editing a rig or animation now marks the project unsaved (the title
*and
the quit guard), so posing / keyframing work can't be lost by quitting a
document that still looked saved.