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0.7.0-preview1 — early preview build
Pre-release
Pre-release
First preview of 0.7.0. Install the .zip in Blender 5.0+ (Preferences → Add-ons → Install). Preview builds already installed will offer it in the sidebar; a release build offers it with Include previews ticked.
What's new
- A floating toolbar in the viewport. The tools you use most while animating, as icons along the bottom: step between key poses, the Autoposer, Describe a pose, Set Key and Auto Key, Waypoint and Pin, the prompt under the playhead, Generate (Accept, Redo, variations and Reject while a take waits), the ghosts, and the model — click it to pick another or change the server. Anything the connected model can't do is greyed out.
- Lock a block to keep its motion. Accept keeps the take as your own action, keys you can edit, and locks the blocks it covered. Generate and Redo leave a locked block alone and make the blocks next to it run into it. Work through a sequence a block at a time; unlock one (right-click it, or the padlock in the sidebar) to make it again. Takes no longer go onto the NLA as one track per block.
- A handle picker for the Autoposer. Your character in T-pose with the Autoposer's handles on it: pick one or several (Shift), switch them on or off (or double-click one), set how strictly the pose keeps to them, remove them, or add one from the rings showing where the others would go.
- Drops to lower ground. A take follows the ground under the route, so a character can jump from one roof down onto another. Waypoints, the Autoposer and Describe stand on the ground (Describe: Stand on the ground, on by default).
- The timeline lane, redrawn. Blocks as tiles; the block under the playhead highlighted; frame numbers when you hover, select or drag. Key poses in a row above the blocks — drag one to move the pose, click to go there — and waypoints in a row below, drag to retime. New blocks are 50 frames long.
- Fixes: clicking blocks works with markers in the scene; a block can be shortened from the left where it meets another; no more stuck "Working…".
Known gaps: the game export now exports the whole sequence as one clip (per-block clips are next), and earlier takes aren't kept on the NLA to compare yet.