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@fernandotonon fernandotonon released this 24 Jun 21:12

What's new since 3.9.2

Native auto-rigging (#407)

Predict a skeleton for an unrigged mesh — a from-scratch native implementation (Pinocchio is LGPL, so no dependency was added), with zero new dependencies.

  • Templates: humanoid, biped, quadruped, generic — proportional joint graphs fit into the mesh AABB and recentred onto the mesh's medial mass.
  • Mixamo-style marker placement: click 10 humanoid markers on the mesh in the viewport (chin, L/R shoulder, L/R wrist, L/R hip, L/R knee, pelvis). Coherent inference resolves every unmarked joint from its marked neighbours — partial marker sets produce an anatomically-sane skeleton (no shoulder-above-head): hips ← up-leg midpoint, shoulders ← along the hips→head span, hands ← shoulder + arm vector, unmarked sides mirror the marked side. Inferred legs are clamped to the mesh bounds so feet never punch through the model.
  • Inline Inspector UI: lives in the Animation-Mode "Rigging" section (no modal dialog) with smart show/hide — skeleton-type picker, optional one-click skin, and the in-session Place / Skip / Undo / Cancel / Rig-from-markers controls.
  • Undo/redo: a single Ctrl+Z reverts the rig (and skin) together.
  • CLI / MCP parity: qtmesh rig <file> [--skeleton humanoid|biped|quadruped|generic] [--skin] [--up-axis x|y|z] -o out; MCP auto_rig tool.

UV Editor — read-only panel (#459)

A read-only UV layout viewer panel.

Preview

Placing the markers After Rigging
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