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3.53.0
Pose keyframes from still images (#1094)
Animate a character from a handful of pictures instead of a video. Give it sprite frames or photos in the order you want; each image becomes one pose, and the rig blends between them.
- Reorderable list. Add images, drag them into order with the arrows, remove any you don't want, and see a thumbnail for each. Natural filename sorting means
pose2comes beforepose10. - Timing you control. Keys are spaced evenly by default, or give any key its own time. The editor checks the whole sequence before building it and tells you which key is out of order.
- One undo step. The result is a normal animation clip (
PoseKeys) on your character, so it plays, exports and edits like any other. - Notes. The first image is the calibration pose, so start with a neutral standing pose. Root motion is off, because framing differences between photos aren't real movement. Images with no visible person are skipped and named in the status line.
- Where to find it:
- GUI: Animation mode → Performance Capture → Pose keyframes from images (shown for a selected humanoid rig)
- CLI:
qtmesh mocap --body --mesh rig.fbx --frames-dir poses/ --key-interval 0.4 -o out.glb, or--key-times 0,0.5,1.2for exact times
Fixes
- Twisted elbows in captured body animation. Arms crossed over the chest, a folded elbow, or a noisy hand reading could twist the forearm by up to about 90° and wrap the skin at the elbow. The forearm now inherits its upper arm's roll, so the elbow bends like a hinge, and wrist roll is limited so a noisy hand estimate can't twist the forearm. This also applies to video capture and live preview.
- Smaller packages. The bundled QuadriFlow helper shipped with full debug info on Linux and Windows (42 MB in the
.deb, 62 MB in the Windows package). It is now stripped to about 1 MB, and CI fails if it ever grows past 10 MB again (#1092, #1093).