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v0.1.0
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[0.1.0] - 2026-08-01
Added
PMX model import — full MMD model import:
Mesh geometry — positions, normals, UVs, triangle faces
Bone hierarchy — full parent/child structure with tail joints
BDEF1/2/4 smooth skinning
Per-face materials via openPBRSurface with diffuse textures and opacity
Vertex morphs as Maya blendShapes
Bone morphs via a custom boneMorphNode DG node
Rigid body visual guides (physics not yet implemented)
PMX file validation before import
Custom attributes for scene metadata (pmxBoneData, pmxMorphMapping, rest pose)
VMD motion import — load MMD motion data:
Bone keyframe animation (translation + quaternion rotation)
Quaternion SLERP interpolation with Bezier curves
Morph weight animation for blendShape and bone morph targets
IK-compatible playback via the custom CCD solver
VPD pose import — apply MMD pose data with optional keyframing
Custom CCD IK solver — ccdIKSolverNode registered as a Maya IK solver, with per-joint angle limits and chain priorities
INHERIT_ROTATION / INHERIT_TRANSLATION constraints with influence scaling
Dockable UI — Maya workspaceControl panel with PMX/VMD/VPD import, pose editor with morph weight sliders, and Reset to Bind Pose
Self-describing scene — all import metadata stored as custom Maya attributes
Multi-model support — multiple PMX models can coexist in the same scene, targeted via selection
Fixed
IK bones no longer reported as unsupported during validation
Joint orientation preserved when controllers are created for fixed-axis or bone-morph bones
Euler angle flips (gimbal lock) in VMD animation
IK handle hierarchy and rest-pose capture
Visible mesh seams caused by unlocked vertex normals
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