Animation Misc
Dynamics on Hair

Dynamics
Hair now has the ability to turn off costly dynamic calculations. This will greatly improve hair placement calculations when changing frame numbers. Many times the hair on your model is so short or so minor that dynamic calculations are not even desired. This option defaults to "ON" but can be turned "OFF" on the Hair Emitter material.
Relationship Blend Method

Two methods now exist for blending Control Point (CP) motion in a relationship with CP motion in another relationship.
The first method is "Add" which is default. Add implies that the CP motion in this relationship will be added to the CP motion in other relationships.
The second method is "Blend," which allows all CP motion to be blended with the motion in other relationships like one big multi-dimensional smartskin.
Multi-Selected Bones and Keyframe Operations
Bones can now be multi-selected and used in any of the keyframe operations like Make Keyframe and Delete Keyframe.
Expression Editor New Functions and Operators
|
Function |
Description |
|
ChorTime |
Returns the current global time within the choreography. Rather than relative to the action via GetTime(). |
|
Degrees |
Converts radians to degrees. |
|
Radians |
Converts degrees to radians. |
|
If |
Checks whether a condition is met, and returns one value if TRUE, and another if FALSE. The second value is optional, if omitted, the expression does not assign any value for the false case. |
|
Norm |
Returns the length of the supplied vector as a floating point value. |
Comparison operators < > <= >= may also be used. These are usually used within If functions. Equals is supported in the one or two character versions = or ==. Not equals is available in C '!=' or Basic '<>' styles. C-style boolean operators && || ! can be used in placed of the spelled out functions And, Or and Not.
Lag can also be used on any property by putting a '(' after the property name with the time in seconds followed by a ')'.
Example: x = ..|y(1/30). This will cause x to be the value of y 1/30 of a second ago.
Muscle Mode Keyframed Control Point Highlighting

CP Keyframes are Highlighted
When editing an action in muscle mode, you can see the Control Points (CPs) that have keyframes on the current frame highlighted in blue. This makes it easier to keep track of which points are moving during muscle motion. Note that they are only highlighted on the keyframe, not the in-between frames.