RenderWare animation support: drop in .anm clips or .an5 animation banks - banks unpack into individual takes like FBX bundles
RenderWare skeletons load from the model .dff next to your animation (auto-detected, with a "Pick skeleton..." fallback on the file row)
4 new rig presets: Source engine ValveBiped, Xsens MVN, Perception Neuron, and DAZ Genesis 3/8 (17 presets total)
A preset coverage gate: every preset must map everything its rig family can animate (all finger phalanges, toes, clavicles, full spine) - incomplete presets can no longer ship
Head and neck alignment on turning clips: the head no longer pitches up/down and the neck no longer tilts sideways when the character faces away from its start heading (was up to ~27 degrees of head pitch and ~13 degrees of sideways neck lean on turning/seated mocap clips)
NVIDIA SOMA hands: finger mapping now accounts for SOMA's 4-segment fingers (metacarpal + 3 phalanges) - held grips transfer to the citizen hands instead of leaving them frozen flat
Fixed
Adding to an existing vmdl no longer fails to compile when the vmdl contains animation entries whose DMX files were deleted or moved - stale entries are now detected and pruned (with a warning listing what was removed; a .bak of the original is kept), so a previously broken vmdl heals itself on the next conversion
Converted animations no longer disappear from the output vmdl: each conversion used to regenerate retargeted_animations.vmdl with only that run's clips (converting one more row wiped everything converted before) - the standalone output now accumulates, re-converting the same clip replaces it in place
Some BVH files flashed a T-pose at frame 0 in ModelDoc: mocap calibration rest frames at the start/end of a clip are now detected and trimmed (idle clips that genuinely start near rest are never touched)
BVH clips recorded away from the capture-volume origin no longer float in mid-air or play outside the ModelDoc grid - clips start grounded over the origin, with in-clip travel preserved exactly
Level walks no longer sink feet through the floor or gain height from the rig's rest lean (pelvis travel is now measured in a gravity-aligned frame)
Eyes sat outside their sockets in ModelDoc on classic Citizen conversions (preview was correct) - face bones keep their rest animation channels again
NVIDIA SOMA and other stick-bind BVH rigs (all bones along one axis) retarget correctly - the rest pose is rebuilt from the clip's first frame
Locomotion set detection: the checkbox now matches renamed/sanitized takes, and re-running a conversion over a previously shrunken locomotion set no longer errors
Console spam "Compiler CS8632" warnings are gone