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
🧼 Improved
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
🪛 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