2D view - a new option (Side, Front, Back, 3/4) retargets a 3D clip through an orthographic camera onto a plane of the target: each bone takes the direction of its projected source segment and the character keeps its own proportions, on the s&box Human, Citizen and custom armatures, including ones drawn flat, with the usual DMX and VMDL output
2D foreshortening - a limb pointing at the camera shortens as the projection does (down to 10%); on by default, untick it to keep every bone full length
2D depth order - shoulders and hips sit at the source's own depth, scaled to the target, so the near limbs stay in front of the far ones and swap as the character turns
2D camera - Turn, Tilt and Roll set the camera freely, not only to Side, Front, Back or 3/4
2D ground - a character shorter in the leg than the source no longer sinks through the floor; one height correction per clip stands its lowest foot where it rests
2D preview - a 2D clip on a flat character shows through a locked orthographic camera, square-on to its plane, in Preview and Trim; dragging pans and the wheel zooms instead of orbiting, and the camera angle list is hidden. A 3D character keeps its orbit camera
2D badge - every animation in the list shows a 2D badge while a 2D view is picked, and so does the preview of a 2D clip
2D sprites - a new target, 2D sprite (.png/.sprite), reads a humanoid off a sprite's silhouette, front or profile, with arm and leg joints along the middle of each limb that hangs clear of the body, lets you drag its joints, and builds a rigged model any 3D animation can be retargeted onto; each limb takes only the art around it, sized per bone, and the head stays one rigid piece on top; output is the usual VMDL
2D characters - Chibi, Humanoid and Profile, ready-made targets baked from 2D's own rigs and skin (one capsule per bone); limbs stay whole however the clip moves, and they start from the side
2D sprite frames - a new Extra output redraws every clip on a built-in 2D character frame by frame into a real Sprite resource (12 fps, in place), the way 2d draws it, so limbs stay smooth and whole; it plays in a SpriteRenderer with no model, and the option is off for anything that can't be redrawn
Automatic 2D view - picking a flat humanoid (a sprite, or a flat VMDL, FBX or GLB) sets the 2D view to Front or Side as it was drawn, and going back to a 3D character turns it off
Sprite preview - a flat character plays on open on a transparency checker, in the art's own colours with no sheen or shading, standing at the foot of the view, with the source skeleton beside it: drag that skeleton, or move Turn, Tilt and Roll, and the character follows at once (about 40 ms)
Red and black checkerboard on Linux - a custom model's generated materials no longer load as the error material until the editor restarts; they are now compiled and registered before the model that uses them
Preview after converting - a custom model no longer drops to the skeleton view when it is picked again or after Convert All; its compiled model is kept while nothing has changed
Transparent textures on custom models - a model with a transparent texture whose size is not a power of two no longer shows the red and black checkerboard; such textures are stretched to the next power of two (512x768 becomes 512x1024), which keeps their UVs