Added a new runtime pose retargeting API for retargeting live humanoid poses without creating animation clips or writing files.
Added an allocation-free retargeting path designed for continuously evaluated pose streams such as mocap, procedural animation, VR, and other real-time animation systems.
Added automatic target humanoid mapping support when creating runtime retargeters.
Added a public source resolution API, allowing integrations to use the same rig detection, mapping, diagnostics, and bind-pose preparation used by normal animation conversion.
Added .cba files to the Humanoid Retargeter editor, file picker, and Asset Browser retargeting menu.
Added editor support for selecting the joint-table JSON required by EA ANT animation packages.
Added support for EA ANT joint-table JSON files stored either as a direct joint array or inside an extractor metadata object.
Added editor-facing support for EA Fight Night boxer rigs and their associated ANT animation workflow.
Improved support for integrations that need fully prepared source animation data in memory instead of immediately exporting DMX animation files.
Improved runtime retargeting performance by reusing mapping data, solve plans, and temporary buffers between poses.
Improved runtime error handling with safe TryRetarget-style APIs and clearer diagnostics for invalid pose data or incompatible skeletons.
Improved .cba workflow integration so ANT animations can use companion skeleton/joint-table files similarly to RenderWare animation sources.
Improved Fight Night rig detection and mapping validation.
Improved handling of Fight Night helper, glove, IK, and control bones so they do not interfere with anatomical humanoid mapping.
Expanded automated test coverage for Fight Night skeleton detection and role mapping.
Fixed Z-up FBX preview orientation being incorrectly rotated when previewing certain FBX targets, including Unreal-style exports.
Fixed source-space conversion so Z-up FBX targets are no longer rotated a second time during preview preparation.
Fixed compatibility with ANT skeleton extractor JSON files that wrap their joint list inside a metadata object.
Humanoid bipeds are currently supported; quadrupeds and tails are not.
Facial and morph-target animation is not transferred.
External .bin files referenced by glTF are not supported; use an embedded .glb instead.
FBX 6.x files are unsupported and must be re-exported as FBX 7.x.
The experimental deep-learning solver does not retarget fingers and remains weaker on hand motion than the geometric retargeting path.
EA ANT .cba files contain joint indices rather than bone names, so a matching ordered joint-table JSON is required.
Custom model support is still lacking.
Preview is buggy at the moment will fix.