Soft bones: stiffness, damping, weight and a cone per bone, turning an animated pose into one with lag and swing in it.
Games can run the soft-bone solver at runtime, not just the editor.
Animation clips bake into the compiled model, so what Effigy makes can be handed to AnimGraph. Add them through File → Animation Clips…
Bones match by name, and a mismatch is reported rather than silently dropping the clip.
Copy and paste poses in Marionette. The clipboard outlives the clip, so you can copy idle's rest pose and paste it into fire.
RigAnimPlayerComponent plays a .riganim on the character you already have, with no model compile. NormalizedTime is a 0..1 clock to tween a door or a lever against.
Grease-pencil notes drawn over a part and saved with the document. They are never exported — not to OBJ, DMX or the compiled vmdl.
Exported animation no longer crumples the model. Every bone was written a quarter-turn out, and the extra turn on a parent threw its children rather than simply tilting the model.
The "Marionette" menu this package used to add to your editor. Its two entries only rebuilt Geppetto's own sample clips. Both live on as the console commands rig_build_sample and rig_build_wave.