fragMOTION Changelog

What's new in fragMOTION 1.3.6

Apr 12, 2020
  • Updated matrixlib to not use d3dx
  • Fixed some bugs in Doom 3 MD5 importer/exporter

New in fragMOTION 1.3.5 (Jun 9, 2018)

  • Removed global values from context help in script editor
  • Fixed wrong line highlighting when a run time error occurred in a script
  • Added drag and drop script handlers to create transitions between 2 animations
  • Added ability to select other vertices when the vertex editor is open
  • Added ability to select other faces when the face editor is open
  • Added ability to select other bones when the bone editor is open
  • Added face index to face editor
  • Added vertex index to vertex editor
  • Modified the checkbox behavior in the merge animation dialog
  • Modified the zoom limits in the old UV Mapper dialog
  • Added select by index dialog
  • Fixed crash during batch conversion when importers/exporters use lua script
  • Added support for wildcards in importer file extensions
  • Fixed incorrect ordering of shortcuts in Schema tree after a merge
  • Fixed Schema tree shortcut selection not showing in combo box after a merge
  • Fixed crash in script editor when using word completion on an object whose name contains a space

New in fragMOTION 1.3.4 (Dec 7, 2015)

  • fixed memory corruption bug in script engine
  • improved context help in script editor to include global values

New in fragMOTION 1.3.3 (Dec 7, 2015)

  • added a script to fix exported Active Worlds files

New in fragMOTION 1.3.2 (Mar 19, 2015)

  • added menu items to switch coordinate system from left to right handed
  • fixed several bugs in the DarkBasic DBO exporter
  • fixed several bugs in the DirectX X exporter
  • fixed bug when rendering vertices with right handed coordinates
  • fixed dependency issue that was causing fragMOTION to require a direct3d dll in order to run
  • added some support for different languages (french, spanish, german, italian)

New in fragMOTION 1.3.1 (Mar 4, 2015)

  • fixed bug in Blitz3D B3D exporter where bones could be written before a mesh node, potentially causing a crash in Blitz3D
  • fixed bug in UV Mapper where outlines were drawn wrong when creating a material with outlines
  • fixed bug in OBJ exporter that caused too many vertices to be written to file
  • added support for exporting animation only X files (useful for Active Worlds)
  • added support for collections of objects (IEnumUserObjects) as return values in script
  • added more context help for IUserObject method calls implemented by lua script
  • fixed bug that prevented breakpoints from being hit when scripts were created as children of the character
  • fixed problem with == preventing context help from showing in script editor in certain cases
  • can now set VARIANT values directly in lua script (e.g. var = true; vs. var.vt = VT_BOOL; var.boolVal = true;)
  • NOTE: this will cause existing scripts to throw a run time error if they handle variants the old way
  • fixed lua script block completion highlighting when end tags were embedded in other words
  • fixed wrong line highlighting when array index out of range error occurs
  • fixed IEnumUserObjects::Next causing memory leaks if the same IUserObject_Array was passed in multiple times from Lua script
  • fixed crash in lua scripts when breakpoints are set and a run time error is encountered
  • fixed crash when ui is reset from lua script
  • fixed TwoSided property in Cross, Trapezoid, and Arrow shapes
  • fixed bug where an extra triangle was created in the Star shape
  • fixed crash in Customize User Interface dialog when a script was manually invoked and launched another dialog
  • fixed crash when deleting a class from which another class derived
  • fixed memory leak caused by calling certain IUserObject methods
  • fixed memory leak when using C++ code generation tool
  • fixed bug in Transform Options dialog where preset sizes didn't update after changes were made
  • fixed bug in GameStudio MDL exporters where animations were incorrect when there were more than 100 frames in an animation
  • fixed bug in GameStudio MDL7 exporter that caused frame names to be written incorrectly
  • added support for writing multiple groups in GameStudio MDL7 exporter
  • updated GameStudio MDL7 format to work with version A8
  • fixed bug in Poser BVH exporter
  • modified import/export process to easily integrate scripted importers and exporters
  • fixed rendering bug in Direct3D where screen flickered black when resizing the viewer window

New in fragMOTION 1.3.0 (Mar 4, 2015)

  • fixed minor coloring issue in script editor
  • added option to switch the 3d coordinate system between left and right handed orientation
  • optimized OBJ exporter

New in fragMOTION 1.2.6 (Mar 4, 2015)

  • fixed crash in script editor when trying to remove breakpoints after adding/removing lines above them
  • fixed crash in script editor when accessing certain objects
  • fixed bug where context help was shown when it shouldn't have been
  • fixed bug in script editor where non-commented lines after a single line comment were colored like a comment

New in fragMOTION 1.2.5 (Mar 4, 2015)

  • added several 2d shape creation tools
  • added foreach method to many objects used in lua scripts
  • fixed keyword coloring bug in comments in the script editor
  • improved context help in script editor
  • added description tips to context help dropdown in script editor
  • added hover description tips in script editor
  • added simple lua debugger to script editor
  • fixed bug in script editor where replacing all instances of a piece of text only replaced one instance per line
  • fixed memory leak when using arrays in script
  • added color library to script editor
  • fixed bugs in uv mapper where drawing outline image didn't work unless uv values were between 0 and 1
  • fixed issue in md2 exporter dealing with uv coords outside of the range 0 to 1
  • fixed bug where old versions of schema were overwriting newer items
  • added functions to easily add new menu and toolbar items
  • added ability to save bone mappings when merging animations
  • added context menu to toolbar to remove buttons and edit scripts
  • removed some seldom used toolbar buttons
  • fixed bug in accelerators where alt and shift keys could not be used
  • fixed 'out of memory' error when running memory intensive Lua scripts
  • fixed uv coordinates when creating geosphere's

New in fragMOTION 1.2.3 (Mar 4, 2015)

  • added separate x,y,z values to control snapping to grid
  • added new view option to camera context menu
  • added Doom 3 .md5mesh importer/exporter
  • NOTE: md5mesh exporter only exports one weight per vertex
  • added Doom 3 .md5anim importer/exporter
  • NOTE: md5anim cannot be merged into an md5mesh unless the baseframe in the md5anim matches the skeleton in the md5mesh
  • fixed issue with registration not always working
  • fixed several memory leaks
  • fixed issue with view not rotating after a new file was opened when a camera was in use
  • added options to set the axis colors
  • merging animations will now remember bone mappings
  • added ability to set animation loop values in the animation control pane
  • added ApplyTo option for the animation loop to rotation, translation and scaling tools
  • added option to prevent writing over files with the Sprite Creator

New in fragMOTION 1.2.2 (Mar 4, 2015)

  • fixed error when calling the 'add' method on an array in lua script where an unnecessary parameter was expected
  • fixed bug where Select Vertex tool was always selecting vertices on back faces
  • fixed bug where vertex animated models weren't merged properly
  • added Paste Blended feature to keyframe editor in order to combine animation sequences in models using vertex animation

New in fragMOTION 1.1.1 (Jan 27, 2011)

  • fixed undo bugs when using animation links
  • fixed bug where grab and look at animation links didn't always update
  • fixed bug in mirror animation link when skeletons used rotational offsets
  • improved .X importer/exporter to retain the original mesh hierarchy
  • improved DarkBasic .DBO importer/exporter to retain the original mesh hierarchy