What’s new

Better every week, in the open.

Every fix and every new thing, newest first. Much of it starts with something a customer made and rated: if an animation of yours looks wrong, rate it, and it ends up on this page.

  1. 18 October 2026

    • Studio

      Animate from inside Unreal Engine

      The Mocapless plugin for Unreal Engine 5.3, 5.4 and 5.5 is out. Open Tools > Mocapless, paste an API key, upload a model and say what it does. The skeletal mesh, its skeleton and the animation land in your Content folder, later clips of the same character go onto the same skeleton, and one click adds it to the level. Download it from the Unreal guide.

  2. 17 October 2026

    • Studio

      Animate from inside Unity

      The Mocapless plugin for Unity is out. Open Window > Mocapless, paste an API key, upload the model you have selected and say what it does. The animated FBX lands in your project with the clip named after your sentence, the right rig type and an Animator Controller. Download it from the Unity guide.

    • Rigging

      Fluffy, short-legged animals keep their legs straight

      A long-haired cat whose belly fur hangs low used to get its elbows and wrists set into the fur, and its front legs folded backwards at every step. The rigger now follows each leg up from the paw and stops at the belly, so the joints sit inside the leg itself. The quality check also says where and when a body goes under the floor, so we can fix it faster.

    • Studio

      The motion model stays awake between your animations

      The first animation after a quiet spell wakes the motion model, which takes about two minutes. It now stays awake for five minutes after each job, so the animations you make one after another come back in seconds. And when no GPU can be had at all, you get the preset version within two minutes instead of seven, with a button to retry on the model.

    • People

      Roblox characters move like Roblox characters

      R15 figures exported from Roblox Studio as one mesh, arms hanging at the sides, used to come out with the arms flung sideways and the body floating. We now recognise Roblox figures, by their R15 part names or by their blocks: every block moves as one solid part, the elbows and knees sit where the parts meet, and walks, waves and two-handed moves look the way they do in a Roblox game.

    • Rigging

      A cat with its tail held high is rigged the right way round

      A fluffy tail raised as high as the ears could be mistaken for the head. We now look for the two ears, and a tail held up is followed up into the tail instead of down the back leg.

    • Rigging

      Cartoon pets are recognised as animals

      A standing kitten or puppy with a big head on a small body could be taken for a person and turned away with "no human body". When a character is not a person, we now try it as a four-legged animal before giving up. If it still cannot be rigged, for example because it is sitting or crouching, we now tell you that plainly.

    • Animals

      A horse caught mid-stride rigs cleanly, and stays on the ground

      A model standing with one hind leg a step behind the other could get one hoof placed between its legs, and a foreleg's skin stretched back toward the hind leg as it moved. Each leg now keeps its own hoof. And a fast run at the start of an animation no longer leaves the rest of it (walking, standing, lying down) floating above the ground.

    • Rigging

      Cartoon animals with big round heads look where they should

      A chibi cat or puppy whose head is a big ball used to keep its face turned up to the sky in every animation. The head now turns from the back of the skull and the neck rises to it, so it looks ahead, nods and turns like a real animal.

    • Studio

      Edited a bone map by hand? We now test it and tell you

      After you change which bone a joint drives, we play the standard test animation on your map and show how it went, next to how the automatic map did. One click takes you back to the automatic map.

    • Rigging

      A tail curled over the back no longer fools the rigger

      A cartoon cat whose tail rose above its ears was rigged back to front. The head is now recognised as the wide end, not just the tall one.

    • Rigging

      Short-legged and round-bellied animals get a skeleton too

      A chubby cartoon cat whose belly almost touches the ground used to be refused ("no daylight under it"). We now look lower for the gap between the legs, so it is rigged like any other animal.

  3. 16 October 2026

    • People

      "A zombie dance, then a walk, then a run" is read as you meant it

      A character's manner now carries through the whole sentence: a zombie dance is a dance done like a zombie, the walk and the run after it are zombie-like too, and "and after" starts the next action.

    • Rigging

      Characters built from thin scales and plates rig properly

      A creature made of thousands of thin pieces (scales, spikes, plates) used to come out with its skin tearing at every joint. Our skeleton binding now handles it, and the animal moves as one body.

    • Animals

      Turning on the spot is smooth, and "180-degree turn" is understood

      An animal now turns by stepping its paws round while its body pivots, instead of walking in place. "A tight 180-degree turn", "a u-turn" or "a half turn" turn it exactly that far, and a description like "the body bends through the turn" no longer adds a second turn.

    • Animals

      Frogs do what you describe too

      A frog can now yawn, puff up, wipe its eye or jump straight up when you ask, with its mouth opening and its jumps leaving the ground.

    • Animals

      Animals and birds do what you describe, even without a ready-made motion

      Ask for a play bow, rearing up, scratching an ear, stretching after a nap or preening, and the animal now does it. Before, anything we had no motion for was skipped.

    • Birds

      Birds fold their wings when they land

      When a bird lands, and while it stands or walks, its wings now close against its body instead of staying half open.

    • Animals

      Horses halt, slow down, turn and whinny

      A walk can come to a halt, a gallop slows through a trot and a walk before it stops, a horse turns on the spot and stays facing the new way, and it can whinny. Ask for longer hind-leg reach in a gallop and you get it.

    • Rigging

      Head-down animals are rigged head first

      Boars and other animals that carry their head low are no longer given a skeleton back to front, and they graze standing on all four legs.

    • Rigging

      Roblox exports rig properly

      R6 figures are recognised by their six parts and move like they do in Roblox. A file holding several characters side by side now rigs one and tells you so.

    • Rigging

      Helmets and hats can come off

      Headgear that is a separate piece of your character stays on the head, until you ask: "takes off his helmet with both hands".

    • Studio

      "Avoid ..." means avoid, to the end of the list

      A prompt ending in "Avoid twisted limbs, sliding feet, robotic motion" no longer turns into a robotic animation.

    • Rigging

      Characters made of separate pieces move like solid pieces

      Blocky characters (Roblox and the like) and characters wearing armour no longer stretch like rubber: each piece moves with its own part of the body.

  4. 13 October 2026

    • Animals

      Animals can back up and canter

      "Slow steps backward" now backs the animal up instead of walking it forward, and a canter or lope is a real canter.

  5. 11 October 2026

    • Birds

      Birds are here

      Upload or create a bird and it is rigged as a bird: it walks, hops, pecks, flaps, takes off, flies and lands.

Something we should fix next? Make an animation and rate it - every low rating is read.