Heyo --
First off, I want to say I love this program and how quick it was to learn and figure out how to push its limits.
Below will be a list of things I have been finding myself hoping for with future updates.
- different mouths for mouth sounds
- this ones kind of a big one--its something I was surprised to not see in the base program (as it's available for many of the others i've tried out.)
- loop / non loop toggle for animations
- This had confused me to no end, before i realized that using the animation feature means it will continuously animate on a loop forever, even if its a blink/talk animation.
- It would be super super super helpful to have a checkbox that makes it loop/non-loop (hold last frame of animation)
- Layer organization!!! pleassssssssssssseeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
- visibility toggle for working layers
- color coding for layer organizing
- ability to collapse layers / nodes
- ability to drag and organize the layers
- bulk linking and or hot key implementations. Like L for link click on you want. Vs having to mouse over to button mouse back over to layers. (When you get a lot of layers you suddenly can find a damn thing lol)
- New features:
- eye tracking / quick face mesh / mouse tracking for chosen nodes (with the ability to control the strength and elements)
- ability to control physics and type of drag (edge or radial drag vs y drag)
- use of splines / paths (being able to draw or use your mouse to click where the joint vertices should go)
- variation in activation animations (bounce, shake, continuous bounce/shake, squash/stretch)
- an option to mirror physics on a single object and/or with multiples.
- It would be really helpful for symmetrical models -- like we want the twin-tails to bounce the same, but have rotational drag in opposite directions, being able to copy/paste and or link them in some way to show they share mirrored physics would be cool
Thank you for hearing me out--if you need further clarity on anything above, I'd be happy to expand on my suggestions.