Project Messiah, updated to version 4.5 with many new features for this release.
Release highlights include:
Messiah v4.5 for Mac OS X 10.4 and above (via Crossover )
Messiah v4,5 demo version for both Windows & Mac available
FBX / COLLADA export. Using FBX SDK version 2010. Tested for compatibility with Maya and Unity 3d engine. For additional programs use import / export functions to ensure accurate results. The exporter can be found under Customize->FBXExport and contains options to include UV data, set the axis system, saving bone skinned animation data, general motion data and point cached motion data.
AutoRig3 – a really flexible, fast, editable autorigger. V3 Adds a simple finger controller, better default deformation, default rib cage, more and better twist bones, foot-roll automation and more.
Silhouette Mode – Draws the background of the world view white and all objects black making it easier to view the silhouette of your character as you’re animating. It has an armature button next to the stereo button, and has a command that can mapped to a key shortcut “SiloetteMode”.
Point Animation – Use sculpting techniques to animate your characters right on top of your normal rig! Now works in all 3d view modes (orthagonal, perspective & camera). Added New mask mode, areas of mesh can be protected while editing.
Improved Dynamics & Softbody – Improved Collision radius detection for Softbodies & Hair dynamics.
Hair guides conversion – Hair guides can be exported from Blender(and other programs) for use in Messiah v4.5
Forces, Wind & Gravity now work with hair and are modulated via ‘Air Drag’
Render – Added render buffers, use right/left arrow keys to step through up to 10 previous images
Viewport navigation – Changed viewport navigation around so that you dolly by default instead of zooming. Dollying is also scaled so that it does not ‘slow down’ visually as you dolly further out, and thus also does not ‘speed up’ as you dolly further in.
New expressions – Many new expressions have been added. Some are for scripting purposes, and others are for straight use in basic rigging and animation.