AdvancedSkeleton v 6.552 - NonInbtw Spine in OPM issue, fix - Mirror->Swap improved AdvancedSkeleton v 6.551 - EyeBase from v6.550 removed due to EyeAim issue AdvancedSkeleton v 6.550 - Extra Controllers option added - EyeBase controllers added - Bendy Limbs can now have any number of Ctrls - PivotControl function added - BendX controller added - EyeSocket option added - FootPivot option added - proximityPin option added - orientConstraint FitAttribute added - centerBtwFeet FitAttribute removed - DrivingSystem->ReUse issue, fix - Editing ctrlEye_R.tx DrivingSystem, improved. - CustomOrienting Lip ctrls issue, fix - AutoRig MetaHuman referenced issue, fix - EyeLashes as face-selection cause issues, fix - ControlOrient-detachAllControllers issue, fix AdvancedSkeleton v 6.549 - Mirroring issue with SplineIK, fix AdvancedSkeleton v 6.548 - Mirroring issue with older Z-down rigs, fix AdvancedSkeleton v 6.547 - Mirror->Swap issue on dragon neck, fix - follow issue from v6.540, fix AdvancedSkeleton v 6.545 - Maya2026 compatibility improved - sec axis added for CustomOrientedGameSkeleton - asExportRenameToUnreal Main.s issue, fix AdvancedSkeleton v 6.541 - FKHSRoot_M Error from v6.540, fix AdvancedSkeleton v 6.540 - Sub Controllers option added - lip updated for long snouts. e.g. Raptor face - long snout option added to Face>Pre - follow RightLeft added for attaching gun. - follow World added - CustomOrienting FKRoot_M cause issue, fix - CustomOrienting BendCtrl cause issue, fix - Control on EndJoint in OPM issue, fix - ReBuild Face w/DrivenCustomCtrls issue, fix - Rename2Unreal TwistJoint issue, fix - NonSymmetryJoints with SplineIK issue, fix - NameMatcher FaceBS-Ctrl Main.scale issue, fix AdvancedSkeleton v 6.535 - MultiSkinCluster FaceSetup issue, fix - Main.scale issue from v6.530, fix AdvancedSkeleton v 6.530 - OneJointProp issue, fix - legLock opton added to rootOptions - Jaw-rotation on dinosaurs issue, fix - FKRoot_M can affect Spine in FK, fix - RootXformInverter_M affected by FKSpine in IK, fix - first joint in Spine not affected by IK ctrls, fix AdvancedSkeleton v 6.525 - Audio2Face updated for ACE - Nested Globals issue, fix - DrivingSystem Drive Scale issue, fix - ConvertToBlendShapes NonOPM issue, fix - FKIKSwitch not keying Inbtween-ctrs, fix - FaceSetup on Non AdvSkel Body, issue, fix - nonDefaultScale values on teethJoints, fix - MultiSkinCluster CustomController issue, fix - CorrectiveBlendShapes for ctrlLips_M.tx issue, fix - FKIKSwitch now includes legLock & bias for IK2FK accuracy AdvancedSkeleton v 6.520 - FK-hierarchy as before 6.5, restored - FK-hierarchy in OPM, changed to match non-OPM - Bake FaceJoints issue, fix AdvancedSkeleton v 6.517 - Face issue with Scaled rig from v6.5, fix AdvancedSkeleton v 6.516 - IKToes ctrl restored to non-Qtoes AdvancedSkeleton v 6.515 - Qtoes now include IKHybrid controls - COG FitAttribute added - matrixNodes plugin now auto-loads - Ik-follow now also working on SplineIK - Side-Spline build issue from v6.501, fix - MultiSkinCluster-CustomControl issue from v6.5, fix - Rotate QtoesIk w/toesAim set to 0, issue from v6.5, fix - Multiple ToesEnd labels cause issue, fix - using _ in DrivingSystem name issue, fix - Bendy added near end-joint issue, fix - Edit AutomaticDrivingSystems issue, fix - FaceControls CustomOrient issue, fix AdvancedSkeleton v 6.510 - Tongue issue from v6.5, fix - LegAim issue from v6.5, fix - CurveGuide issue from v6.5, fix - LipTogeter attr issue from v6.5, fix - Inbetween joints issue from v6.5, fix - NoSpine HipSwinger issue from v6.5, fix - OrientConstraints restored for deformJoints (nonOPM) - Non-stretchy Spine now FixedOrient Chest - IKSpine1_M.FixedOrient removed, now always on AdvancedSkeleton v 6.500 - Full MatrixNodes && QuatNodes optimzed - Maya2016 or higher is now required - MultiSpace IK (now also for non-OPM) - bias attribute added to FK inbetween - AntiPop SDK shows when selecting Fingers, fix - buildPose nodes are now Transforms - Z-up removed - BoxSkin skinWeight issue, fix - Add influence to SoftMod Ctrl issue, fix AdvancedSkeleton v 6.450 - TimeEcho added - liftRoll Min/Max added - Wheel function improvements - drivingSystem animCurveT* changed to animCurveU* - UnrealJoints lockweight issue, fix AdvancedSkeleton v 6.445 - ML Tools improvements - Modular-Rig updated for Unreal 5.5 - Foot Module added to Unreal-Modular-Rig-Export - MoCapLibrary now works with OS-native Dialog-Style - FootWithLegAim build issue from v6.440, fix AdvancedSkeleton v 6.440 - ML Tools UI added - Cyclops EyeLidWeights improved - QToe-Roll-Ctrl orientations improved - LegAim can now be used as Auto-Scapula - Edit BlendShapes can now ignore auto-mirror - RegionCtrls now hidden for most BuildSteps - Roblox RootFaceJoint set to FaceJoint_M - Body RangeOfMotion test issue, fix - Editing DS: ctrlLips_M.tx issue, fix - 50+ DrivingSystems list too long, fix - Picker-GoToTpose on ref rigs issue, fix AdvancedSkeleton v 6.436 - Unity Armature work with MoCapLibrary AdvancedSkeleton v 6.435 - MoCapMatcher->useIKFeet further improved - Sliders w/ctrl joint scale issue, fix - AutoLipSync-korean update - Unreal 5.4 ControlRig-Export fix - Bendy Ctrls cause joint orient issue, fix AdvancedSkeleton v 6.430 - Cyclops option added - Unreal 5.4 ControlRig-Export - MoCapMatcher->useIKFeet improved - MultiSkinCluster FaceSetup improved - Custom CurveWidth rebuild issue, fix - Bake Dynamics for OPM rigs issue, fix AdvancedSkeleton v 6.425 - Edit Squint DrivingSystem issue, fix - Improved DrivingSystem Scale-Layering - LegAim in OPM issue, fix AdvancedSkeleton v 6.420 - RangeOfMotion Body Test added - DrivingSystem->ReUse improved - NoFlip issue from v6.410, fix - Resample Root to Hip issue, fix - ConvertToBlendShapes issue, fix - SplineIk on bent tail issue, fix - FKIKSwitch issue from v6.410, fix - Convert To BS issue from v6.400, fix - ReBuild OPM rig w/DrivingSystems issue, fix - upperLip.lipsTogether on OPM FaceRigs issue, fix AdvancedSkeleton v 6.410 - Publish Multi Files added - FKIKSwitch now preserved Scaled Hands/Feet - AutoPlace non-symmetry tolerance increased - GoTo T-pose improved for Arm PoleVector - DrivingSystem Drive Scale improved - NonSymmetry system improved - FKIKSwitch w/MirroredTranslate improved - FaceMoCapLibrary on FaceOnly rigs issue, fix - HeadSquash in OPM issue. fix - Delete Sliders issue, fixed - Driving worldOriented CustomCtrls issue, fix - Selector>Display>Set Hotkey issue, fix AdvancedSkeleton v 6.400 - PartialJoints now OPM optimized - QuatNodes autoload for faster rigs - Angle Attributes replaced with Q Attributes - Go to Tpose added to Selector/Picker - ReUse function added to SkinCage - DrivingSystem improvements - SliderJoints improvements - AutoPlace improvements - BuildPose improvements - SkinCage improvements - ConstraintSystem hidden for better autoFraming - ReSample Spine retains sibling orders - UnrealMannquin scaled set to BuildPose - IKSpine1_M.FixedOrient now 10 by default - FKRoot_M.w0 now 0 by default - SwitchFK2IK on Ref-Spine issue, fix - SeqScaleComp for head-antennas issue. fix - Edit CorrectiveShape on BendyLimbs issue, fix - CustomOrient ReAttach all mirror issue, fix - SliderJoints on Hip inccorectly mirrored, fix - CorrectiveBlendShape issue in Maya2025, fix - VideoMoCap -w Error in older Maya versions, fix AdvancedSkeleton v 6.320 - ctrlEye.wide attribute added - ModularControlRig now includes FaceRig - Fit-ForeHead now can work with edges+3verts - Joints can now be added to NonSymmetry joints - GoToBuildPose detect non-valid custom-setBuildPoses - advancedskeleton.com changed to animationstudios.com.au - Right-click on BuildStep now has "show All Controls" button - Scaled UnrealMannequinSkeleton includes BlendShapes - CustomControl PaintWeights issues, fix - CustomOrienting CustomControls issues, fix - Bake HumanIK now works with custom spines - Selector as StandAlone FKIKSwitch range issue, fix AdvancedSkeleton v 6.310 - VideoMoCap added - Spine with only 2 joints, issue, fix - Spine with no Inbetween IK issue, fix - Embedded Picker loading issue, fix - Picker WorksSpace error on maya-load, fix AdvancedSkeleton v 6.300 - ModularControlRig exports with Mannequin export - IKSpine Joint rotations improved - NonStretchy Spine in OPM issue, fix - asCreateUnrealJoints keeps RootMotionJoint AdvancedSkeleton v 6.290 - World-match & World-orient added to ControlOrient - MetaHuman added to AutoFaceRig - CC4 AutoFaceRig improved - NameMatcher>TransferSkinning now work with FaceSetup - ControlOrient SetAxis localOrients improved - Face>Pre>Extras can now be added after Build - FKIKSwitch on customoriented ctrls issue, fix - NameMatcher issue from v6.274, fix - BendCtrl issues with Main.scale in OPM, fix - WrinkleMaps assign to CC4 issue, fix - IKNeck-stretch causes FaceSetup scale issue, fix - AutoLipSync causes setting-fps issues, fix - UnrealSkeleton from UE5 Template metacarpal issue, fix - Custom ControlOrienting FKScapula issue, fix - FaceWrinkleMaps activated on Head move, fix AdvancedSkeleton v 6.280 - CC4 AutoFaceRig - Sliders with Controllers added - FKIKSwitch improved for IKhybrid-ctrls - HipSwinger FitLabel added - Eye-Aim now works with EyeGroups - FaceCage improved for Shell-type EyeLids - Un-Bind & Re-Bind added to CurveBasedDeformations - PartialControllers.follow added to BuildPose - Detect old version customOrient attributes added - QuadPed Auto-Rot RollToes issue with Main.scale, fix - polyShell EyeLashes affected by CageToSkin, fix - Spine Flip issue from v 6.210, fix AdvancedSkeleton v 6.271 - FaceCage weighting issue from v6.250, fix - Elbow.lock with BendyLimbs in OPM issue, fix - BendShoulder2 rotates with FKElbow in OPM, fix - 3-joint TailIk L/R not matching issue, fix AdvancedSkeleton v 6.270 - Mixed Mode FaceSetup now works with OPM - Bendy behavior improved - Dynamics on OPM rigs, improved - CurveBased Deformations improvements - QuadPed Auto-Rot RollToes upon Lifting IK ctrl - ControllerGallery default scaling improved - PartialJoints w/Ctrls not scale with Main, fix - Mixed Mode FaceSetup tongue orient issue, fix - SlideJoint not detecting 1-axis limbs in OPM, fix - Non-Angle-CorrectiveShapes in OPM issue, fix - HipSwinger w/modified FKRoot_M.w values issue, fixed - CustomOrient by Detach FKIKSwitch issue, fix - TeethJoint placement issue in OPM, fix - Non 1 scale value joints in OPM, fix AdvancedSkeleton v 6.261 - FKIKSwitch issue from v6.241, fix - Audio2Face on referenced rigs issue, fix - PoleLeg.lock affects FKLeg in OPM, fix - Unreal5 NameMatcher improved AdvancedSkeleton v 6.260 - Corrective SoftMods Added - MultiPartialJoints added - FKIKSwitch&BakeRange added - Green-fix button re-added - CustomOriented controllers now work with FKIKSwitching - Quaped RollToes ctrls now local oriented - PartJoints now first in sibling hierarchy - MouthNarrow DrivingSystem modified Blue LipCtrls - UnrealMannquinSkeleton w/scalematch improved - Mixed Mode FaceSetup issues from v6.240, fix - Create SkinControl issue from v6.250, fix - MoCapLibray on referenced-rigs, arm align issue, fix - "Skip Above/Below Eyes" option weight issue, fix AdvancedSkeleton v 6.250 - MultiSkinCluster FaceSetup *Maya2024 - MultiSkinCluster CustomControls *Maya2024 - Pupil/Iris OPM update - FKIKSwitch Qtoes improved - autoLoad quatNodes plugin for OPM rigs for Maya2020 - Bendy2 ctrls not folloing FK translate, fix - AimEye_M.follow in OPM issue, fix - Scaling IKLeg in OPM issue, fix - ReBuild Body to OPM, head scaling issue, fix - BendyLimbs in OPM+GameEngine issue, fix AdvancedSkeleton v 6.240 - OffsetParentMatrix Mode for FaceSetup - Control Orient now also with Custom Controllers - SkipAboveEyes issue, fix - ReduceEyeLid to 4 issue, fix - ReduceLipJoint to 14 Error on some models, fix - RenameToUnreal CustomReduceJoints issue, fix - ReduceLipJoints various fixes - IKCurve.inheritsTransform now locked - OPM with Stretchy issue, fix - FKIK Switch on quadruped-Ik issue, fix - QToes with ToeAim Off affects leg issue, fix - ReSample Spine cause HipSwinger issue, fix - aimMatrix.secondaryTargetVector offset issue, fix AdvancedSkeleton v 6.235 - CustomOrient with Global/Follow issue, fix - MoCap to IK, poleVector placement improved - ReduceLipJoint to 14 Error on some models, fix AdvancedSkeleton v 6.230 - Reduce EyeLid/Lip improved joint naming - Quadruped FkSpine vis issue from v6.100, fix - OPM: zero-inbetween hipswinger issue, fix - BendyControllers in FK affected by IK-stretch issue, fix - FKIKSwitch old ref-in-rigs with new Selector, issue fix AdvancedSkeleton v 6.225 - ReduceEyeLid to 8 Joints added - ReduceEyeLid to 4 Now adds Lid rotate control - ReBuildLip to 16 changed to 14 - OPM: Main.ry 180 twist-issue, fix - OPM: works with GameEngine - ReBuild now filter-out components from AllSet - Creating FitLip now pre-check vtx-counts AdvancedSkeleton v 6.220 - Bendy Limbs improvements - Partial FaceSetup now avaiable for v6 - UnrealMannquin joints now works with limb scaling - MoCapMatcher IK-Feet option, to reduce foot-sliding - FirstJoint in Bendy now orients to curve - FirstJoint in Bendy now has MicroController - Twist/Bendy on joints with no child-ctrl issue, fix - Bendy1 Ctrl affects Bendy EndJoints issue, fix - BendyLegs without IK spine issue in OPM, fix - SoftModCtrl in Local mode attach issue, fix AdvancedSkeleton v 6.210 - New Controller Orient functions - Unreal ForeArm joint names 1&2 swapped - Preparation>rig>MirroredTranslate removed - Body>Edit>Axes removed - UnrealMannequin BlendShapes exporter improved - FKExtra rotation on Inbetweener improved - dragonTail IkJoint orient issue, fix AdvancedSkeleton v 6.200 - BendyLimbs now work with OPM - BendyLimbs now use Parametric Curve - UE4 & UE5 FitSkeleton templates added - Unreal Mannequin Skeleton now works with BlendShapes - UnrealMannequinSkeleton constrained faceJoints - Auto Straighten Arms remove for MetaHumans - PartControllers replaced with MicroControllers - PartControllers FitAttribute removed - NameMatcher now works with non-1 scaled rigs - Import Frame rate mismatch Warning removed - Face Left-Fitting checkBox enables issue, fix - Maya2020 MotionPath fractionMode issue, fix - NonDefaultAutoOrient option cause IKSpine twist flip, fix - Dynamics issue on OPM rigs, fixed - UnderScore in name issue on OPM rigs, fixed AdvancedSkeleton v 6.101 - Maya 2020&2022 OPM Error, fix - SkinCage moving Red SpineCurves issue, fix - Main.showOnMouseProximity set to Not Keyable - Main.showOnMouseProximity virtualSlider issue, fix AdvancedSkeleton v 6.100 - OffsetParentMatrix option added - Controls visibility set to Not Keyable - FK w values now set to Not Keyable - inheritScale attribute on FK ctrls (OPM) - FollowRoot FollowMain FollowChest attributes (OPM) - CenterBtwFeet removed (OPM) - CustomReduce Multi-Preview issue, fix - CustomReduce Lip issue in V6, fix - Bend1.follow missing since 5.899 restored. - Previous build error detection improved - MoCapLibrary now works with UnrealRootJoint anim - MoCapLibrary now included attaching FK legs - MoCapLibrary now attaches IK Polevector ctrl - Phonemes no longer Nested DrivingSystems - HipSwinger rotation amount now match hip - IKHybrid ctrls offset for easier selecting - Bendy ctrls offset for easier selecting - Tag all Controllers in Maya2023 issue, fix - MetaHumanAnimator when using nameSpace issue, fix - StretchyIK no longer affects ScaleX (OPM) - Prep>Rig>Options settings now gets saved - Unreal Joints section rearranged layout - Blink mixed with FleshyEye issue, fix - HairSystem Dynamics missing from Selector menu, fix AdvancedSkeleton v 6.065 - Animation-Tester now have Face Range Of Motion clip - MoCapLibrary includes Face Range Of Motion clip - ctrlNose no longer lifts lip - NoseCrease_M now affected by ctrlBrow - FaceSelector buttons added and layout changed - FacePicker buttons added - MetaHuman mouth_purse & mouth_towards adjusted - CurveGuide issue from v6.060, fix - MetaHuman Animator on Referenced rigs issue, fix - ExtractBlendShapeTarget on ReferenceModels issue, fix AdvancedSkeleton v 6.060 - FaceCage topology improvements - Lip.roll behaviour improved - ctrlBrow_R.tx DrivingSystem adjusted - DrivingSystems-ReUse can use Selected attribute - C-level Lip controllers now rotate with LipRegion - SliderJoints improved for UnrealExport - Switch IK2FK improved for Inbetween systems - Unreal Mannequin Skeleton shorter offset-rotation - EyeLid issue for extreme dense models, fix - WrinkleMap SmileLine Left issue, fix - CurveGuide system on CenterJoints issue, fix - Create DrivingSystems Disabled issue from v6.055, fix AdvancedSkeleton v 6.055 - New C-level Lip controllers added - Create non-symmetry-joints added - ReUse DrivingSystems functions added - AimEye_M.follow now also works in BlendShape FaceRig - Lip.roll & pucker behaviour improved - Audio2Face2023.1.1 compatibility update - EyeBrow behaviour from v5 added to v6 - blinkCenter from v5 added to v6 - MetaHumanAnimator connector improvements - MetaHumanAnimator Baking added - LipsTogeter added to Lip_R/L - Create DrivingSystem button now disable when Editing - CenterJoints "folllow" SideJoint issue, fix - SwapCurve on Finger Ctrl issue, fix - Custom BuildPose can cause DrivingSystem issue, fix - Replacing Hand-limb cause DrivingSystem issue, fix - DrivingSystem Drive From IK cause ReBuild issue, fix - LipCorner weighting issue on large models, fix - AutoDetectAndEditDrivingSystem issues on Emotions, fix - SwapCurve on ExtraControls issue, fix - DrivingSystem on Tongue-scaling issue, fix AdvancedSkeleton v 6.051 - Wonder Studio export using Maya2023 issue, fix AdvancedSkeleton v 6.050 - Wonder Studio export added - SplineIK flipping issue, fix - ReBuild Face with added DrivingSytems issue, fix - MetaHumanAnimator updated for new MH-ctrl-names - Audio2Face-importer updated for FaceSetup v6 - NameMatcher ConstraintToJoints now include scale - CharacterCreator4 NameMatcher template modified - Straighten legs option added for AutoRigFit AdvancedSkeleton v 6.043 - MetaHuman ControlPanel option added - MetaHumanAnimator added to Selector/Picker - RenameToUnreal twistJoints issue fix - UnrealTwistJointsHierarchy now skips inbetweens - Models with Tongue but no Teeth cause error, fix AdvancedSkeleton v 6.042 - Phonemes converted to BlendShapes issue, fix - Arkit funnel & lipRoll issue, fix - Default Ctrl scale for added Center-Joint larger - Skin-Cutup now cuts for Twist/Bendy joints - ConvertToBlendShapes now inc ctrlLips neg-values - Lip-FaceBlendShape-Targets using shorter names AdvancedSkeleton v 6.040 - CreatePartialJoint with Ctrl flip issue fix - PoleVector DisplayArrow improvement - GameEngineScaleBehavior issue on added joint, fix - improved default controllerSize for added joints - inbetween on left limbs issue, fix - fingerCurl slight asymmetry on LeftvsRight, fix - Moving FK controller with Inbetween issue, fix - Mirror-ControlCurves on NurbsSurfaces now flips normals AdvancedSkeleton v 6.030 - Skin Cut-Up for FastPlayBack added - Part & Bendy Controllers changed - FollowTranslate replaced by FollowPivot - NoseCrease_M now follows upperFace_M - ReBuild now includes remove unused attributes - Mixing Blink & Squint now improved - TopNode section added to NameMatcher - "Print Commands" can run on Selected Controls - Main.partVis affects FkVis issue, fix - AutoNameMatcher controls scale issue, fix - NameMatcher loading issue on linux, fix AdvancedSkeleton v 6.020 - Bendy.stiffness issue from v6, fix - MoCapLibrary improvements - Simpler Eyelid option cause error, fix - lowerLidOuterJoint parent issue from v6, fix AdvancedSkeleton v 6.010 - Selector ALL button not correct in v6, fix - Sticky lips for v6 FaceRig added - Reduce EyeLid and Lip updated for v6 - Shift click in Picker now de-selects ctrl - MoCapLibrary>custom now can read Unreal FBX - Audio2Face now work with customPaths - FaceCage weighting improvements - Disabling "emotions" on BlendShape-type-rig issue, fix - FaceCage Lip-Nose Triangle issue on some char, fix - wbDeltaMushDeformer no longer used - LipFlip on wide-mouth character issue, fix - Cheek wider then CheekBone causes issue, fix - FaceCage on nonSymmetrical Faces issue, fix - IkSpine over 10k units tall issue, fix AdvancedSkeleton v 6.000 - New and improved FaceSetup - EyeLid Setup improved - EyeBrow Setup improved - Lip Setup improved - PartControllers for Twist/Bendy added - PartControllers for Inbetween added - PartialJoint Controllers option added - Create Root Motion Joint now includes controller - Add object to HeadSquash-deformation function added - Emotions and Phonemes options added - RootX controllers now single curveShape - Follow FitAttribute now have FollowTranslate option - BendyControls.stff attribute now defaultValue of zero - Print ControlCurveCommands now have ReBuildCurve option - Quadruped (horse) Selector now available - SelectorDesigner can now work with NoBackground - Selector Gui updated - Creatures with more than 10 IK legs can now be built