UnityEQLabs Create: Modeling & Animation
Release notes
First public release.
Correctness
Section titled “Correctness”- Root Motion Cleaner - recentering to the origin no longer shifts the vertical channel. The
shipped Aggressive Cleanup preset previously combined Recenter To Origin with Preserve
Vertical Motion off, which pinned the animated root to
y = 0and drove the legs through the floor. That preset pair no longer ships. - Pose Mirror - side-token swapping is now a single token-level pass. Rigs using the suffix
convention (
Arm_Left,Foot_Right,Shoulder_Left) were previously corrupted toArm_Light/Foot_Reftand silently reflected against themselves. Bones with no counterpart now warn. - Contact Truth Solver - a Sample Root is now required. The previous fallback measured grounding in the bone’s parent-local frame, which reported an entire clip as one contact window at confidence 1.0. Footstep Auto Marker and Animation QC propagate the refusal instead of reporting the clip contact-ready.
- Motion Intent Tagger / Animation QC - humanoid clips are measured from their
RootTcurves. Where nothing is measurable, both tools report unmeasured rather than scoring the zeros that previously produced “Idle at 100% confidence”. - Mesh Doctor Pro - the self-intersection sweep uses a uniform-grid broadphase. Previously every mesh above 707 triangles exhausted the pair budget, so no real production mesh could reach Ready or the SDF-ready band. Truncation, when it happens, now reports the covered percentage.
- Mesh Doctor Pro - the Duplicate + SDF Helper Proxy recipe now actually appears. It was gated on a score computed after the gate ran.
- Mesh Doctor Pro - topology cleanup no longer welds vertices that differ only in vertex colour, UV2-UV7 or bone weights. Meshes above four influences per vertex are refused rather than silently downgraded.
- Gameplay Clearance Scanner - scans leaf colliders and renderers instead of one fused box per root, and reports touching pairs as zero clearance. Assembled levels previously returned “No clearance issues were found”.
- EQ Smear Designer - playback and the generated event clip follow the manifest’s per-frame times. The default envelope always skips the first and last frames, so index/fps playback fired every smear early.
- UV Cartographer - flow-field background texels encode zero strength. They previously encoded 0.13-0.18, which the shader read as real flow in the UV padding.
- Pivot Origin + Bounds Batch Tool - children of prefab instances are skipped with a message. Previously the reparent was rejected by Unity, the wrapper was left behind, and the run was still counted as a success.
Consistency
Section titled “Consistency”- Hair, ribbon and secondary-motion dynamics are normalised to time. Substeps and Samples Per Second are accuracy settings again; they no longer change the artistic result, and the editor preview, the clip bake and the runtime component now agree.
- Generated curves are written with clamped-auto tangents. Resampled clips no longer carry the per-sample velocity ripple that made cleaned walk cycles stutter.
- Looping sources produce looping output on every channel, including rotation.
- The runtime Anime Rod writes aim rotations as well as positions, so skinned strands bend instead of shearing, and match the baked clip.
- VAT export honours Follow Source Animation, matching the clip bake.
Parity guarantee
Section titled “Parity guarantee”Anime Hair & Ribbon Dynamics gives the same result whichever consumer runs it. The editor window
(1/60 s), the clip bake (1/30 s), the VAT export (1/framesPerSecond) and the runtime component
(Time.deltaTime) are held to a published tolerance of 0.06 world units on the tip of a 1-unit
chain, enforced by AnimeRodSolver_GoldenParity_AcrossRatesAndSubsteps in the shipped test suite.
If that tolerance is ever relaxed, this claim is withdrawn with it.
Substeps is a separate accuracy setting rather than a consumer difference, and carries its own
wider tolerance (AnimeRodSolver_SubstepInvariance). Raising it refines the solve; it no longer
changes the look.
Performance
Section titled “Performance”- Batch operations across Mesh Doctor, UV Cartographer, Quick Unwrap, Kitbash, Secondary Motion and
Contact solving run under one asset-editing batch with a cancellable progress bar and a single
save at the end. A 200-mesh guided repair previously ran 200 full
SaveAssets+Refreshcycles behind a bar with no cancel button. - The UV Cartographer object batch deduplicates on shared meshes: 60 renderers sharing 5 meshes now produce 5 outputs, not 60.
- Clip sampling reads each curve binding once per clip rather than once per binding per sample.
Naming
Section titled “Naming”- Spline Mesh Builder is now Spline Segment Placer, with the primary action Place Spline Segments. The tool places instances of a segment prefab you supply; it constructs no geometry. It now refuses to run without a prefab instead of emitting grey primitive cubes.
- In-Editor Blockout CSG is excluded from this package, which is what the documentation already said. The exclusion is now enforced by the build.
Known limitations
Section titled “Known limitations”- Verified on Unity 6000.3.14f1 with the Built-In render pipeline only. No other Unity version and no scriptable render pipeline has been validated for this release, and none is claimed.
- The UV Cartographer flow-preview shader has a single Built-In SubShader. URP and HDRP support is not implemented.
- Anime Hair & Ribbon Dynamics reacts to root motion through a Follow Strength setting. This is a linear inertial approximation; angular and centripetal terms are not modelled.
- The Spline Segment Placer’s
Lane CountandLane Widthfields reach the exported placement report only; they do not affect placement. - In-Editor Blockout CSG performs no boolean geometry and is not part of this package.
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