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Tvori News

Hotfixes. November 26, 2020

Here's a list of hot fixes that we've improved:
  • Fixed copy and Undo/Redo issues of objects with other linked objects
  • Restored the linking of controllers to puppets.
  • Button captions of Activate Pro buttons were updated - “Free Trial” button was added.
  • Once you login, resource shelf updates simultaneously.
  • Fixed export issues of 360 video.
  • Fixed issues with 360 assets were becoming 2D.
  • Fixed issues with switching projects when the resource shelf is open
  • Fixes and improvements of authorization.
  • Command Undo for the Reset local rotation option was added.
  • Reset local position and Reset local scale options are available now.

Edit virtual cameras and montage your video all inside Tvori.

Did you know that all inside Tvori you can edit your video from different virtual cameras? Watch this video to see how to montage cameras on the timeline and export an edited sequence.
[previewyoutube][/previewyoutube]
Learn more through https://learn.tvori.co/montage.

Regular update. November 12, 2020

[h2]Improved IK system[/h2]
It's been 2 month since we've released a ground-breaking IK system, which is highly evaluated by all users.
Now you can use Arm IK not only on the entire hand, but for the hand wrist, particularly. Besides that, there is a new additional controller for shoulders​.



Old version: Arm IK controller used to be linked with phalange bones only.
Now: Arm IK can be applied to a hand wrist.

[previewyoutube][/previewyoutube]
The whole stability of IK system was improved:
  • Fixes in case of applying several IKs at once for one particular character or within a single bone chain. For example, when you add IK to both an arm and spine, it’ll look as much as natural due to coherent logic of movements.
  • Added support for Reset Pose option for characters with configured IK.
  • IK’s Undo / Redo fixes.


[h2]New interface and features in 2D menu and settings[/h2]
UI convenience is constantly developing. You're enabled
- to switch between different cameras of the scene
- to control the playback of animation and the current active view, e.g. it can be displayed from eyes perspective or from the selected camera.
All functions are duplicated on the hotkeys. To check out detailed information about it, press the Hotkeys button in the Display mode menu.
[previewyoutube][/previewyoutube]
[h2]Improved video editing [/h2]
It becomes easier to pre-configure the playback sequence and cameras' export. The logic of creating new cameras and PlayView has also been improved.


Additionally, there is a new UI for the switching setup between cameras.

[h2]Saving tools position on your scenes[/h2]
One of the most noteworthy improvements — now all tools and their basic settings are saved for each scene! Feel free to layout your working space.

[h2]Valve Index controllers support added[/h2]
Pay attention please! To make controllers work correctly in Tvori — you need to set up bindings in SteamVR.
Check out the video below to get acquainted how to activate them at the Tvori's index controllers.
[previewyoutube][previewyoutube][/previewyoutube] [/previewyoutube]
[h2]Export в FBX [/h2]
To make your working process more time efficient and convenient, new FBX exporting options were implemented:
  • Bake Material combines materials with the same settings into one, thus preventing multiple generation of the same materials.
  • Embedded Media — the textures used on the models are packaged to fbx file, so there's no need to archive separate texture files into one manually.

[h3]Additional improvements[/h3]
  • You're enabled to record the colors of different light sources in the realtime animation
  • Notification system has been improved
  • Authorization system has been improved


[h3]Hotfixes [/h3]
  • Fixes with exporting issues to fbx and to Tvori Viewer
  • Fixes with exporting issues from configured cameras to editing cameras
  • Fixed copy paste and textures issues when using the materializer tool
  • Fixed authorization issues
  • Fixed the removal issues of grouped or linked objects and Undo/Redo
  • Fixed the saving issues of the track lists in the timeline
  • Fixed the saving issues of the scenes with objects which include animated visible tracks

Hotfixes. October 22, 2020

Here's a list of issues that we improved to increase the overall stability of Tvori:
  • Fixed a copy paste issues of different objects
  • Fixed issues with exporting materials, puppet animations to FBX
  • Export fixes for the static scenes to the Tvori Viewer (for entreprises)
  • Fixes to improve a stable working process with materials
  • More stable operation of the timeline and animation tracks
  • Experimental texturing of objects using a materializer pipette was improved

Deeper dive into Tvori’s new Inverse Kinematic (IK) system

On October 2020, Tvori offered you a solution to prevent you from motion animation hardships. We've improved the Inverse Kinematic (IK) system, which is one of the classical tools to animate and control the movement of objects through their position and rotation properties.


Tvori's ArmIK and LegIK (use case)

With IK, there are multiple valid solutions for any given input via controller. For example, once you move a hand palm, an arm and a wrist adjusts their position. So only one bone is manipulated, but the rest of the body is also automatically rigged to it.
[previewyoutube][/previewyoutube]
[h2]Three IK modes
[/h2]
With Tvori, 3 modes with additional logic to the limbs are available for prototyping characters behaviour:
[h3]Simple IK: use case
[/h3]
  • IK (or Simple IK) is a classic animation option, which is utilized for a one controller with 2 bones. This setup might be applied to thumbs, hair and other minor body parts.


Additionally, we recommend it for modeling the mechanical objects or robot-alike object types.


[h3]Leg IK: use case
[/h3]
  • LegIK is a more advanced system, compared to the Simple IK, due to usage of the controller with 2 bones manipulation.


[h3]Arm IK: use case
[/h3]
  • The last but not the least is the new IK setup panel for arms, even though it can be controlled via FK as we mentioned before.

ArmIK is a convenient tool when you need to freeze a hand position in the space. As for a simple case, when having a conversation in a transport vehicle, your character arms should be held on to a rail, like people tend to do in real life.



That is why in this case you should add ArmIK: start with fixing arms to the rails via controllers and continue the animation process of the rest of the body with SimpleIK or/and LegIK.

https://www.youtube.com/watch?v=FgMsvKySfGc
Moreover, the main difference between ArmIK and both Simple IK and LegIK is an automatic correction of the clavicle position. Via 1 controller you are enabled to align all arm bones starting from a clavicle to hand wrist and palms.



[h3]Further Tvori R&D are targeted to give you more freedom of animation creation:
[/h3]You'll be able to express characters' emotions via new motion setups of upcoming SpineIK and additional shoulder controller for ArmIK. Sounds promising, right? Better to stay tuned not to miss these updates!