{"id":104298,"date":"2019-12-19T11:08:50","date_gmt":"2019-12-19T02:08:50","guid":{"rendered":"https:\/\/www.webtech.co.jp\/help\/?p=104298"},"modified":"2020-02-17T13:10:39","modified_gmt":"2020-02-17T04:10:39","slug":"ver6-4-0","status":"publish","type":"post","link":"https:\/\/www.webtech.co.jp\/help\/ss6_releasenote_en\/ver6-4-0\/","title":{"rendered":"Version 6.4.0"},"content":{"rendered":"<p><strong>* [Pro]:Professional license only.<\/strong><\/p>\n<h3>New Features<\/h3>\n<ul>\n<li>Custom Shader [Pro]\n<ul>\n<li>SpriteStudio imports your own custom shader and draw with it, then expands your expressive power.<\/li>\n<li>Shader is applied to selected parts and optional parameters can be interpolated as a key for animatation.<\/li>\n<li>Sample shaders such as mosaic, blur, noise, and HSB modification will be published in the near future.<\/li>\n<\/ul>\n<\/li>\n<li>Optimize Cellmap [Pro] [Labs]\n<ul>\n<li>This feature packs multiple cellmaps and referenced images into a single one.<\/li>\n<li>This ignores unreferenced cells from animation and packs to minimize them so that the size of packed texture and number of them can be reduced.<\/li>\n<li>* This feature is added as experimentation in OPTPiX Labs menu.<\/li>\n<\/ul>\n<\/li>\n<li>Signal Attribute [Pro] [\u03b2]\n<ul>\n<li>This is an attribute that customizable for various user needs, especially this is useful for adding some event information.<\/li>\n<li>You can add commands and optional parameters on GUI.<\/li>\n<li>* This feature is added as Beta functionality for experimentation.<\/li>\n<\/ul>\n<\/li>\n<li>Animation Sequence [Pro] [\u03b2]\n<ul>\n<li>This feature gives you to make a playlist composed of multiple animations.<\/li>\n<li>You can specify the number of repeat, behaviour such as loop, stop, and rewind when finished.<\/li>\n<li>This feature is useful to make a long single animation from combination of multiple animations.<\/li>\n<li>* This feature is added as Beta functionality for experimentation.<\/li>\n<\/ul>\n<\/li>\n<li>Guideline\/Ruler\n<ul>\n<li>You can add a vertical\/horizontal guide line as much as you need on Layout window, and the part you drag will be snapped on the line.<\/li>\n<li>This feature makes it much easier that alignment for UI controls such as button\/panel, or putting a character&#8217;s foot on the ground.<\/li>\n<\/ul>\n<\/li>\n<li>Flip key position in selected range\n<ul>\n<li>This feature flips key position horizontally in selected range on Frame Control.<\/li>\n<li>This reduces your hand working for making a round trip motion.<\/li>\n<li>For example, if you make a jump motion, you can get the downward motion by steps like below:\n<ol>\n<li>1.Make keys for a leap upward motion.<\/li>\n<li>2.Copy the keys to the frame after the upward motion keys.<\/li>\n<li>3.Apply this function to the copied keys.<\/li>\n<\/ol>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3>Additions<\/h3>\n<ul>\n<li>Supported AVI2.0\n<ul>\n<li>Now you can output the uncompressed AVI file (OpenDML) without size limitation.<\/li>\n<\/ul>\n<\/li>\n<li>Preview Window [\u03b2]\n<ul>\n<li>This window represents the simple picture without any edit information such as grid\/guideline\/focus frame to see actual rendering result.<\/li>\n<li>In next version, this will reflect aspect of camera, independent time cycle which instance and effect parts have.<\/li>\n<li>* This feature is added as Beta functionality for experimentation.<\/li>\n<\/ul>\n<\/li>\n<li>Console\n<ul>\n<li>This shows you warning and error message on floating window.<\/li>\n<li>You can filter the message by level such as information, warning, error to focus important message for you.<\/li>\n<li>A latest message always displays on the top of the main window.<\/li>\n<li>If you get some warning or error message, notification dot shows on the right hand of the latest message.<\/li>\n<\/ul>\n<\/li>\n<li>Reset Deform\n<ul>\n<li>Added a button to reset vertex offsets at the right hand of Deform on Attribute Window.<\/li>\n<\/ul>\n<\/li>\n<li>Moving the part&#8217;s pivot on Layout window.\n<ul>\n<li>Now you can move the part&#8217;s pivot by unlock pivot offset edit on Layoutwindow.<\/li>\n<li>The target you modify is not the pivot of cell, but the pivot offset of the part you focus.<\/li>\n<\/ul>\n<\/li>\n<li>Jump to previous\/next label.\n<ul>\n<li>Added Jump to previous\/next label commands on the context menu on the ruler on Frame Control.<\/li>\n<\/ul>\n<\/li>\n<li>Supported simplified Chinese text.<\/li>\n<\/ul>\n<h3>Improvements<\/h3>\n<ul>\n<li>Supported multiple processes and copy and paste between projects. [Pro]\n<ul>\n<li>Now you can run multiple processes simultaneously and copy and paste parts and keys between discrete processes is available.<\/li>\n<\/ul>\n<\/li>\n<li>Supported scroll by mouse-drag on Frame Control.\n<ul>\n<li>Space key + left-drag, or middle-drag performs scroll on Frame Control.<\/li>\n<\/ul>\n<\/li>\n<li>Supported moving cell pivot and X\/Y position adjustment for rotated or scaled parts\n<ul>\n<li>Now &#8220;Keep layout&#8221; option in Edit Cell works considering for the parts which are rotated or scaled by maximum effort.<\/li>\n<li>* There is a notice before using it. please see more details in help center.<\/li>\n<\/ul>\n<\/li>\n<li>&#8220;Change referenced cellmap&#8221; to specified parts and range.\n<ul>\n<li>You can apply change to only the selection in frame control.<\/li>\n<\/ul>\n<\/li>\n<li>Extended &#8220;Copy (Key Only)&#8221; command.\n<ul>\n<li>Attribute selection is stored in a slot, and you can name it, change the slot as you need.<\/li>\n<\/ul>\n<\/li>\n<li>Input UV X\/Y Translation value as Pixel.\n<ul>\n<li>Now you can input UV X\/Y Translation value as Pixel.<\/li>\n<li>You will be able to make a key more intuitively when you want to move a texture as pixel unit.<\/li>\n<li>Also you can change the unit as Ratio or Pixel in Project settings.<\/li>\n<\/ul>\n<\/li>\n<li>Now initial joint part position aligns to the pivot of current part.<\/li>\n<\/ul>\n<h3>Other changes<\/h3>\n<ul>\n<li>Layout: Rotation or scale for Constraint\/Bone point parts can be changed by handle on focus frame.<\/li>\n<li>Preferences: Added an option to target the keys of expanded child parts to copy even when they are unselected.<\/li>\n<\/ul>\n<h3>Fixes<\/h3>\n<ul>\n<li>Layout\uff1a\n<ul>\n<li>Mouse cursor does not change while hovering it on handle after dropping parts.<\/li>\n<li>[mac] Mouse cursor does not change while hovering it on rotaton handle.<\/li>\n<li>On Layout window, Shift + arrow key does not work as 8 pixel unit movement.<\/li>\n<\/ul>\n<\/li>\n<li>Cellmap\uff1a\n<ul>\n<li>If there is a referenced cell key in Setup data, UV animation frame does not appear even when you animate UV X\/Y translation.<\/li>\n<li>Selection frame does not follow to mouse cursor.<\/li>\n<\/ul>\n<\/li>\n<li>File read: Cellmap file happens to be unmarked as modified even when the file was corrected while loading.<\/li>\n<li>Rendering: Blend result of instance part does not become correct.<\/li>\n<li>Anime List: Thumbnail image does not show in correct.<\/li>\n<li>Frame Control: An exception occurs or application freezes when over 33 multibyte characters are input in label.<\/li>\n<li>Cell list\uff1a&#8221;Add Mask Parts&#8221; command on the context menu is disabled when bone part is active.<\/li>\n<li>Effect Editor: The X\/Y position box of Layout Scale is swapped by mistake.<\/li>\n<li>Curve Editor: If you move cursor and paste key at once by right-click, despite cursor moves, where key pasted becomes the frame before movement.<\/li>\n<li>Project: If you change cellmap and resize animation by changing X\/Y size of referenced image, the Cellmap file is not marked as modified.<\/li>\n<li>Project Settings: Premultiplied alpha settings are still disabled even when you reset on compatibility page.<\/li>\n<li>Animation Edit: Once mesh parts in the tree of bone parts get applied a weight, bone parts and mesh parts under the tree becomes not duplicatable.<\/li>\n<li>Animation Edit: When you add a joint part after added a mesh part, the joint part becomes the child of the mesh part unintentionally. (-&gt; Changed it from child to sibling.)<\/li>\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<p>* [Pro]:Professional license only. New Features Custom Shader [Pro] SpriteStudio imports your own custom shade..<\/p>\n","protected":false},"author":33,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[366],"tags":[],"class_list":["post-104298","post","type-post","status-publish","format-standard","hentry","category-ss6_releasenote_en"],"acf":[],"_links":{"self":[{"href":"https:\/\/www.webtech.co.jp\/help\/wp-json\/wp\/v2\/posts\/104298","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.webtech.co.jp\/help\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.webtech.co.jp\/help\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.webtech.co.jp\/help\/wp-json\/wp\/v2\/users\/33"}],"replies":[{"embeddable":true,"href":"https:\/\/www.webtech.co.jp\/help\/wp-json\/wp\/v2\/comments?post=104298"}],"version-history":[{"count":0,"href":"https:\/\/www.webtech.co.jp\/help\/wp-json\/wp\/v2\/posts\/104298\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.webtech.co.jp\/help\/wp-json\/wp\/v2\/media?parent=104298"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.webtech.co.jp\/help\/wp-json\/wp\/v2\/categories?post=104298"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.webtech.co.jp\/help\/wp-json\/wp\/v2\/tags?post=104298"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}