You can now trigger a recalculation of rigging zones by selecting a mesh that is attached to multiple bones, and pressing M (hold shift to force a simplified recalculation that is independent of the mesh size)
When a mesh is attached to a parent that has defined rigging zones, any vertices not included in these zones will be highlighted in red
Changes and Enhancements
When attaching a mesh to multiple bones, if the automatically calculated rigging zones overlap, the system will now automatically recalculate them using a simplified method that is independent of the mesh size
Bones are now thinner and less obstructive, and grow in size when hovered to maintain ease of selection and manipulation
Additional changes under the hood to support runtime development
Bug Fixes
Addressed several edge cases where attaching multiple meshes to the same parent could lead to unpredictable behavior
Fixed a bug where the animation and onion skinning context menus were appearing too far from the cursor when activated while timelines were expanded
Known issues
Non-mesh children of strokes don't update in real-time when using ik
Visual bug when images armed for adding swappable image and mesh in reposition mode
Some pop-up ui elements appear below panels
Z-order window images do not change when mesh images are swapped
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