this is a free upgrade (we're not going to start charging for upgrades until the bug fixes are less frequent - bunch of little fixes - added new checkbox "USE MUSCLE MEMORY" in psd. This is for making caching easy for deforms like muscle systems into the psd. So you store all those in there (you can even script it) with the muscle deformer on. Then you turn on the 'muscle memory' feature. This will unlink your deformers and run on the PSD cells. You can do further sculpting/animating on top of that. (similar to weta's tissue system) - see below for basic script. - 'use joints' now appears in phonemes, performance groups, and blendshape+. You can perform/animate joint actions stored in the animation cells right along with the mesh changes. We've also added a 'blur' setting, and 'delay' setting for each track for smoothing or delaying recorded samples in playback.
here's a basic script for caching an animation into muscle memory
global proc testMuscles(int $start_time, int $end_time)