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2.4.3

Grab & Bone LockSeptember 7, 2026

New

  • Grab pulls the figure around by its mesh instead of a gizmo: press anywhere on the skin and that spot follows the mouse, with no bone to select first. Third stop on the FK / IK chip in the Pose Edit scene view. Marked beta while the feel is tuned.
  • The scroll wheel sets how far back into the body a grab pulls, during the pull as well as before it, and Shift with the wheel moves the grabbed point toward or away from the camera. See Grab.
  • Bone Lock holds a chain across a stretch of the clip: Hold pins its tip, Freeze holds the bones still while their branches keep their own motion. Scrub to where it lets go, then Keep. Its own chip in the Pose Edit scene view, now documented under Bone Lock.

Improved

  • The Settings window is regrouped: sections that held a single control are folded into the one they belong to (Keyframe Editor has three instead of seven), and the navigation is split by thin lines into the modes, the look, the previews and the rest.

Changed

  • Foot Lock is now Bone Lock, and a lock is made in one live gesture instead of marked and then baked. The Bake Bone Lock… clip action is gone.
  • Lock layers are named after what they hold (Hold: Left Leg), and an existing lock layer is taken over by the next lock instead of being left standing beside a new one.
  • Tab in Pose Edit cycles FK, IK and Grab (previously toggled FK and IK).
  • The Inspectors settings page is now Unity Integration and carries what a double-click on a clip opens, what dropping one into the scene does and the play mode clip pill, all moved there from Keyframe Editor. Integration is now External Assets.
  • The layer strip no longer carries M and S buttons on the active layer. Mute, solo and lock read as letters on every chip (Δ Base (MS)) and are switched from the right-click menu or their hotkeys.
  • Curve view no longer has a hotkey, which gives Ctrl+X back to cutting keyframes. A double-click on a track still opens it, Escape still leaves it.

Fixed

  • Fixed an event on frame 0 never firing in the editor preview.
  • Fixed events in the last moments of a loop being skipped on every pass.