This release was sent intentionally to the Pivot Animation groups for testing but the Beta was leaked from various unofficial sources to the general public. There was an improved interface, with new icons, a better default stickman with a thicker body, and a reorganization of the features. New features included the ability to import any image into the animation. Another added feature was the ability to have multiple backgrounds in an animation. When a user saves a .piv file, the frame rate is saved with it.
In addition, the actual movement of the tagged Jaw layer can now be rotational (clockwise or counterclockwise), in addition to vertical. For rotational movement, create a handle tagged with Jaw as the pivot location; a Jaw-tagged origin handle is not working at this time.
The mathematical formula used for applying pivot offsets to Meshes was incorrect, and was inconsistent with how it worked for Billboard particles. To achieve the correct scale, the Pivot Offset should be multiplied by the size of the particle, so a Pivot Offset of 1 is equal to one full width of the particle.
For Meshes, the size was being multiplied twice, meaning the pivot amount was based on the squared particle size. This made it impossible to get consistent results in systems containing varying sized particles.
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