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What’s next

Roadmap

Four tracks run side by side after 0.7.0: character deformation and rigging, a studio pipeline for teams, the look — blending, filters, light, motion and particles — and AI with optional cloud services.

This is a plan, not a promise. Version numbers group planned work; they are not release dates, and the order may change.

Characters Deformation & rigging · 0.8–1.2 Studio Studio pipeline · 0.8–1.4 Look & effects Blending, filters, light, particles · 0.8–1.2 AI & cloud Generated backgrounds, live sessions · 1.3–1.4 Done Partly there Planned
  1. 0.7.0 Today

    Done

    Drawing, rigging, animation, render with sound, MCP for every command, and a multi-core performance pass.

  2. Already working

    in development, coming with the next release

    • 360° view dials: turn one control to step a character through front, side and back views Done
    • Bone poses per view Done
    • Switch layers driven by a view dial Done
    • A character control panel Done
    • AI agents can run every command over MCP Done
  3. 0.8

    Partly there Almost all of it works and is tested; GPU skinning is still to come

    Characters Mesh foundation

    • Mesh deformation under vector drawings, with stable points and safe project upgrades Done
    • Skinning: up to four bones per point, mixed with today’s rigid and flexi binding Done
    • Weight painting: paint, add, subtract, smooth, normalize, mirror, with a heat map Done
    • Fills and outlines follow the mesh without tearing, in preview and export Done
    • Skinning on the GPU, with a CPU fallback Partly there
      Skinning runs on the CPU for now, the same in preview and export
    • Mesh editing, rebinding without losing weights, weight copy, quality profiles, and a deformation check that finds folds Done

    Studio Foundation for teams

    • Project file with a schema version and automatic migrations Done
    • Portable project packages: relative paths, checksums, a missing-file report Done
    • Show, sequence and shot identity with frame ranges and handles Done
    • Command line to validate, inspect, render and package projects Done
      validate, inspect, frame/PNG/GIF render, package and verify
    • Preflight checks before publishing Done
    • Project Doctor: one check for the app, command line and AI agents — missing files, broken rigs, bad meshes and weights, each with a fix Done

    Look & effects Look foundation

    • Blend modes on every layer and group: multiply, screen, overlay, add, darken, lighten, colour dodge and burn, erase Done
    • An effect stack on every layer and group: ordered, switchable, every parameter keyable Done
      Outline and tint; more effects arrive with the filters in 0.9

    Both tracks

    • Reproducible renders: the same project renders the same frames on another machine — later also for baked simulations Partly there
      Identical frames on every render, guarded by reference-frame tests; other machines still to be checked
  4. 0.9

    Done Everything here works and is tested; it ships with 0.9.0

    Characters Morphs & rig logic

    • Morph targets (blendshapes) with keyable weights Done
    • Helper bones and constraints: follow, midpoint, look-at, parent space, copy transform Done
      Targets within the same skeleton
    • A driver graph: bone angles, controllers, audio and time drive morphs, visibility and bones Done
      Templates for elbows, head turns and talking; older Smart-Bone drives keep working
    • Pose-space corrective morphs for elbows, knees, neck and head turns Done
      Interpolates between recorded poses; older correctives keep working
    • An ordered deformation stack you can see and reorder Done
    • Reference layers: a live copy of a layer placed elsewhere in the layer tree — same drawing and animation as its source, so a part can sit behind the body in one pose and in front of it in another; with keyable layer order Done

    Studio Assets & shots

    • Versioned publishing of characters, props, backgrounds, rigs, palettes and audio Done
    • Linked references with per-shot overrides and explicit upgrades Done
    • Dependency graph: find every shot a change affects Done
    • A shared cache that stores identical assets once Done
    • Show templates and naming rules Done
      Frame rate, size and naming rules checked; nothing is renamed automatically

    Look & effects Filters & looks

    • Filters per layer, group or the whole scene: blur, glow, sharpen, noise, colour adjustments (hue, saturation, levels, curves) Done
    • Colour looks with LUTs (.cube), previewed live on the GPU Done
    • Custom shaders: write your own GPU effects, with their parameters as keyable controls Done
      Checked before use; vignette, posterize and edge-glow examples included
  5. 1.0

    Planned

    Characters Secondary motion

    • Spring-follow wobble for bellies, cheeks and hair
    • Dynamics on the GPU, with a CPU fallback
    • Paint where things wobble and where they stay pinned
    • Bake simulations so scrubbing, export and command line match
    • A ready-made “jelly” demo scene

    Studio Review & teams

    • Team mode without a mandatory cloud: file locks and conflict detection
    • Frame-accurate review notes, draw-over and A/B compare
    • Approval states: work in progress, review, approved, published
    • A lightweight shot board with CSV/JSON exchange

    Look & effects Light, shadow & motion

    • Drop shadows and layer shading
    • 3D shadows: a light in the scene, layers cast shadows on the ground and on each other by depth
    • Motion blur from real in-between motion (shutter angle, samples), the same in preview and export
  6. 1.1

    Planned

    Characters Shape-preserving physics

    • Stretch and bend constraints (XPBD)
    • Collisions with circles, capsules and segments
    • Clean outlines and line widths under squash and stretch

    Studio Interchange & colour

    • Editorial round-trip with OpenTimelineIO
    • Colour management with OpenColorIO
    • OpenEXR image sequences Partly there
      ProRes 4444 and WebM with transparency, PNG sequences since 0.6.0
    • Audio turnover with stems and handles Partly there
      Soundtrack in sync with the timeline since 0.1.0

    Look & effects Forces & particles

    • Physics forces: gravity and wind with gusts and turbulence, also moving spring-follow hair and cloth
    • Particle systems on the GPU: emitters, lifetime, gravity and wind, collisions, vector or image particles, baked for reproducible renders
  7. 1.2

    Planned

    Characters Production presets

    • Rig templates: humanoid, face, 360° head, spring hair, soft belly Partly there
      360° view dials already work
    • A performance inspector with timings per pass Partly there
      Live stats since 0.7.0
    • An example production shot, built end to end

    Studio Render at scale

    • Frame-range render workers with retries
    • Optional render-farm adapters (OpenCue, Deadline)
    • Job metrics and provenance

    Look & effects Animated effects

    • Animated and procedural effects: wiggle and noise on any parameter, effects driven by audio and drivers
    • Effect presets: rain, snow, fire, smoke, sparkles, speed lines, impact frames

    Both tracks

    • A scriptable pipeline API: typed commands, batch transactions, dry runs, clear errors and event hooks Partly there
      Every command is undoable and available over MCP since 0.1.0
  8. 1.3

    Planned

    Studio Studio integrations & security

    • OpenAssetIO prototype
    • Production tracker connectors: CSV/JSON and webhooks first, ShotGrid, ftrack or Kitsu optional
    • Optional single sign-on, roles and scoped tokens
    • Audit trail for publishing, approvals and render inputs
    • OpenUSD feasibility study

    AI & cloud AI backgrounds

    • Generate backgrounds from a prompt into an image layer at the project’s size; the prompt and seed stay with the layer to regenerate later
    • Edit by prompt: repaint a selected area (inpainting)
    • Extend a picture beyond its edges (outpainting) — wider backgrounds for camera pans
    • Your choice of service or a local model with your own keys; nothing is sent without asking
  9. 1.4

    Planned

    Studio Production readiness

    • Migrations, upgrade dry runs and rollback
    • Benchmarks for studio-scale workloads Partly there
      Benchmarks for 1, 5 and 20 characters since 0.7.0, with skinned meshes and effects since 0.8
    • Backup and recovery
    • Pipeline SDK and a reference setup

    AI & cloud Live sessions

    • Stream the canvas live — others follow the stage as you draw and animate
    • Chat in the session, and notes pinned to a frame and a spot on the stage
    • The cloud stays optional: everything works without it, sessions are by invitation