Hi everyone! Life has been extremely crazy lately so the release has taken a bit longer than expected, but it’s ready to go now.
One of the biggest changes is the previously-mentioned MOPs+ Collision Geo 1.1, which greatly streamlines the interface and replaces the old Tetrahedron collision geometry option with a much more efficient Voronoi-based method for selectively adding cells in concave areas. It should be a lot easier to use now, both for active and passive colliders.
The other big update is MOPs+ Rig Aim 1.0, a brand-new tool for rotating KineFX joints towards a target vector or goal position. You can use this to bend limbs, chains, branches, all kinds of things without worrying about complex spline IK configurations. It’s deceptively easy to use and supports falloffs and joint limitations the same as the other MOPs rig nodes.

Using falloffs or joint limits creatively can get you all kinds of interesting behaviors. In this case, the joints in this chain are never allowed to rotate completely towards the target object, creating a curling effect:

MOPs+ Rig Aim can work on pretty complex joint structures. For example, here we’re bending an L-system tree that’s been converted to joints, using a combination of Rig Falloff and Noise Falloff driving an aim vector pointing towards screen left:

I’m really looking forward to seeing what artists do with these new tools!
There’s a few other minor bugfixes included, too, related to the Camera Blender and the Activator shelf tool. You can see all the details on the changelog page.
Have fun and please feel free to leave comments and suggestions here or in my email.
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