tag:github.com,2008:https://github.com/Retropaint/SkelForm/releases Release notes from SkelForm 2026-02-19T08:51:04Z tag:github.com,2008:Repository/949522366/nightly 2026-03-21T13:48:27Z Nightly Build No content. github-actions[bot] tag:github.com,2008:Repository/949522366/v0.3.1 2026-02-16T09:58:53Z v0.3.1 <p>SkelForm v0.3.1 brings a few improvements to inverse kinematics:</p> <ul> <li>New 'distance' field for child IK bones</li> <li>Root IK bone transforms now editable at all times</li> <li>Last IK bone rotation no longer editable, to standardize IK iteration in runtimes</li> <li>Setting up child IK bones now immediately sets Y position to 0</li> </ul> <h2>Distance field</h2> <p>The distance between each bone in an IK family used to be managed by their positions. However, there are a few rules and limitations to this:</p> <ul> <li>The 'rest' pose <em>must</em> be facing right</li> <li>Y position has to be 0</li> <li>Positions can't be edited while IK is in effect</li> </ul> <p>These rules make setting up IK very tedious, especially as it's difficult to explain and familiarize the user to them.</p> <p>A new 'distance' field, as well as a few changes to the system in general, make it smoother and easier to understand. Internally the distance field is just the X position, but is editable while IK is still in effect.</p> <p>Additionally, resetting the Y position of child IK bones means it's no longer necessary to consider the 2nd rule outlined above.</p> <p>All of this culminates in better UX for setting up IK in general.</p> <a target="_blank" rel="noopener noreferrer" href="https://private-user-images.githubusercontent.com/70713407/550356401-d0152391-842f-4cdd-ab46-ed8465f31835.png?jwt=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3NzQxNDE4MjcsIm5iZiI6MTc3NDE0MTUyNywicGF0aCI6Ii83MDcxMzQwNy81NTAzNTY0MDEtZDAxNTIzOTEtODQyZi00Y2RkLWFiNDYtZWQ4NDY1ZjMxODM1LnBuZz9YLUFtei1BbGdvcml0aG09QVdTNC1ITUFDLVNIQTI1NiZYLUFtei1DcmVkZW50aWFsPUFLSUFWQ09EWUxTQTUzUFFLNFpBJTJGMjAyNjAzMjIlMkZ1cy1lYXN0LTElMkZzMyUyRmF3czRfcmVxdWVzdCZYLUFtei1EYXRlPTIwMjYwMzIyVDAxMDUyN1omWC1BbXotRXhwaXJlcz0zMDAmWC1BbXotU2lnbmF0dXJlPTU1MWU5ODNlNmQwYjlmNzczZDJmN2M0NWU3MWMxMmYwYjg1MTc2OGQ4NjExMTVmMWRhMzAzZWJjMzBhNDA0ZTQmWC1BbXotU2lnbmVkSGVhZGVycz1ob3N0In0.sM__j9KISRmpPFMBNoDfHoRjvyQWs6m6p-2S6XH8l6I"><img width="222" height="120" alt="image" src="https://private-user-images.githubusercontent.com/70713407/550356401-d0152391-842f-4cdd-ab46-ed8465f31835.png?jwt=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3NzQxNDE4MjcsIm5iZiI6MTc3NDE0MTUyNywicGF0aCI6Ii83MDcxMzQwNy81NTAzNTY0MDEtZDAxNTIzOTEtODQyZi00Y2RkLWFiNDYtZWQ4NDY1ZjMxODM1LnBuZz9YLUFtei1BbGdvcml0aG09QVdTNC1ITUFDLVNIQTI1NiZYLUFtei1DcmVkZW50aWFsPUFLSUFWQ09EWUxTQTUzUFFLNFpBJTJGMjAyNjAzMjIlMkZ1cy1lYXN0LTElMkZzMyUyRmF3czRfcmVxdWVzdCZYLUFtei1EYXRlPTIwMjYwMzIyVDAxMDUyN1omWC1BbXotRXhwaXJlcz0zMDAmWC1BbXotU2lnbmF0dXJlPTU1MWU5ODNlNmQwYjlmNzczZDJmN2M0NWU3MWMxMmYwYjg1MTc2OGQ4NjExMTVmMWRhMzAzZWJjMzBhNDA0ZTQmWC1BbXotU2lnbmVkSGVhZGVycz1ob3N0In0.sM__j9KISRmpPFMBNoDfHoRjvyQWs6m6p-2S6XH8l6I" content-type-secured-asset="image/png" style="max-width: 100%; height: auto; max-height: 120px;"></a> Retropaint tag:github.com,2008:Repository/949522366/v0.3.0 2026-02-15T04:10:56Z v0.3.0 <p>SkelForm v0.3.0 comes with image and video exports!</p> <ul> <li>Spritesheet / Sprite sequence exporting (PNG only)</li> <li>Video (MP4/GIF) exporting, per-animation</li> </ul> <p>Video export uses pre-compiled <a href="https://www.ffmpeg.org/" rel="nofollow">ffmpeg</a>, which will be bundled with all future SkelForm releases. The system-wide ffmpeg may also be chosen during export.</p> <p>Note: runtimes will not be responsible for handling any other export besides armatures. Most game engines already provide easy ways to use spritesheets/sequences and videos.</p> Retropaint tag:github.com,2008:Repository/949522366/v0.2.2 2026-02-11T02:31:35Z v0.2.2 <p>Hotfix</p> <ul> <li>Fixed crashing on startup due to missing color file on first launch</li> <li>Fixed crashing on zooming too far into keyframe editor</li> </ul> Retropaint tag:github.com,2008:Repository/949522366/v0.2.1 2026-02-08T12:58:46Z v0.2.1 <p>SkelForm v0.2.1 brings many stability and UI improvements, as well as a few minor features:</p> <p>All:</p> <ul> <li>Toggling styles doesn't affect animations</li> <li>Toggling styles now undo-able</li> <li>Fixed crashing on 'New' armature</li> <li>Forums link updated</li> <li>Removed incorrect note on hidden integer in skf readme</li> <li>Fixed dragging vertices sometimes affecting the wrong ones</li> <li>Fixed most instances of dragging vertices being off</li> <li>Added more instances of undo/redo and fixed redo logic for certain instances</li> <li>Meshes no longer generate empty triangles</li> <li>Bulk texture import</li> <li>Imported images now trim their transparent areas</li> <li>Texture tinting</li> <li>Pixel magnification for pixelated rig support</li> <li>Texture properly scaled in atlas modal</li> <li>Sine In &amp; Sine Out animation transitions</li> </ul> <p>Web:</p> <ul> <li>Switched to WebGL only, for stability</li> <li>File inputs (importing textures, importing skfs, etc) no longer opens overlay</li> <li>UI slider only loads when editor has loaded, to prevent confusion in waiting</li> <li>(Mobile) fullscreen option on UI slider, sets page to fullscreen &amp; switches orientation to landscape</li> </ul> Retropaint tag:github.com,2008:Repository/949522366/v0.2.0 2026-01-03T08:18:24Z v0.2.0 <p>SkelForm v0.2.0 introduces several new features for runtimes, as well stability across the board for the editor.</p> <p>Runtime features:</p> <ul> <li>Styles - grouped textures based on name and list priority (for outfits &amp; skins)</li> <li>Inverse Kinematics (FABRIK &amp; Arc modes, clockwise &amp; counter-clockwise constraints)</li> <li>Mesh deformation (editing vertices, adding binds, weights, &amp; paths)</li> <li>Simultaneous animations (run 2 or more animations at once)</li> </ul> <p>The runtime API has also introduced animation smoothing - smoothly transitioning between animations. The editor does not currently contain this, but the Rust, Python, and Golang runtimes support this as of writing.</p> <p>Editor improvements (from v0.1.0):</p> <ul> <li>Startup window (load recent files, samples, and various resources and other links)</li> <li>Better looking armature list</li> <li>Color editors now uses egui's color picker</li> <li>Improved performance when zooming out (gridline now only drawcalls twice instead of per-line)</li> </ul> Retropaint tag:github.com,2008:Repository/949522366/v0.1.0 2025-12-30T15:57:12Z v0.1.0 <p>The first release of SkelForm!</p> <p>This base version contains:</p> <ul> <li>Armature editing</li> <li>Animation keyframe editing</li> <li>Exporting (for use in runtimes only)</li> <li>Basic settings for UI colors and keyboard shortcuts</li> </ul> <p>All releases below include:</p> <ul> <li>SkelForm binary</li> <li>Source code</li> <li>Dev docs</li> <li>User docs</li> <li>Sample file (<code>skellington.skf</code>)</li> </ul> <p>MAC USERS: If you get an error saying that SkelForm is an untrusted program, do the following: <code>right click &gt; Open</code>.</p> Retropaint