## Release note

### Ver4.9.0d

- Command
  - The [Rotate] command now allows you to align the handle orientation with the normal or edge direction.
- Preview
  - Metal is now the default renderer on macOS, supporting correct transparent display.
- Import/Export
  - VRM 1.0 importer and exporter support custom facial morph presets
- Bug fixes
  - When using the Retina display, the display may be partially distorted on macOS.
  - When switching material shaders, the texture color may become strange.
  - A part of functions do not support swapping the primary and secondary mouse buttons.

### Ver4.9.0c

- Main
  - 16-bit HDR PNG images can be used for environment maps. (BT.2020-PQ/HLG only)
- Command
  - When changing the UV channel name in [UV Edit], you can change the names of all objects and materials at once.
  - In [Path clone], you can import lines and turn them into objects
  - In [Path clone], you can perform various operations while keeping the preview display turned on.
  - In [Path clone], you can create a pipe by specifying the outer diameter, inner diameter, and number of divisions.
  - It is possible to check the parent-child relationships of humanoids when validating VRM in [Bone].
- Preview
  - In glTF/VRM shaders, each texture is displayed as an interpolated result in linear space.
- Import/Export
  - When importing VRM, nodes assigned to humanoids are now always registered as bones.
- Bug fixes
  - An abnormal termination may occur when using scanline rendering.
  - Even if you switch the mapping projection from UV to another and then undo it, the UV coordinates do not return.
  - When using multi-UV, undoing changes the UV coordinates of a UV channel different from the original.

### Ver4.9.0b

- Panel
  - [Dispersion] has been added to the extension settings of the glTF shader for materials. (* Not supported for rendering)
- Command
  - In [Selection - Brush selection], a numerical value for the diameter can be entered.
  - In [Bone], items can be dragged and dropped to rearrange their order or to assign parents to them.
  - In [Bone], buttons to change hierarchy have been added to the bone list.
  - In [Bone], the collider for VRM supports a plane or an inner collider.
- Bug fixes
  - In [Hole], filling up a part including a line may crash.
  - Colors are not accurate with the glTF shader in scanline or ray tracing rendering.
  - An unexpected crash may occur when rendering with path tracing is completed.
  - When exporting to glTF, if there are morphs with different numbers of vertices/faces, the program may crash.
  - When exporting FBX, if the UV channel name contains invalid characters, the program may crash.
  - OpenGL display occurs an error on AMD Radeon.
  - An error message appears when turning on anisotropy in a glTF shader on macOS.

### Ver4.9.0a

- Bug fixes
  - Crash occurs when opening light settings.

### Ver4.9.0

- Main
  - Functions equivalent to the Standard edition are available even when using it for free.
- Bug fixes
  - [Use selection center] does not work in the [UV Edit] [Symmetry center] menu.

### Ver4.8.7c

- Bug fixes
  - An error or freeze may occur when displaying Direct3D 11.

### Ver4.8.7b

- Command
  - [Convert to VRM 1.0] in [Bone] can also convert color space of MToon shader.
- Preview
  - [Shadow] display has been abolished, and [Occlusion] display can now be used instead. (Direct3D 11 only, OpenGL/macOS not supported)
  - VRM shaders are now displayed in sRGB color space when in VRM 1.0 mode.
- Bug fixes
  - In the VRM player, MToon parameters with initial values ​​are displayed differently from the set values.
  - Semi-transparent object with glTF/VRM shader is displayed is excessively transparent in Direct3D 11 display.

### Ver4.8.7a

- Panel
  - Extension parameters are now displayed only when each extension setting of the glTF shader is turned on in the material settings.
- Preview
  - The display width of the VRM shader's screen outline has been adjusted to the same level as other viewers.
- Command
  - You can now directly enter the center coordinates and symmetry axis in the [Symmetry center] menu of [UV edit].
- Import/Export
  - Thumbnails of VRM files are now displayed in the file browser.
  - You can now [Apply bind pose] with glTF/VRM input.
  - Improved compatibility with UniVRM when exporting VRM.
- Bug fixes
  - Undoing UV coordinate conversion in material settings does not work.
  - The colors of the HDR file registered as an environment map are strange.
  - The reflection color map and anisotropy map of the glTF shader are not displayed correctly in Direct3D 11 display.
  - PMD/VRM shader outlines are not displayed in perspective projection in OpenGL display.
  - OpenGL display may waste memory.
  - [Bone] VRM player does not work properly if there is no spring bone.
  - Even if the enlargement ratio is specified in VRM input/output, it is not reflected in the outline width in world coordinates.

### Ver4.8.7

- Panel
  - UV coordinate transformation can now be set in material settings (only available for glTF/VRM shaders)
- Preview
  - You can now specify whether to apply a shader for each view by selecting [Enable], [Disable outline], or [Disable].
  - Improved the quality of PMD/VRM shader outline display.
- Command
  - [Bone] VRM player supports animation using VRMA files.
  - [Bone]'s VRM humanoid notation has been translated into Japanese.
  - [Morph] supports morphing of normals, UV coordinates, and vertex colors.
  - You can set the material color and UV coordinate transformation for VRM in [Preset settings] under [Morph].
  - [Morph] can now be set to [Register automatically] to presets.
- Import/Export
  - glTF/VRM input/output supports UV coordinate transformation (KHR_texture_transform) and morphing of UV coordinates and vertex colors.
- Bug fixes
  - An error occurs when using multi-UV in OpenGL display.
  - Local coordinates are not output correctly in glTF output.
  - A part of VRM information is lost when performing undo.
  - When turning on front/back reversal with VRM 0.x output, the offset of the LookAt is reversed.
  - Even when PMD output is set not to output hidden objects, morph targets are output.

### Ver4.8.6e

- Command
  - In the [Bone] VRM player, you can now select the drag target (Root/Hips/LookAt), loop playback, set the center of the spring bone, and set the eye movement range.
  - You can merge multiple spring bones (0.x only) or set the center bones of multiple spring bones at once in [Bone].
- Preview
  - The display width of the PMD shader outline has been adjusted.
- Bug fixes
  - Colliders of other spring bones may disappear when deleting a spring bone.

### Ver4.8.6d

- Rendering
  - When displaying [Rendering], the outside of the rendering area is now displayed darkly on the view.
- Import/Export
  - URLs in the meta information can be opened and displayed in the browser when importing VRM.
  - The forward direction can be reversed when exporting VRM 0.x.
- Command
  - Enhanced VRM editing of command [Bone].
    - You can now perform other operations while displaying the results of [Validate VRM].
    - The spring bone structure can be converted from 0.x to 1.0.
    - Spring bones for VRM 1.0 can now be reconfigured.
    - You can now capture the screen and set a thumbnail.
    You can now set the XYZ editing options when expanding the [Grid].
- Bug fixes
  - VRM player cannot be started depending on the PC environment.
  - When outputting VRM using the VRM shader with the outline mode set to screen coordinates, the outline is not displayed at the correct width in the external viewer.

### Ver4.8.6c

- Command
  - Parameters of spring bones can be edit while checking the behavior of them in the VRM player in [Bone].
- Bug fixes
  - Facial expressions are not processed correctly in PMD input/output.
  - Depending on the version of macOS, it may be difficult to press the eye/key icons in the object panel.
  - Some standard Python modules cannot be used in Python scripts on macOS.

### Ver4.8.6b

- Command
  - Various settings for VRM can now be configured in [Bone].
  - It is now possible to register presets (including expressions for VRM) in [Morph].
- Export
  - In FBX exporter, points and edges are no longer output even if they are included in the object.
- Bug fixes
  - When specifying rounding with [Bevel], the corners become distorted.
  - In [UV edit], the UV channel cannot be switched if the object is hidden.
  - Multi-UV may be displayed incorrectly if there are unused UV channels.
  - Objects may be lost if the object name and morph name are duplicated in glTF/VRM input.
  - When outputting glTF/VRM, the output results are incorrect if the skin object's local coordinates are not at the origin.
  - Double-sided display is not reflected in the preview in the VRM MToon shader.

### Ver4.8.6aa

- Bug fixes
  - When saving a file with some functions on macOS Sonoma, an error message is displayed when changing the file type and the file cannot be saved.

### Ver4.8.6a

- Main
  - Provisional support for macOS Sonoma.
- Preview
  - An outline can be displayed in PMD/VRM1.0 shaders.
- Bug fixes
  - A wrong message is displayed in the [Base] mode in [Lattice] command.
  - Iridescence thickness in glTF shader uses a wrong channel.
  - VRM importer doesn't read a part of MToon parameters correctly.
  - The help pages of the object setting and so on aren't shown on macOS.

### Ver4.8.6

- Command
  - [RenderMan] integration has been discontinued as a standard feature, and is now provided as an external plug-in.
- Panel
  - [VRM 1.0 MToon] has been added to the shaders in the Material panel.
  - [Anisotropy] has been added to extensions of the glTF shader. (*Not yet supported for rendering)
  - The help pages of the object setting and so on aren't shown on macOS.
- Import/Export
  - [Difference only] of the morth and [Mesh compression] options have been added to glTF output.
  - VRM files can be input and output, and MToon shader is supported.
  - If a file without an object name is imported, a name based on the file name is assigned.
- Python script
  - The version of Python has been changed to the 3.11 series.
- Bug fixes
  - Texture images are not always reflected in the preview of material settings.
  - When reading group information during OBJ input, the vertices are broken up by face.
  - Errors occurred when using Blinn shaders in Direct3D display.
  - After switching a clip face on/off, the display may be incorrect.
  - Vertex color is not multiplied by basic color in glTF shader display.
  - The material on the preview is not acquired by Shift+click when the preview is on in the [Segmentation] of the [Material] command.

### Ver4.8.5b

- Command
  - In the [Normal vec.] mode of [Move], a handle can be moved in the three axes when the [Each vertex] is off.
- Import/Export
  - FBX importer reassigns default UV if a UV channel is set that does not exist in the mapping images.
- Bug fixes
  - FBX exporter outputs wrong multi-UV coordinates.

### Ver4.8.5a

- Import/Export
  - PLY importer and exporter supports a face color.
- Bug fixes
  - Rendering with path tracing may cause crashes.

### Ver4.8.5

- Configuration
  - [3-axis trackball] has been added to [Rotation action] in [View].
- Command
  - [Brush] and [Segmentation] have been added to [Material]. ([Segmentation] is for EX only)
  - In [UV edit], up to four UV channels can be assigned per object. (EX only)
  - In [UV edit], an image displayed below the UV unwrapping can be switched to other than texture mapping.
- Panel
  - Non-standard shader-specific mapping images can be displayed and edited in the paint panel.
  - In the paint panel, mapping images for glTF shader that use only certain RGBA channels displays only those channels.
- Rendering
  - Reduced memory usage by textures during path tracing.
- Import/Export
  - FBX/glTF import/export support multiple UV channels. (EX only)
- Python script
  - The version of Python has been changed to the 3.10 series.
- Bug fixes
  - Unable to save mqoz files when file size is extremely large.
  - Ray tracing rarely results in missing pixels.
  - When rendering with path tracing, indirect lighting may cause the rendering to freeze without finishing.
  - Object smoothing angles are not applied correctly when exporting .obj.

### Ver4.8.4b

- Main
  - The split position of the view is retained after switching layouts or restarting, and can be reset in the menu.
  - Items to be recorded when recording a view information can now be selected from the view angle and the edit option.
- Import/Export
  - A .vrm file can be loaded as glTF.
- Bug fixes
  - The glTF exporter may output an error data when the Constant shader is included.

### Ver4.8.4a

- Import/Export
  - glTF importer supports 'sparse accessor'.
- Bug fixes
  - macOS/OpenGL display may waster memory and crash.

### Ver4.8.4

- Command
  - [Select - Joined face] can now be used to limit the angle of selection.
  - A [Fix direction] option has been added to [Move] that does not change the orientation of the handle.
  - The command button for [RenderMan] are now hidden when RenderMan is not installed.
- Panel
  - The [Iridescence] has been added to the extension settings of the glTF shader in the [Material Panel] settings.
  - [Indirect Lighting] has been added to the material settings as a light source that is not itself visible during path tracing.
- Import/Export
  - "meshes.extras.targetNames" now corresponds to the names of morph objects in glTF importer and exporter.
- Bug fixes
  - In [Local], clicking on an object other than the current object switches the current object, even if the [CurObj] option is on.
  - [Edge - Divide] may freeze when Triangle Split is on.
  - [Hole] may leave lines when filling holes that contain lines.
  - In [RenderMan], depending on the version of RenderMan, a warning may appear when reducing noise.
  - Wrong values were displayed as angle and magnification rate when rotating and magnifying in the operation panel, depending on the [Display unit].
  - Undo after inserting an object sometimes may break bones.
  - When an alpha blending is disabled in OpenGL display, the symmetry plane is also displayed opaque.
  - Rulers or background images may be not display correctly in OpenGL display.
  - When using PxrSurface shader in OpenGL display, an error is displayed.

### Ver4.8.3b

- Command
  - In [Bone], a shortcut key for Move, Rotate or Scale now works in Paint/Copy mode of Skinning.
- Import/Export
  - Emission with a value greater than 1 can be imported and exported by the KHR_materials_emissive_strength extension in glTF.
- Bug fixes
  - Vertices created by [Bevel] may be not shared between edges.
  - [Sheen] of glTF shader displays incorrectly.
  - A normal map scale of glTF shader is not reflected in the path tracing.
  - When the window is maximized.Windows 11, there is a margin at the edge of the window.
  - Turning off [Lighting direction/color] is not reflected in the display.

### Ver4.8.3a

- Bug fixes
  - FBX output crashes if an object without vertices is set as a skin for bones.
  - Lighting becomes inaccurate when the area of the light source object is small during path tracing.
  - Noise reduction may crash when enabled during path tracing on some Macs.

### Ver4.8.3

- Command
  - [Thickness] can be measured radially in [Measure].
  - The color display of [Thickness] in [Measure] can be grayscaled and inverted.
- Panel
  - Ior/Specular/Transmission/Volume are added to the extensions of the glTF shader in the material property.
- Preview
  - Extensions of the glTF shader becomes to be applied in the preview display. (In OpenGL display, some textures are not reflected depending on the environment.)
- Bug fixes
  - A beveled corner by [Bevel] may be distorted.
  - Scrolling may occur suddenly when changing the display or lock on the object panel.
  - A lathe setting of an object cannot be set correctly.
  - A parameter in a material may be not able to set over 1.

### Ver4.8.2a

- Command
  - Removing a middle vertex in [Edge > Divide] supports symmetric edtting.
- Rendering
  - Semi-transparent parts are accurately rendered in the path tracing.
- Import/Export
  - In FBX importer, even if object names overlap, they are treated as separate objects instead of merging.
  - FBX exporter supports normal vector morph.
- Bug fixes
  - Scrolling behavior may be incorrect while changing the display/lock by dragging in the object panel.
  - [Edge > Divide] may not split a face correctly in symmetric editing.
  - Nearby faces may be clipped in the path tracing.

### Ver4.8.2

- Command
  - [Normal direction] in [Move] can move each vertex to the each normal direction.
  - [Divide] of [Edge] can also remove a middle vertex by clicking with Alt(Windows)/option(macOS) key.
  - [Vertex color] supports [Transcript].
  - [Transcript] in [Normal] can specify whether to target only selected vertices or all vertices.
  - [Transcript] in [UV edit] can specify multiple source objects.
  - The UV view can be reset in [UV edit].
  - With [Rotate children] mode of [Rotate] in [Bone], the orientation of the child bone rotates in tandem.
- Rendering
  - [Bokeh] can be set for the path tracing.
- Import/Export
  - FBX exporter outputs an object without vertices and faces as a Null node instead of a Mesh node.
  - FBX exporter can convert a glTF shader to a Maya Stingray PBR shader.
- Bug fixes
  - The path tracing may crash with both a texture mapping and an alpha mapping.
  - Stripes appear when the object size is huge in the path tracing.
  - If the sub-panel spans monitors with different scaling ratios, the sub-panel will shift when switching commands.

### Ver4.8.1a

- Main
  - The renderer right after startup has been changed to always be OpenGL on macOS.
- Bug fixes
  - Undo for some operations after switching the display of an object may not return the display state.
  - In [Bone], entering numerical values for rotation may crash.

### Ver4.8.1

- Panel
  - View information can be recorded or deleted by right-clicking on the button in [Record] in [View panel].
  - A setting to close the window by Enter key has been added in the [Object Property] and [Material Property].
  - Local coordinates are symmetrized when creating a symmetrical object in [Clone] in the [Object Panel].
  - The number of bones is displayed in [Document information].
- Command
  - In [Select > Brish], an option to select a face if any part of it is covered by the brush has been added.
  - In [Extrude], the angle can be set to a negative value to extrude in a spreading direction.
  - In [Bone], [Rotate] in [Rigging] can display and input a rotation angle by switching between local and world coordinates.
  - In [Bone], a forward axis of a bone can be set.
- Bug fixes
  - Some windows cannot be closed by pressing the esc key in macOS.
  - Unable to open .mqoz files containing an environment map that have never been displayed before.
  - In FBX import, the bone orientation may be different from the original.

### Ver4.8.0a

- Bug fixes
  - A .mqo file may not be readable if the object name contains characters of a certain language.
  - An export of a rendering result fails when the HDR option is off.
  - Selection an embedded [UV edit] by customize of edit mode crashes.
  - Undo for deformation of [Lattice] may crash.
  - Some shaders do not display the color-coded back faces.
  - The default language setting may be set to English at first launch on macOS with a Japanese environment.

### Ver4.8.0

- Main
  - An environment map can be specified in the property of [Lighting].
  - The previous installation location is now reflected in the next update installation.
- Panel
  - While [Object property][Material property][Document information][Rendering] windows are open, other operations can be performed.
  - Old RenderMan shaders has been removed that are not supported in RenderMan 22 or later.
  - [Transparent] shader for path tracing has been added in [Material property].
  - In [Material property], parameters for light intensity, etc., can be specified values outside the range, such as 1 or more, by entering numerical values.
  - [Record] tab has been added in [View panel]. It is equivalent to F5-8 keys.
- Preview
  - Metal display has been added as an experimental feature in macOS.
- Rendering
  - Path tracing (Physical based) rendering is supported. (The resolution is limited in Standard edition)
  - The maximum resolution is up to 16384. (EX only)
  - When the rendering image is saved into TIFF/HDR/EXR file, 32bit HDR image can be saved. (EX only)
  - In scanline and ray tracing, the rule of sampling pixels for textures has been changed to match the preview display exactly.
- Menu
  - High-quality smoothing and filtering are supported in [Flatten]. (EX only)
  - [Export to DOGA-L series] has been discontinued.
- Command
  - [Move] in [UV edit] can move UV coordinates by relative values.
  - [Move] and [Rotate] in [View] can operate by buttons.
- Import/Export
  - Records of the view by F5-8 keys are saved into a mqoz file.
- Bug fixes
  - [Rc](rectangle) and [Rp](rope) selection work wrong with judging whether faces are front or not when [Fr](front) option is active in [Bone] > [Paint] > [Point].
  - When opening with an associated file, if the file name contains certain characters, it may not be loaded.

### Ver4.7.7d

- Command
  - [RenderMan] command supports RenderMan 24.
- Bug fixes
  - Normal display breaks after freezing a mirror when [Normal] command is used.
  - [Transcript] In [Normal] may work incorrectly.
  - The preview is not updated when [Wide smoothing] in [Flatten] is used.
  - The preview is left after canceling some menus such as [Flatten]. (macOS only)

### Ver4.7.7c

- Command
  - In [Growing] of [Select], the range can be input numerically.
  - In [Lattice], the coordinate can be input numerically while deforming.
  - [PathClone] applies the local coodinate to each object when multiple objects are cloned.
  - [PathClone] can numerically input the coodinate of control points.
- Bug fixes
  - [Lattice] may crash by operating after undo.
  - [Transcript] In [Normal] may work incorrectly.
  - [Boolean] may make a hole.

### Ver4.7.7b

- Bug fixes
  - [Knife > Hole] may crash.
  - [Create text] crashes. (macOS only)
  - glTF importer cannot load a file that contains multi-byte encoding in the filename. (Windows only)

### Ver4.7.7a

- Menu
  - [Quadlangulate] and [Thicken] support symmetric editing.
  - Single-sided or Double-sided for lathe can be specified in [Freeze].
- Bug fixes
  - Up vector in [Bend][Shear] cannot be moved by dragging.
  - Initial values are not applied to the result immediately after calling [Shift position].
  - A normal map for glTF shader is not displayed correctly in Direct3D 11 display.

### Ver4.7.7

- Panel
  - Specular-Glossiness settings and extensions (clearcoat/sheen/transmission) have been added to the settings of the glTF shader in Material Property (They are not applied to the preview)
- Menu
  - Each function in the [Selected] support a symmetric editing.
  - [Align vertices] and [Planation] have been merged to [Align/Planate vertices], and linearize has been also added.
  - [Align/Planate vertices] and [Shift the position] can confirm the result while setting parameters.
  - [Mesh smoothing ] has been changed to [Mesh divide/smoothing], and it can specify whether smoothing is on or off.
  - [Robust] mode in [Boolean] becomes more robust.
  - [Voxel] mode in [Boolean] can specify a maximum number of triangles.
  - [Boolean] adds [Only select intersection] mode.
  - [Boolean] can process multiple objects at once.
- Command
  - [Joined face] and [Growing] in [Select] adds [Same material] option.
  - A numeric input in [Move] support a local axis.
  - A direction of the handle in [Move] can be input numerically.
  - [Scale] and [Rotate] can keep the center of the position when the selection is changed.
  - [Local] can change the base position to the center of the selection.
  - [Local], [Lattice], [Mapping] and [UV edit] can move the axis of the handle with switching L/W/S in the [Edit option].
  - [Knife - Saw] obsoletes fast and robust mode, and it can specify whether it reserves the cut side or not.
  - [Bend] and [Shear] add the [2D] mode.
- Preview
  - [Direct3D 9] has been obsolete.
- Import/Export
  - glTF importer supports Draco compression data.
  - glTF importer and exporter support Specular-Glossiness settings and extensions.
- Bug fixed
  - The color does not change even if only lines without faces are selected in [Edge loop] and [Growing] in [Select].
  - When you scale by numeric input in the property of [Scale], it scales along the different axis from the local coordinate even if L of the Edit option is on.
  - [Knife][Edge] and so on process at the different position from the highlighted one on the edge in the perspective view.
  - [Merge selected neighbor faces] cannot process in the specific condition.
  - [Paste] may crash when [Bone] is used.
  - An object name other than the local language breaks in the FBX exporter.

### Ver4.7.6

- Main
  - The macOS version natively supports Apple Silicon.
  - A size of mouse cursor is automatically adjusted by the dpi of the display (display scaling).
- Python script
  - Python version has been changed to 3.9.1.
- Import/Export
  - [Restore to default] is added to import/export of multiple formats
- Bug fixes
  - Pressing Esc key in the Material Property may crash.
  - In [Transcript] of [Normal], a normal vector may not be transferred to a face that is in the same position.
  - In FBX exporter, a rotation angle of a bone that the rotation angle is limited is not correctly outputted.
  - It cannot import or export .3MF file when an object's name or a texture filename contains specific characters.

### Ver4.7.5a

- Bug fixes
  - A mesh on [Left] view is displayed incorrectly under some conditions.
  - 'Out of memory' is displayed in Direct3D 11 views under specific conditions.
  - [Rigging - Rotate - Adjust direction] in [Bone] with selecting symmetric bones crashes.
  - In [Bone], Min/Max values of 'Rotation limit' of symmetric bone are reversed when they are modified.
  - In [Bone], an object's name is garbled in [Skin setting] of [Bone] under some conditions on macOS.
  - A thumbnail in a saved .mqoz file has been broken on macOS.

### Ver4.7.5

- Main
  - Provisional support for macOS Big Sur.
- Import/Export
  - glTF importer supports normal vectors.
  - A [Triangulate] option has been added to FBX/OBJ exporter.
- Bug fixes
  - Overwriting an existing file when saving in [Rendering] freezes on macOS 10.15.
  - A rotation limit of a bone isn't outputted in FBX exporter.

### Ver4.7.4d

- Bug fixes
  - An application crashes while using Direct3D 11 in some environments.

### Ver4.7.4c

- Rendering
  - PMD Shader has been applied.
- Bug fixes
  - Normal vectors from importing FBX may be wrong.
  - A cloned bone's name is duplicated in [Bone].
  - A frozen right/left bone's name may be invalid in [Bone].
  - Coordinate axes may be strangely displayed in Direct3D 11.
  - A list or a tree-list is not updated or crashes in macOS.

### Ver4.7.4b

- Bug fixes
  - The response for Direct3D 11 display is slow depending on the usage environment.

### Ver4.7.4a

- Import/Export
  - [Apply bind poses] option has been add in FBX importer.
- Bug fixes
  - Direct3D 11 display causes an error when [Change the colors of lines in selected faces] is on.

### Ver4.7.4

- Main
  - Installation of D3DCompiler_47.dll is necessary for Direct3D 11 in Windows 7/8.
- Command
  - A bone template for Unreal Engine 4 has been added in [Bone]
- Menu
  - glTF shader is applied for ray tracing in [Rendering].
- Import/Export
  - FBX SDK has been updated to Ver2020.0.1.
  - Physical materials (Maya Stingray|Arnold, 3dsMax Physical|VRay) are assigned as glTF shaders in FBX importer.
- Bug fixes
  - A cancellation after preview crashes in [Reduce polygons].
  - Different transparent modes in multiple views make wrong preview in Direct3D 11.
  - Importing FBX files exported from 3dsMax sometimes misplaces vertices.

### Ver4.7.3

- Command
  - In [Bone], [Make two bones symmetric] has been added in [Align].
  - In [Bone], weights of both bones are inherited when bones are merged by right-click while dragging.
- Bug fixes
  - Files are not sorted by names in [File browser]. (macOS only)
  - [Flip normal map] setting is not applied in [Rendering].
  - [Middle bones between parent and child] moves other than middle bones.
  - Changing the order in [Bone list] will be restored after reloading.
  - In [Bone], weights will be lost by redo after mesh operations.
  - In PMD export, a setting of a twist bone is set to the parent one.

### Ver4.7.2b

- Main
  - The GUI is changed by the macOS's appearance (Light or Dark).
  - An installation is complex because of the security warning in macOS Catalina (10.15).
- Bug fixes
  - An extension is not automatically changed when a file is saved in macOS Catalina (10.15).
  - Lists and Paint Panel are not updated after operations.(macOS only)
  - An application freezes when an object whose name contains non-English characters.(macOS only)
  - A part of shortcut keys is not available when the help is docked.(macOS only)

### Ver4.7.2a

- Bug fixes
  - Importing and exporting FBX file crash. (macOS only)

### Ver4.7.2

- Main
  - Supported macOS version has been changed to 10.11 or later.
- Command
  - In [Move], vertices are merged by not only right-click but also space key while dragging.
  - In [Bone], locked objects are also deformed by the bone deformation.
  - Weights of [Bone] are transferred after clone, merge, freeze, paste and so on.
- Import/Export
  - FBX version 2020.0 is supported. (Except Windows 32bit)
- Bug fixed
  - In [Move], a merging by right-click snaps to a hidden vertex.
  - Checking for update is always failed in macOS.

### Ver4.7.1

- Menu
  - [Reduce polygons] can display a preview before completion.
  - [Fast] algorithm in [Reduce polygons] becomes faster and more precise.
  - A maximum resolution of an output file is enlarged to 16384 in [UV edit - Output].
- Command
  - An option for selecting along creases is added in [Select - Root].
  - A background image can be rotated in [BkImg].
- Import/Export
  - A rotation in EXIF of JPEG is applied to a loaded image.
- Bug fixed
  - A right-click while dragging in [Move] merges to a selected vertex.
  - [Extrude] without the edit option [X/Y/Z] makes a broken result.
  - [Average] in [Normal] sometimes crashes.
  - [Normal] does not affect a normal direction of a selected vertex to the edit field when the edit option [W/L] is on.
  - [Morph] crashes by selecting a target object that is folded in the object list.
  - A scaling factor of importing glTF does not affect to local coordinates or bones glTF
  - A message for an unregistered restriction is broken. (macOS only)

### Ver4.7.0

- Main
  - The guide for beginners is displayed when the software is launched for the first time.
  - In [Material Property], you can specify the processing method of the boundary of the texture image.
  - The number of characters for object and material names is increased. 63 characters in UTF-16 are the largest.
  - Plugins can be installed directly from a zip file.
- Command
  - In [Pull], you can create rectangular faces with specified width by a numerical value.
  - In [Bend] and [Shear], deformation amount can be specified by a numerical value.
  - In [Bone], specifications are changed. Node structures become the basic format. Parameters and operation method have been improved.
    - In PMD setting mode, bone name on the bone list can be displayed in Japanese.
    - When symmetrically copying, you can set the naming convention of the mirror bones.
    - Alignment of bones is added.
    - In [Paint] command, Pose based animation playback has been added.
    - In [Paint] command, [Needle] for painting the weight of vertex on the backside is added.
    - In [Paint] command, you can list the weights assigned to the selected vertices.
    - When importing/exporting weight, you can process multiple selected objects at once.
- Preview
  - The calculation method of the normal has been changed. You can also edit the normal of double-sided polygons if you do not specify crease.
  - The display repeatability of glTF shaders has been improved.
  - When displaying meshes and scales on 3D view, it was fixed that their interval may be too close.
- Import/Export
  - The standard file format has been changed from MQO/MQX to MQOZ.
  - When importing OBJ, it corresponds to the loading of character code UTF-8 as an option.
  - For glTF import / export and DAE import, bone and morph have been supported.
  - Since the bone structure became a node base, the compatibility of the hierarchical structure was improved for FBX and PMD import/export.
  - In [File browser], thumbnail display of 3MF and DAE file formats are supported.
  - File Export for COB(trueSpace), POV(POV-Ray), WRL(VRML 1.0), SUF(DoGA), AMF, JMF(three.js) are abolished.
  - Importing bone and morph information is supported when an object is inserted from a file. (Except when combined with an existing object of the same name.)
- Bug Fixed
  - In [Select], problems occur when specifying an object in the collapsed hierarchy on the object list by [CurObj].
  - In [Rendering], it takes a very long time to ray tracing rendering of materials with specular reflection specified.

### Ver4.6.9

- Command
  - Shaders and light source parameters for RenderMan 22 are added.
  - In [RenderMan], Material asset library is now available. (RenderMan 21 and later)
  - In [RenderMan], outputting rib file has been supported.
  - In [RenderMan], rendering can be done in the background.
  - In [Bone], when [Mirroring copy], [Transcript], [Import] are done, it can be applied only to selected vertices.
- Python Script
  - Python version has been changed to 3.6.7.
- Bug Fixed
  - When closing the window, the software quits even if the file saving fails.
  - The edited normals do not become symmetrical when an object is copied symmetrically.
  - In [Normal], the selection operations holding down the Ctrl key is not working properly.
  - After editing the normal, when exporting to some file formats other than mqo, unintended separation of faces occurs.
  - Edited normals become incorrect when moving the object by the [Local] command.
  - In [Bone], scaling by numerical input does not work.
  - In [Bone], when you use painting weights, display of vertex becomes instantaneously incorrect.
  - In [Bone], a color immediately after opening a bone setting is incorrect.
  - Software crashes after editing the parameters of HLSL shader in [Material setting].
  - When Direct3D 11 is used for display, the based color is not reflected if a texture is assigned with the glTF shader.
  - When OpenGL is used for display, the material to which the shader for RenderMan is assigned is not displayed properly.
  - Some Python script functions do not work properly.
  - When a Python script occurs error, the line number indicating the error position is not displayed correctly.
  - In exporting PMD file, incorrect data is output when the bone group is not set.
  - glTF importing and exporting cannot handle a hierarchy and local coordinates correctly.

### Ver4.6.8

- Main
  - macOS Mojave(10.14) is supported.
- Command
  - [Knife - Continual cut] can divide an end triangle.
  - RenderMan Ver 22 is supported in [RenderMan] support command.
- Bug Fixed
  - A handle may not be rotated in [Lattice].
  - glTF exporter outputs an invalid file when an object has lines only.

### Ver4.6.7

- Bug Fixed
  - Exporting FBX may crash.
  - A part of functions to set user-data does not work correctly in Python script.

### Ver4.6.6

- Command
  - In [Bone], a name of bone branched up from the chest in Humanoid template is changed to 'UpperChest'.
  - In [Bone],divide to [Disconnect from parent] and [Disconnect children] in Right-click menu. And delete [Disconnect parent/children] from bone setting.
- Menu
  - For [Voxeloid] and [Solidify texture], converting voxels to polygons can be processed at high speed by [Marching cubes].
- Panel
  - The glTF shader can be selected in [Material setting].
- Import/Export
  - For export PLY, you can select [Type](Point cloud, Triangle, Faces) and [export Normal vector].
  - The processing speed of files with many objects and faces has been improved when exporting to OBJ and other formats.
  - glTF import and export are supported.
  - LWO3 format (Lightwave3D 2018) import is supported provisionally. (Some shader setting is not imported.)
- Bug Fixed
  - The software may crash when you run [Select vertices / faces] on the object list.
  - In [Bone], weight value may change when exporting and importing weights to the same object.
  - In [Bone], weight value may not be assigned to vertices in the sphere anchor.
  - When [Copy] or [Freeze] is run in [Bone], some parameters and parent-child relationship are not copied correctly.
  - Vertices are displayed even if [lines of uncurrent objects] is hidden when OpenGL is used as renderer.
  - Python script, MQWidgetBase.width/height, MQDialog.close, etc. can't work correctly.
  - For windows, Python script path is not reloaded after first run.
  - In PMD input / output, if the name of the model or bone is close to the upper limit of the number of characters, it may not be handled correctly.

### Ver4.6.5

- Bug Fixed
  - [Normal] does not work correctly.

### Ver4.6.4

- Main
  - Even when the number of polygons is large, processing such as preview display has been to speed up.
  - The functions of multiple commands have been added for shortcut key registration.
- Import/Export
  - For FBX files included multiple UV, the applied UV channel will be more appropriate.
  - If Exporting FBX, UV or vertex color on surfaces sharing the same vertex will be unified as much as possible.
- Bug Fixed
  - When using [Fast] mode of [Boolean], the faces of the non-intersecting part may be deleted.
  - In [Script Editor], substitution may not work properly.
  - In the script editor, if the name of the py file contains characters in languages other than English, an error occurs.

### Ver4.6.3

- Configuration
  - Maximum resolution of texture image has been upped to 16384.
- Command
  - In [UV Edit], even if the development map overlaps the grid, the map has become displayed.
- Python Script
  - The version of Python has been changed to ver.3.6.3.
- Bug Fixed
  - When [Apply Deformation] in [Bone] command is clicked, the software may be crashed.
  - In [Morph], the software may be frozen when reflection of modification of the base object.
  - When FBX file exported, exporting order of morphing is not constant.
  - For Windows edition, NUMPAD keys cannot set to shortcut key.
  - For Mac edition, the software may clash when curved surface type 1/2 is used under specific conditions.
  - For Mac edition, [Distortion] of [UV Edit] display option is not displayed.
  - For Mac edition, one of [Auto unwrap] method, For many polygons, doesn't work. The software may clash.
  - A warning message is displayed from RenderMan 21 when rendering set [Trace] to [Bidirectional].
  - For Mac edition, you cannot select [It] of RenderMan 21.
  - For Mac edition, rendering result has been an error when using Denoise of RenderMan.

### Ver4.6.2

- Command
  - In [Lattice], parameters can be changed when modifying, like as previous version.
  - In [UV Edit - Lattice], [Fit] has been added.
  - In [UV Edit], messages displayed during the operation became easier to understand.
  - In Display configuration of [Bone], [Display in other command] has been added.
- Bug Fixed
  - Software may be crashed if using Perimeter of [Measure].
  - [Unify face] don't work correctly.
  - Unwrapping is sometimes not shown after activating [UV edit].
  - In [UV edit - Auto unwrap], the previous status for the repacking only is not recognized.
  - The back side of faces may be not displayed on the UV developed when using Direct3D 11.
  - Clip plane is not applied to display by PMD or Renderman shader.
  - When exporting to OBJ/X, normals are not outputed correctly.
  - The part of multi-line text by European fonts display may be cut off.
  - For macOS/OS X, [Script Editor] may work wrong.

### Ver4.6.1

- Bug Fixed
  - When renderer is set OpenGL, edges of selected polygons are not displayed.
  - When renderer is set OpenGL, a back side of a material that specified double-sided display is not displayed.
  - In {Bone > Paint], [Blur] may not work properly.
  - The software crashes when doing [UV Edit > Stitch].
  - In {Boolean], objects with holes may be ignored when Voxel based processing.
  - Saving a .mqo file may crash.
  - The installation folder cannot be changed in 64-bit version.
  - [Copy / Paste] or [Help] of [Script Editor] does not work in for macOS/OS X edition.
  - Some Python scripts do not work properly in for macOS/OS X edition.

### Ver4.6.0

- Main
  - It supports to the fine wheel operation of the mouse for SurfaceDial etc.
  - MQX file is automatically saved when the software crashes.
- Configuration
  - [Show all formats] is added to Latest files in [File].
  - [Max size] of [Auto backup] is added.
  - For the mouse action, the setting with pressing Shift or Ctrl key is added. And you can select the setting from presets.
  - Script button on tool panel can be operated by shortcut key.
  - The function to reset the customized shortcut key to default is added.
  - The function to reset all of the settings (Including other than configuration) or part of configuration to default is added.
- Menu
  - In [Flatten], [Wide smoothing] is added.
  - In [Boolean], the voxel based algorithm is added. (In Standard edition, part of the function is limited.)
  - In [Voxeloid] and [Solidify texture], some options of setting are added. And the accuracy of the final output is improved.
  - [Remesh] is added. (EX edition only)
- Command
  - In [Knife - Continural cut], you can divide faces with the specified number of partitions.
  - In [Hole], [Fill up all holes] processing speeds up and support setting vertex color.
  - In [Lattice] and [UV Edit - Lattice], smooth interpolation option is added.
  - [Vertec Color - Ambirnt occlusion] and [Measure - Thick - Colorize thickness] are became to process faster. (EX edition only)
  - In [UV Edit], [Adjust group size] is added.
  - In [Auto unwrap] of [UV Edit], [Snap selection] and [Remove route] are added. These can do easily to add and delete cracks.
  - In [Auto unwrap] of [UV Edit], some options, denoise etc., are added.
  - In [Auto unwrap] of [UV Edit], [Fot many polygons] algorithm is added.
  - In [UV Edit], [Repacking] is added. It is the function that mapping images are repacked according to edited UV coordinates. (EX edition only)
  - In [Morph], [Auto reflection of modification of base] is added. Modification of base object is reflected automatically to target objects.
  - [Normal] is added.
- Preview
  - [Symmetry plane] is added. It is displayed on 3D view when symmetrical editing.
  - [Clip plane] is added. You can hide one side of the face by moving the clip plane. (Set by [View header - Disp - Clip plane] and [View - Clip plane] command.)
  - When displaying in Matcap, objects are displayed without texture images.
  - Display by OpenGL for Windows/macOS/OS X is accelerated.
- Import/Export
  - In [Export], [MQO file for Ver2.2 compatible] is changed [with options]. It can specify other options, [Visible object only] etc.
  - In [Import], PLY file with texture mapping data is supported. (EX edition only)
  - In [Import/Export], 3MF file is supported. (EX edition only)
  - In [Export] and [Import], FBX version 2018.0 is supported.
  - Export to FBX/OBJ/PMD/X/POV/SUF/JS and Import FBX/OBJ/PMD are supported normal.
  - [Invert texture V coordinate]is added to options of JMF export.
- Python script
  - Python is updated to version 3.6.1.
  - Script editor is available in edition for macOS/OS X.
- Bug fixed
  - Operation doesn't work properly after [Fast] algorithm of [Boolean] is run.
  - Vertex color may disappear after [Fast/Robust] algorithm of [Boolean] is run.
  - Vertex color or weight may disappear when [Swap] of [Edge] in symmetric edit.
  - Vertex color or weight may disappear when using [Swap] of [Edge] in symmetric edit.
  - When renderer is set [Direct3D9] or [OpenGL], part of overlay display on the selected surface is chipped.
  - If renderer is set [OpenGL], display by PMD shader is dark.

### Ver4.5.9

- Command
  - In [Knife - Cut] and [Boolean], selection of two kinds of algorithm, Fast or Robust, have been added.
- Python Script
  - Function has been added.
- Bug Fixes
  - In [Knife - Cut] and [Boolean], processing is failed when objects have many faces.
  - In [Paint], you cannot draw to texture on pentagon or more polygon.
  - In [Bone], Material panel display is wrong when the order of the materials are changed on the material list.
  - When the parent-child relationship of bones is changed, the software may crash.
  - There are some mistakes in Humanoid template of [Bone].
  - In [Align vertices], the value of the coordinates become wrong when local coordinates are specified at the last processing.
  - When you use [Mesh smoothing], the setting of UV value and vertex color on polygon are broken.
  - In [File Browser], it may freeze after displaying an error message If memory is insufficient.
  - A display becomes error If an OpenSubdiv surface is applied to an object containing only lines or point clouds.
  - For macOS/OSX edition at restart, the setting of shortcut key with control key is lost.

### Ver4.5.8

- Main
  - The numerical value input field is changed so that the decimal point display digit number does not decrease after input.
  - The display size of the handle is changed almost constant.
- Menu
  - In [Object > Reduce polygons > Algorithm : Specify number], Processing is speeded up. And it can be canceled.
  - EX edition for macOS/OSX supports Resolution 256 or more of [Voxeloid].
- Command
  - In [Measure], it supports to measure the length and the angle on two-dimensionally projected plane.
  - In [Measure], it supports to measure the perimeter.
  - In [Measure], it supports to calculate the area of measuring with [Length] and [Perimeter].
- Panel
  - [Clone] of [Object panel] support to create clone objects with rotating or moving along local axis.
- Bug Fixes
  - The size of the restored panel is different from that at the last startup.
  - For macOS/OS X edition, texture display is distorted when Patch spline 1/2 is set.
  - In [Lattice], undo does not work properly when editing symmetrically.
  - In [Bone], the software crash after detaching the parent-child bone.
  - When anchor is applied in [Bone], weight may be not assigned to the vertex inside the anchor.
  - When exporting FBX file, rotation angle limitation of bone is not exported correctly.
  - When exporting/importing FBX file, if the name of material or texture contains non-alphanumeric characters, they garbled.
  - The object list is not properly updated when SDK does Compact.

### Ver4.5.7

- Command
  - In [Bone], the accuracy of [Transcript] is improved.
  - In [RenderMan] support command, You can set the [Denoise] option. (with RenderMan 20 or later)
  - RenderMan Ver 21 is supported in [RenderMan] support command.
- Import / Export
  - Group information is supported for importing OBJ.
- Bug fixes
  - When you operated in [Select], software is rarely crashed.
  - In [UV edit], [Auto unwrap] is not correctly worked when it is set an option, [Group by materials].
  - In some function (ex. [Extrude]), display unit is not reflected to numerical value.
  - It fails to read the data of morph when PMD file is imported.
  - When you set full-screen mode, the behavior of the window is invalid. (for macOS/OSX only)

### Ver4.5.6

- Main
  - Dividing a quadrangle face to triangle is improved not to occur acute angle.
- Command
  - Rotation direction of [Rings] handle in [Rotate] is changed to same direction of the mouse drag.
  - In {Bone], [Bone list] can be set float window.
  - In [Bone], [Display config.] is added.
  - In [Bone], order of the same hierarchy bones can be changed on [Bone setting].
  - In [Bone], setting of tip node is added as bone does not have length.
  - Deformation by [Bone] and [Morph] are reflected in both command.
  - In [Bone], [Closed region] in [Anchor] is added.
  - In [Morph], to move vertices supported symmetry edit.
- Import / Export
  - Bone data can be imported from FBX format.
  - It is added that only visible objects can be exported to PMD format.
- Bug fixes
  - Error occurs in target setting of [Morph] after objects edit.
  - End bone is deformed strange when a parent bone is moved while [Dual quaternion] is set.
  - Symmetry editing is not correct in [Bone].
  - Display of [Bone list] is not correct when a bone is selected.
  - A software crashes when you reset a pose to default in [Skinning] of [Bone].

### Ver4.5.5

- Bug fixes
  - [Magnet] with the selected vertex only option moves unselected vertices except a current object.
  - FBX exporter with visible object only option crashes when invisible parent object exists.

### Ver4.5.4

- Menu
  - You can insert objects to the current document from [File browser].
  - UV is retained when you run [Thicken].
- Import/Export
  - When exporting FBX file, you can select the visible objects only.
- Python Script
  - Script, [material_per_object.py], that assign different materials to each object is added.
- Bug fixes
  - In [Bone], display of mirroring dummy bone is error.
  - In [UV Edit], software is crashed when [Auto unwrap] is run.
  - Software is crashed when [Boolean] or [Knife], [Saw]is used.
  - File whose extension has the upper case can not be registered in the preset of [Matcap].
  - In [material setting], mapping image is not correctly changed when you drag-and-drop the file into the input field.
  - The label "undo" does not appear when you move or scale objects by using [Edit panel].
  - In [UV edit], distortion of UV is displayed in black If you selected [OpenGL] to the renderer.
  - When you export the group information to the OBJ file, grouping is wrong if there is an object without a face.
  - Software is crashed under certain conditions when you export an OBJ file.
  - IFF file containing the mask information is not loaded successfully.

### Ver4.5.3

- Command
  - Bones can be symmetrically moved or rotated when the skinning mode is selected in [Bone].
  - Setting of bone limit is always reflected in the display If you check [Effect bone limit #] in [Skin setting] of [Bone]. And [Normalize weights] can limit the weight value.
- Import/Export
  - Time of exporting the OBJ file is shortened even if the amount of data is large.
  - Weight value is limited depending on the setting, [Effect bone limit #], when the FBX file is exported.
- Bug fixes
  - Duplicate surfaces are created in [Double sided face].
  - Asymmetric surface is created by [Add] of [Edge] when [Edit symmetry] is enabled.
  - In [UV edit], the aspect ratio of the texture image that is rotated by a numeric input is distorted when the texture is not square.
  - Software crashes if the parent bone is changed in [Property] of [Bone].
  - Range of [Power] of [Specular] is not correct when the PMD shader is selected in [Material property].
  - Changing the parameters is not immediately reflected in the preview when the PMD shader is selected in [Material property].
  - In [Direct3D 11] mode, software crashes if [Correct depth] and [Matcap] are enabled.
  - In [OpenGL], texture is not displayed when the layout of the view is switched.
  - Some [Effect] don't work correctly in the [Paint panel].
  - The material with the name that includes a comma is not imported correctly when the OBJ file is imported.

### Ver4.5.2

- Command
  - When [Node] in [Bone list] is displayed, by rotating the branch source node, all branch bone is rotated.
  - If you want to change the values of X / Y / Z by [Number input] of [Bone], it can be applied at once by pressing [Apply] button.
- Bug fixes
  - In [Texture] of [UV Edit], material that has a different texture from the current material is displayed.
  - In [Bone], the template for MMD is not contained information about IK group.
  - When exporting the SUF (ATR) files, the name of the texture is not exported correctly.
  - When exporting the FBX file, the current pose is not exported correctly.
  - When importing the PMD file, dummy bones cannot be moved or deformed.

### Ver4.5.1

- Panel
  - In [Object Property], kind of [UV interp.] of OpenSubdiv is added. It increases to six kinds.
  - In [Object Property], [Limit surface] of OpenSubdiv is added.
- Command
  - In [Property] of [Bone], you can set IK parent to IK bones.
  - When MQO files that have been saved in earlier versions than 4.4 contains "center end" bone, the bone name is converted to match the current naming convention. Bone names are converted to tip name.
  - In [RenderMan], [Lens diameter] and [Focal length] are changed to [F-stop] in [Depth of field] of camera.
- Preview
  - Display of OpenSubdiv curved surface is fast.
- Bug fixes
  - When you exit after you save the file, it is a confirmation message is displayed again.
  - After registering the layout in [View], registered layout name does not appear. Previous name is displayed.
  - In [Bone], when you use [Rigging] or {Paint], symmetry editing does not work properly.
  - In [Bone], when you select both the tip and base nodes which are displayed in the node list, various editing operations are not working properly.
  - In [Bone], when you create a dummy bone, the order of the list is replaced.
  - In [Bone], when you edit the weight by the brush, the back of the surface is changed.
  - If you select [OpenGL] to [Renderer], vertex color is very different from the [Direct3D].
  - During the [Scanline] rendering, polygon is not drawn correctly.
  - If RenderMan version is 20, the background does not appear in the [Environment map] and [Day light].
  - When PMD file is input, the specified [Size] is not applicable.
  - When PMD file is input, the group(Display panel) is not loaded successfully.
  - When SVG file is input, composite path overlap is not loaded correctly.

### Ver4.5.0

- Configuration
  - The function to reverse the direction of the normal map is added.
- Menu
  - Regardless of the 32bit or 64bit, surface is copied and pasted between the same version.
- Command
  - In [Hole], the function to fill automatically all the holes is added.
  - In [Weight], [OK] button was abolished. Operation of the slider and input field are reflected immediately.
  - In [Bone], display of the [Bone list] is switched to the bone or node unit.
  - In [Bone], you can set [Float root node] and the parameters for the PMD file format, for each bone.
  - Bone template for MMD is improved. (Such as the eyes bone and group information is added.)
  - [Morph] is added.
  - In [UV Edit], rotation angle and spacing during the [Auto unwrap] can be specified.
  - In [UV Edit], when [Auto unwrap] has been completed, the dialog is not closed.
  - In [UV Edit], [Border of 6 divisions] in [Select cracks] is changed to the [Automatic].
  - In [Armature], accuracy of splitting to a narrow angle is improved.
  - In [Armature], [Scale] and [Template] are added.
  - In [Armature], usage restriction of [Equal ratio] option in [Width] is gone.
  - When you select [Delete all] in [Armature], you can specify [Freeze] on the object.
  - In [Armature], you can set the material on the armature.
  - [Renderman] is added. If RenderMan is installed, you can render directly in the RenderMan. And RIB file export is abolished.
- Panel
  - In property of [Material panel], Shaders for RenderMan is added.
  - In property of [Material panel], when you click on the preview, you can set the shape of the preview.
- Preview
  - When displaying with Direct3D 11, it is possible to display objects in [Matcap] mode.
  - In three orthographic views, even when the origin is outside the screen, a scale is displayed.
- Import / Export
  - When importing a file, you can select whether to create newly or synthesize the object and material.
  - You can import SVG files, as a line or surface. (EX only)
  - Reading of the image file such as HDR(*), OpenEXR(*), 32bit float format is supported (*EX only)
  - Importing PMD file is supported.
  - When exporting PMD or importing/exporting FBX, to input and output [Morph] information is supported.
  - When importing/exporting FBX, it is supported that the objects and materials named in Japanese.
  - When importing/exporting FBX, the FBX version 2016.0 is supported.
  - When importing/exporting OBJ, inverted is set to a default state of [Invert V of mapping].
  - When importing OBJ, the vertex color information(*Non-standard extension specification) is supported.
- Python Script
  - Python version is changed to 3.4.3.
  - Help is displayed on the built-in window.
- Bug fixes
  - When the width of view has become extremely small, software crashes.
  - If snap is enabled, when a surface is generated, software crashes.
  - When you cancel [Auto unwrap] in [UV Edit], the results of that time is reflected.
  - In [UV Edit], the edges of the object does not appear.
  - When you move the object by handle in [Armature], symmetry point moves without symmetry editing.
  - In [Bone], When you select and edit multiple bones, software freezes after undo.
  - When the size of the UI is great, part of the display of the Object/Material panel cannot be visible.
  - When FBX is exported, materials that have the same name is generated in duplicate for each object.
  - When you duplicate an object being set hierarchy, the local coordinates of the child object is displaced.
  - When you save the capture in [Direct3D 9], the aspect ratio is lost if you change the resolution.

### Ver.4.4.3

- Command
  - [Scale] of [UV edit] always scales at a uniform rate depending on a mouse movement regardless of the selection status.
  - When you right-click in [Move] of [UV edit], selected vertices are always snapped to the closest UV vertex to the mouse cursor.
- Bug fixes
  - Shortcut key that assigned a part of the menu in the [Disp] option is not working.
  - When method that set the file path is [Relative path], a file in the other drive cannot be specified as a mapping image.
  - Undo does not work properly after snapping the vertices selected from the plurality of objects in [Move].
  - Relocation in [Auto unwrap] of [UV edit] does not work correctly with a small target range.
  - Software crashes when FBX is exported with smoothing group under the specified condition.
  - When FBX is exported, compatibility of normal vectors and bone weights for other software is improved.
  - The preview is not updated immediately after calling [Flatten].
  - Software may crash when an object or a material is deleted in Python script.

### Ver.4.4.2

- Command
  - Selection targets for UV and 3D can be selected separately in [UV edit].
  - When you select a vertex to group by Ctrl + Shift + click in [UV edit], if the vertex is already selected, it will be deselected.
  - Add setting of reversing Alt key for Scale/Rotate in the configuration of [UV edit].
- Export
  - When exporting FBX, smoothing groups are supported.
- Bug fixes
  - If using [UV edit > Magnet], sometimes, vertices in the other object is moved.
  - In [UV edit > Lattice], strings at a side of the handle are not sometimes shown.
  - When using [Repacking only] in [UV edit > Auto unwrap], a part of the connected group is sometimes separated.
  - Vertices is moved to the wrong direction when both sides of symmetric vertices are selected in [Armature].
  - Snapping in [Bone] does not work correctly.
  - The preview is not updated when changing by [Flatten] or using a part of plugins.
  - [Boolean] does not work on Windows XP.
  - Each command cannot be called from the Tool Panel when the Command Panel is hidden.
  - The item is sometimes inserted to the wrong position when the order of the item is changed by dragging on the Material Panel.
  - [Undo] is not updated when material's settings are changed.
  - When setting the material, the parameters specified by the color do not work properly.
  - Scrolling a list does not work correctly with specific mouse.
  - Shortcut key that assigned a part of the menu in the [Disp] option does not work.
  - The shortcut assigned to CapsLock key does not work.
  - In the Direct3D 11 renderer, the selection status of lines is sometimes displayed incorrectly.
  - File association fails on Windows XP.

### Ver.4.4.1

- Command
  - By the added option in [Configuration] of [UV edit], you can select whether or not to use the edit option.
  - When you export a file in [UV edit], unwrapped image that is exported is as current display state.
- Bug fixes
  - Curved surface weight to each edge is swapped when a face is inverted.
  - When you register menus of snap to the tool panel, those do not work.
  - When to create or duplicate object, [Undo] is registered over again.
  - Software crashes when calling [UV edit] with specifying an invalid filename to the mapping image.
  - Shortcut key for operation in [UV edit] do not work correctly.
  - Highlight for [Straighten] in [UV edit] is not correct.
  - Software crashes when using [Auto unwrap] of [UV edit] in the specific condition.
  - Deformation is not applied when using [Paint] or [Apply deformation] in [Bone].
  - An image sent to the clipboard may not be accepted by the other software.

### Ver.4.4.0

- Main
  - In [Lighting], you can register and call presets of lighting.
  - When you search for help, text that matches the search result is highlighted.
- Configuration
  - [Color map] is added. This color map is used for display of [Bone] or [Measure] or distortion of UV mapping.
- Menu
  - [Boolean] can process the objects even if multiple faces are overlapped.
- Command
  - [UV Edit] is greatly improved.
    - In each operation, you can edit other than the current object.
    - Operations of [Selected], [Move], [Rotate], [Scale] are unified. In each operation, [Rc] and [Rp] can be enabled.
    - By [Expand], you can process faces.
    - As command, [Lattice], [Relax], [Split], [Stitch], [Straighten], [Vertex slide] are added.
    - As menu, [Symmetrize], [Flip U], [Flip V], [Mirror copy], [Transcript(*)], [Symmetry center] are added. (*EX only)
    - In [Brush] and [Magnet], even if the aspect ratio of the texture is different, it is treated as a circle.
    - In [Auto unwrap], you can select the algorithm ([Angle base][LSCM][Six directions][Repacking only]) and target range.
    - [Auto unwrap] is changed to run after selecting lines of crack.
    - In [Auto unwrap], UV can be modified after some selected points are fixed.
    - [Crack] and [Distortion] of UV can be displayed on objects.
    - Target of [Edit symmetry] is changed to the object with symmetrical faces and UV.
    - In [Export], unwrapping image can be transferred to the clipboard.
    - A transparent map can be displayed under unwrap images.
  - [Bone]
    - You can set [Visible] or [Lock] or [Mirror] for each bone.
    - Bones can be exported and imported as a template file.
    - A pose of bone can be exported and imported to file.
    - In [Sphere], weight can be set strength and width.
    - When you set weight in [Sphere], the preview of the results can be displayed in real time.
    - The object with mirroring can be displayed in skinning mode.
  - In [Convert to texture] of [Vertex Color], the accuracy of the boundary of faces is improved.
- Bug fixes
  - If the Windows taskbar is set to hide automatically, the taskbar is hidden behind the window when you maximize the window.
  - In [Rendering], interpolation of square surface in [Ray tracing] is different from the other.
  - In [Bevel], when inserting a vertex at a position surrounded by four edges, the position of the vertex is shifted.
  - In [Armature], mesh is lost when the control point of the branch is in a direction close.
  - When FBX file is exported, in some cases, the software crashes.
  - While displaying the rotation handle by pressing the Ctrl + Shift key in [Move], you switched the operation command to the other. Returning to the move command again, rotating handle is fixed.

### Ver.4.3.4

- Bug fixes
  - When MQO file is opened, the hierarchy setting is not reflected.
  - Projection to a mirroring object without the UV mapping is disabled.
  - In [Set as default] of material panel, display of the parameters is invalid when PMD shader is set.
  - In [Lattice], because axis of the handle does not disappear when it is viewed from the front, operation of the center part is difficult.

### Ver.4.3.3

- Main
  - When you right-click on the sub panel of some command, you can call the menu for the shortcut setting.
  - When you switch the edit mode, the previous command is selected If current command does not exist.
- Panel
  - In [Property] of [Material], the shader for PMD can be selected.
- Command
  - In [Move], when you selected the line with checking [normal vector], orientation of the handle is along the line.
- Export
  - [Clip Range] of the view is saved in MQO file.
  - Smooth shading is retained by outputting separately the vertices with multiple normal directions when you export PMD file.
  - When you export PMD file, you can specify the name of the group for bones not included in the MMD template.
- Python Script
  - "select_open_edge.py" (to select edge/UV edge/material) add in Script folder.
- Bug fixes
  - When you open a file that is used features as [Bone], you cannot operate or the file is corrupt.
  - When you select multiple vertices by [Point] in [Paint] of [Bone], the specified value is not set correctly.
  - When you set [Dual quaternion] in [skin setting] of [Bone], [Scale] in [skinning] is not available if you reset to [Liner].
  - If you enter number of movement or rotation while multiple bones are selected, software crashes.
  - When size of a bone is small, symmetrical editing does not work.
  - Without bone, exported PMD file has error data.
  - When you set UI size to [Small], the handle is hidden behind the input box in some commands such as [Primitive].
  - Even if you hold down the Shift key in [UV Edit], selection is canceled by clicking on the empty spot.
  - In [UV Edit], when you select the vertex selection mode, the vertex on the mouse is not highlighted on the development view.
  - In [Smooth] of [Sculpt], vertex is too gathered at the center.
  - In [Sculpt], faces generated by [Auto subdivision] are not set the material.
  - If the renderer is [Direct3D 11], changing the value of the slider is not reflected after measuring thickness by [Measure].
  - By [Anguwrap], it is not possible to expand UV of the geometric object.
  - In [Rendering] if the camera is far, black noise is displayed.
  - Backspace or Delete key is disabled in multiple text input field.

### Ver4.3.2

- Panel
  - Python syntax is highlighted in Script Editor.
- Command
  - In [Weight], the range of display color can be set.
  - Dividing or combining the selected bones is supported in [Bone].
  - Even if you do not release the skin setting, you can switch the rigging or skinning mode in [Bone].
  - Deformation by dual quaternion is supported in [Bone].
  - Color of weight values for each bone can be displayed in [Bone].
  - Weight values can be copied symmetrically or transferred to other objects or imported from the file or exported to the file in [Bone].
- Export
  - When you save a file with bone setting, the size of MQX file is smaller.
  - When a PMD file is exported, accuracy of direction of division of quadrangle is bettered.
- Bug fixes
  - When symmetric editing is enabled, Moving a UV vertex by a handle involve in other vertex in [UV Edit].
  - When you selected UV vertices by rope or rect in [UV Edit], the value of the numerical input is not updated.
  - When multiple views are displayed, [Project] is done to the view which is not displayed the development view.
  - When [Save to file] in [Material panel] is done, an incorrect file is saved.
  - In [Material panel], a texture image isn't displayed after operation of [Clone[ or [Delete] or [Set property].
  - If the object is mapped to except sphere and UV, this mapping is broken when the object rendered by [Ray tracing].
  - Right leg in the template for BVH of [Bone] is not centered.
  - SymmetryDistance is not correctly returned by GetEditOption() in SDK.

### Ver4.3.1

- Bug fixes
  - Part of descriptions for colors in [Configuration] is shifted.
  - A right end display is missing in [Object property] when a vertical screen resolution is small.
  - When [Correct depth] of [Alpha] is enabled, an unwrapping display is missing on a semitransparent texture in [UV edit].
  - Part of an unwrapping display overlaps an object in [UV edit].
  - Other UV vertices are revolved while moving UV vertices with a symmetric editing in [UV edit].
  - A duplicated object is not put on a control point when [Closed curve] and [On point] are enabled.
  - A MQX file is always created even if the bone is not used.
  - An exported PMD file is partially broken when [IK end node] is on.
  - Vertices with different UVs at the same position are merged to a vertex with a single UV when PMD file is exported.

### Ver4.3.0

- Main
  - [Hex] for a color setting is added.
  - Undo by Ctrl + Z key is supported in the text or number input area.
- Configuration
  - A color setting for [Fixed vertex] is added.
- Menu
  - A background color is automatically changed to white if the color of the object is dark in [File browser].
  - [Fix selected vertices and faces] is changed to [Fix selected vertices], and vertices are fixed when the faces are selected.
- Command
  - Lines can be selected by [Joined face] or [Growing] in [Select].
  - The center of the handle can be moved to the center position of gravity by [Property] in [Scale] or [Rotate].
  - Vertices in multiple objects can be moved together in [Magnet].
  - When you generate a triangle by [Pull], the material of the adjacent surface is applied to the surface.
  - Multiple objects can be moved together by [Local].
  - Numerical value can be inputted by clicking a handle in [Mapping].
  - Lines and vertices are colored by the weight values in [Weight].
  - [Symmetry UV distance] is added in the property of the [UV edit].
  - [Bone] is added.
  - Center lines in [Armature] can be sent to [Bone].
  - A mode for putting duplicated objects on each point is added in [PathClone].
  - Shortcut keys are shown on buttons in the sub panel for each command.
- Panel
  - The methods of mesh and UV interpolation for OpenSubdiv can be specified in the property of the Object Panel.
  - Parameters can be restored to the initial state by the icon at the side of [Register] menu in [Misc] in the Object Panel or the Material Panel.
  - A folder shown at first can be selected, when you right-click on the [Ref] button for a mapping image in the Material Panel.
  - A rotation center and a camera position can be entered numerically input area in the View Panel.
- Import / Export
  - You can cancel while loading a file.
  - Precision for tiny coordinates is improved when saving MQO files.
  - The camera and textures are supported when exporting RIB file.
  - Exporting PMD file is supported.
  - Bones are supported when exporting FBX file. (EX only)
  - Even if the PLY file has only the vertex data, it can be imported. (EX only)
- Preview
  - When the size of mesh is automatically calculated, mesh and scale is displayed in all range on three orthogonal views.
- Python script
  - A script can be interrupted by Ctrl+C key while running.
- Bug fixes
  - Characters in views are not displayed roughly in some PCs.
  - Shortcut key for each command is not worked when the Command Panel is hidden.
  - The weight value for a vertex is not copied to the extruded face in [Extrude].
  - The grid is displayed front of objects in [UV edit].
  - A dialog window is not shown even if you click [Property] in the flat, cylinder or sphere mode of the [UV edit].
  - Registered sub-menus under [Alpha] or Renderer] in the [View] are not worked in the Tool Panel.
  - The unique ID for a vertex saved with plug-in information is not loaded correctly.

### Ver4.2.5

- Import / Export
  - Importing STL and so on becomes faster when there are a lot of vertices and faces.
- Bug fixes
  - An error message is shown by [Merge selected neighbor triangles] when no face is in the object.
  - Rough and Flatten in [Flatten] are reversed.
  - A new edge is sometimes added on the different line by [Edge] when the two or more lines share the same face.
  - [Add while dragging] in [Armature] moves an added vertex incorrectly.
  - A color is not applied when it is selected from a color library in the light setting.
  - An error occurs when a polygon exists and a file is exported by a plugin for old version.
  - Incorrect subdivision wire is displayed for a triangle in the patch of the Spline Type 1/2.
  - A line near the camera in the view is displayed incorrectly in Direct3D 11 display when a line width setting is larger than 1.

### Ver4.2.4

- Configuration
  - OpenType fonts can be selected in the font setting.
  - Displayed decimal digits can be up or down with Ctrl+PageUp/Down key.
- Command
  - [Line sweep] in [PathClone] performs faster for many lines.
- Bug fixes
  - A menu that is not assigned a shortcut key is displayed when a key is pressed.
  - A face at the end of most sometimes disappears in the ray tracing of [Rendering].
  - The [CurObj] option does not work in the [Extrude] command and other some commands.
  - An error occurs when a shortcut key is pressed in the case that a disabled plug-in exists.
  - Normal directions are strange in the FBX exporting.

### Ver4.2.3

- Command
  - [Line sweep] in [PathClone] creates surfaces between an end point and a start point for a closed curve.
  - Each mode in [Armature] can be assigned shortcut keys.
  - A format and a version will be restored at the next time of exporting a .fbx file.
  - A number of columns for widgets can be specified in [Customize] for an edit mode.
  - A file can be imported or be export in [Customize] for an edit mode.
- Panel
  - [Undo] and [Redo] are added in the Paint Panel, and perform them without calling a main window.
- Preview
  - Embedding a thumbnail to a .mqo file and resizing an image in [Capture and save] are also supported in OpenGL display.
- Bug fixes
  - An error message is shown when Direct3D 11 is selected as a render with a GPU that supports Direct3D 10.
  - The [Alpha > Correct depth] option does not work properly in some systems.
  - [Fill place surrounded by lines] sometimes freezes.
  - Views are displayed incorrectly after changing a edit when a view except the right-top one is maximized.
  - An operation on [View panel] for the second view does not work.
  - Some parameters are not applied in [Customize] for an edit mode.
  - An opposite direction of UV mapping is not shown in [UV edit] when [Fr] display option is enabled.
  - Only an armature for first object object is loaded even if data for multiple objects are set.
  - A huge COLLADA(.dae) file cannot be loaded normally.
  - Three orthogonal views rarely become wrong when a file is importing.

### Ver4.2.2

- Bug fixes
  - An error message is shown after adding an edit mode even if it has been loaded normally.
  - An emissive is not correctly saved in .mqo files.
  - Saving a .mqo file with a thumbnail may crash when an OpenGL display is used as a renderer. (A thumbnail is not saved when an OpenGL render is used in this version.)
  - A shortcut key for the [Paint Panel] menu and so on does not perform.
  - [PathClone] may crash when an object contains a face and [Line sweep] is active.

### Ver4.2.1

- Bug fixes
  - A confirmation of saving a modified file is not got before [File browser].
  - [Make hole] in [Knife] sometimes cause an error or freeze.
  - An exporting with some formats; .obj and so on; causes an error.
  - A file that and was saved in older version than 4.2 and has an OpenSubdiv patch becomes a different shape from the original because it turns on [Smooth triangle].

### Ver4.2.0

- Main
  - [Edit mode] can be customized.
  - [Grid] in the Edit Option has been changed to [Snap], and it enables to snap to Plane, Vertex, Line and Face.
  - [Capture and saved] is added in the menu of the title on the view header.
  - [Alpha - Correct depth] is added in [Disp] on the view header. (Only available for Direct3D 11)
- Configuration
  - Settings of touch and pen for a tablet PC or a touch monitor are added.
  - [Embed a thumbnail] is added.
- Panel
  - [Smooth triangles] for OpenSubdiv is added in the property of Object Panel.
  - A RGB color is supported for [Emission], [Specular] and [Ambient] in the property of Material Panel.
- Menu
  - [File browser] is added.
  - [Planation] is added.
  - [Second view] is added. (EX edition only)
- Command
  - A direction of a handle can be inputted in the property of [Rotate].
  - [Snap to faces always] is added in [Create], and a point can be put on a face either this option or [Snap] option.
  - An inset extrusion is supported in [Extrude] command or [Extrude faces] menu.
  - [Primitive], [Hole], [Knife - Hole/Continuous cut/Continuous erase] and [Blob - Rotate/Delete/Copy/Property] support a symmetric editing. (But, a face across the symmetric center cannot be processed in the Knife.)
  - A number can be inputted after clicking a handle in [Lattice].
  - A handle is supported for each operation in [Blob].
  - Property in [Blob] and [Mapping] extends a sub panel without showing another window.
  - Faces by [Blob] are displayed smoothly.
  - A display in [Blob] is faster on a multi-core CPU.
  - [Scale] and [Rotate] mode in [UV edit] support a numeric input.
  - [Copy] is added in [Armature].
  - [Width] in [Armature] can adjust the size on each axis. (EX edition only)
  - [Line sweep] is added in [Path clone].
- Import / Export
  - Emission, specular and ambient support RGB color in 3DS/FBX/DAE import and export.
  - Weight information for OpenSubdiv is supported in the FBX import and export.
  - Version selection is supported in the FBX export.
  - AMF export is added. (EX edition only)
  - three.js export is added.
- Python script
  - Python version is changed to 3.3.5.
- Bug fixes
  - Main
    - A normal vector of a polygon is rarely flipped.
    - A word searching in the help sometimes misses.
  - Configuration
    - A switching of an anti-alias for Direct3D is not applied before a reboot.
  - Panel
    - A scroll position is not reserved when a folding of children is changed in Object Panel.
    - An invalid rectangle is left when a brush is drawn on an alpha plane of a 32bit texture in the Paint Panel.
  - Menu
    - [Fit to view] does not update a center of a rotation of the view.
    - [Join closed vertices] sometimes create a face that shares a same vertex twice.
    - A setting for an export plug-in or an import plug-in in [About plug-ins] is not applied at the time of a reboot.
    - [Create text] does not assign a material to the created faces.
  - Command
    - A sign of an angle is opposite between a panel and a handle in [Rotate].
    - Separated vertices are created at the same position by [Bevel] with a round.
    - [Fit] in [Lattice] does not fit correctly when a base lattice is rotated.
  - Preview
    - A display is not updated in Direct3D 11 when all selections of lines are deselected.
  - Python script
    - setColor in MQMaterial cannot set a MQColor value.

### Ver4.1.3

- Main
  - Zoom and a camera distance are reserved when the view is switched from an orthogonal view to a perspective view.
- Panel
  - A display status of View Panel is restored in the time of the next running.
  - A distance of a camera for an orthogonal view can be set in View Panel.
  - Undo and Redo can execute multiple times in script editor.
- Bug fixes
  - Menu
    - [Export to DOGA-L] crashes by polygons.
  - Preview
    - It sometimes crashes by the Direct3D 11 display when [Change the colors of lines in selected faces] in the configuration is off.

### Ver4.1.2

- Main
  - A pen and a touch for a tablet PC are supported in Windows 8/8.1.
- Bug fixes
  - Main
    - Menus are displayed at the incorrect position when a main window is placed in a secondary monitor.
  - Command
    - An new edge cannot be added by [Add] in [Edge] when a vertex in the other object is at the same position.
  - Menu
    - An object without a setting of smoothing is rendered smoothly by a ray tracer of [Rendering].
    - Unnecessary lines are left by [Join near vertices].
  - Preview
    - An alpha value or an alpha mapping is applied in DirectX11 or OpenGL even if the [Alpha] display setting is off.
  - Import/Export
    - It crashes when a .bmp file of 8-bit color is loaded.

### Ver4.1.1

- Main
  - A menu always shows on top of other windows.
  - Helps for plug-in commands (Armature, Path clone) are shown when a help synchronizes with commands.
- Configuration
  - A GUI font can be switched to the default font for the specified language when [Language] is changed.
  - 'Custom' is added to [UI size], and it can fine-tune the size.
  - [Auto DPI adjust] is added, and it can adjust the UI size automatically by the Windows DPI setting and the monitor DPI.
  - [Show a value while editing] and [Input a value on a handle] for handle editing are added.
- Menu
  - [Save as] sets an initial filename when a filename exists.
- Command
  - [Edge loop] in [Select] selects lines in the instinctive direction.
  - When a face is clicked in [Local], an object that contains the face becomes current.
  - When [Divide] in [Edge] is used for a line, the line is divided and a new triangle is not created any longer.
  - [Convert to texture] in [Vertex Color] can output selected objects, faces and materials only.
- Import/Export
  - Saving a .mqo file with vertex colors or weights is faster.
  - A part of V4/V5 format in .BMP files can be loaded.
- Python script
  - A property for vertex weight, functions for getting a language or a resource string, and a setting are added.
- Bug fixes
  - Command
    - [Rect] selects behind the camera.
    - A shortcut key aligned to Move/Rotate /Scale in [Local] does not operate correctly.
    - [Magnet] with symmetric editing moves to wrong position when there are fixed vertices.
    - An undo for [Colorize] or [Ambient occlusion] in [Vertex color] does not restore the vertex color status.
    - The menu item is not active initially when a shortcut key registers by right-click for menus in [UV edit].
    - A shortcut key aligned to menus in [UV edit] operates when the menu is not used and the [UV edit] command is inactive.
  - Menu
    - A help cannot be shown in the [Configuration].
    - [Solidify texture] does not operate for a relative path.
    - [Boolean] makes wrong results for some data that made correct results in Ver4.0.
    - [Join closed vertices] may crashes rarely.
    - A ray tracing in [Rendering] processes a normal map incorrect.
  - Import/Export
    - FBX import and export fail when a file path contains no ASCII characters.
  - SDK
    - Get/SetGlobalDirectionalLightDirection return wrong direction when a bank angle is set.
    - A direction of a handle in [Move] command and so on is not changed when a current object is changed by a plug-in.

### Ver4.1.0

- Main
  - Copy and Paste can be operated in edit controls by right-click menu.
  - [Show back faces by force][Highlight open edges] are added in the [Disp] menu of the view.
  - A view projection; a perspective view or an orthogonal view; at the last time is restored at the next startup time.
  - X/Y/Z or Pt/Ln/Fc buttons are also toggled in the right-click menu.
  - A ray trace rendering, an ambient occlusion and so on becomes faster.
  - When a file with an unknown extension are loaded, it will try to load as .mqo file.
- Panel
  - The target view can be changed in the [View panel].
- Menu
  - A scan line renderer in [Rendering] supports bump/normal mappings.
  - [Quadrangulate][Thicken][Voxeloid][Solidify texture][Colorize normal] are added.
  - A fast algorithm is added in [Reduce polygons].
  - [Boolean] can perform a subtract or an intersect operation for involved or separated shapes correctly.
- Command
  - Vertices can be selected in [Bevel] command when [Rc] or [Rp] in Edit option is active.
  - [Swap] in [Edge] command can swap an edge clockwise shared by a polygon with 4 or more points.
  - [Saw] is added to [Knife] command for separating faces into a new object by a line or a rectangle.
  - [Convert from texture] and [Convert to texture] are added in [Vertex color] command .
  - [Armature]
    - A new point can be insert between control points.
    - [Add while dragging] option can continuously put points along the path by dragging.
    - Only a point that is not at a branch but between points can be also deleted.
    - [Twist] for adjusting a flow of faces is added.
    - Multiple points can be selected by Shift key or [Rc][Rp] in Edit option, and move them together.
    - [Rotate] can operate multiple selected points.
    - An armature is managed for each object.
  - A shortcut key can be also assigned to menus in [UV edit].
  - [PathClone] is added.
- Python script
  - Python version is changed to 3.3.3.
  - A standard output is shown in a log, and print() can be used normally.
  - 'import' performs the folder where the editing script exists.
  - Widgets such as a dialog, a button and so on can be created.
  - Error messages becomes more detailed.
- Bug fixed
  - Main
    - Textures are not updated automatically when the image file is modified by an external program.
    - A polygon with thousands points causes a crash.
    - Only an alpha mapping does not show in DirectX11.
    - A bump mapping shows incorrect in DirectX11.
    - [Copy] crashes when both vertex colors and weights are assigned.
    - The path is strange when a mapping image in the current directory is specified in Windows XP.
  - Menu
    - A ray tracing in [Rendering] does not process normal maps correctly.
    - A ray tracing in [Rendering] does not drop shadows of back sided faces.
  - Command
    - OK button in [UV edit] does not update the view immediately.
    - A magnet option in [UV edit] does not operate for polygons correctly.
  - Panel
    - A list in [Object Panel] or [Material Panel] may cause strange scrolling.
    - An object is selected by clicking with Alt key on the visible or lock icon in the Object panel.
    - A sphere preview is not updated when a color is selected from Color library in the Material panel.
    - A sphere preview becomes strange when a reflection or a refraction is changed in the Material panel.
    - It crashes when an alpha channel is modified after loading a texture image with an alpha channel.
    - It crashes by right-click outside the image on the paint panel.
    - Edit panel places outside the screen at the time of running after changing the screen resolution
  - Plug-in
    - Some old Import/Export plug-ins may crash.
  - Python script
    - messageBox/println shows broken multi-bytes characters.
  - SDK
    - Get/SetGlobalDirectionalLightDirection returns a wrong direction.
    - RedrawScene/RedrawAllScene do not refresh the display in an event such as OnUpdateObjectList.
    - SetFocus() in MQSpinBox/MQDoubleSpinBox does not operate correctly.

### Ver4.0.3

- Bug fixed
  - Plug-ins for new version are not available in 32bit version.
  - Brush and Palette windows are not shown when Paint panel is shown even if the buttons are down.

### Ver4.0.2

- Main
  - A menu can be select by a keyboard operation after pressing Alt key.
- Command
  - A unit can be also inputted when you input a number after clicking a handle in [Move] or [Magnet].
  - A number can be inputted after clicking a handle in [Local].
  - Joined faces can be operated in [Delete], [Invert] and [Material].
  - Vertices and lines are deselected after [Extrude].
  - [Triangular] option is added to [Divide] mode in [Edge].
  - A handle is displayed after clicking a control point in [Move] mode in [Armature].
  - Buttons in [UV edit] can be registered to the Tool panel.
  - [Use menus] is added in the configuration of [UV edit].
- Menu
  - A preview will be updated immediately after inputting a number in [Round].
- Preview
  - Vertex colors are interpolated for Catmull-Clark or OpenSubdiv.
- Bug fixed
  - A back side of a double-sided face is not drawn in [Rendering].
  - A red value and a blue one is reversed when you click a right button in the Paint panel.
  - A button in the Tool panel will not operate after editing the name.
  - A size of docking state of the Tool panel is not restored at the next startup.
  - It crashes when a .lwo file including textures is loaded.
  - SDK
    - The settings written in MQStationPlugin::Exit are not applied.
    - MQCommandPlugin::GetResourceCursor does not return a valid handle.
    - MQDialog::Message functions does not return a valid value.
    - Changing a local coordinate is not applied for a direction of a handle in each command.
  - Python script
    - Functions for selecting UVs does not operate.

### Ver4.0.1

- Bug fixed
  - Wrong object's status is changed by dragging on visible/lock icon in the object panel.
  - A new object created by [Boolean] is inserted to an invalid hierarchy.
  - A part of display is missing in three orthogonal views when the view is zoomed.

### Ver4.0.0

A first version of Metasequoia 4.