The big one. Two new capabilities, and a batch of "the tool knew, but didn't tell you" fixes.
Shape-key (blendshape) animation now converts. A community member brought in an animated tree, watched it sway in the preview, exported it — and got a statue. Its wind wasn't bones at all; it was shape keys, and shape keys weren't carried. They are now. If a model's animation is shape-key based the option enables itself, because without it that asset is simply static. Thanks to @Mxx for the report that started this.
Per-object colliders. Click one part of a model in the 3D view and give just that part its own collider — the global setting becomes the default for everything else. On a warehouse, that's the difference between paying for 22,000 collision triangles and paying for the 468 that are actually the walls and floor. A live budget shows the trade while you make it, C visualises what you've built, and the perf warning now counts the triangles that really become collision faces instead of the model's total.
Click a part, find its material. Selecting a mesh and clicking its material name jumps to that material in the editor — and tells you how many other objects share it, because editing "the chair's" wood would otherwise silently repaint the table too.
It now tells you what it dropped. Previously, if the engine couldn't carry something it said so — and the app threw that message away and showed a green "converted". Anything skipped is now reported on the result, with the row marked ⚠ instead of ✓. Converted and converted intact are not the same claim.
Real-size warning. A model authored in centimetres lands in VAM as a 200-metre object and reads as "the CUA is empty" — you're standing inside it. The app knew the size all along; now it says so, with the actual numbers, before you export.
The preview no longer promises what the bake can't deliver. It animates exactly the set that gets baked — if part of a clip can't be carried, the preview holds that part still too.
The 3D viewport speaks your language. The gizmo bar, the selection panel and its tooltips were English-only regardless of your setting — they're fully localised now, and switching language updates them on the spot.
Fixes: three ways a model's mesh data could be read incorrectly — silently, producing plausible-but-wrong geometry rather than an error — are gone. Existing models convert byte-for-byte identically; the fixes matter for models that use those glTF features (sparse and interleaved attribute data), which shape keys commonly do.
Delete meshes right in the 3D view. Click any part of a model, a ground plane, a backdrop, scan clutter and press Delete to drop it from the export. The prop re-centers, re-floors and re-scales to what's left, so "I only want the prop, not the floor it shipped with" is now one click. Deleted meshes are listed under Advanced, restorable one by one (or all at once), and saved with your project.
Undo / redo in the viewport.Ctrl+Z / Ctrl+Y (plus ↶ ↷ toolbar buttons) step back through gizmo moves, rotations, scales and mesh deletes, one step per drag, per delete. Each model keeps its own history.
Fix: multi-clip animation bundles now get a unique internal ID when you change yaw / position / loop settings, so re-converts always replace cleanly in VAM.
3D transform gizmo. Grab your model right in the preview and drag to move, rotate, and scale it — handles in the viewport, with W / E / R (or the Move / Rotate / Scale buttons) to switch. Every drag writes straight back to the panel and the bake, so placing an asset is hands-on now, not numbers-by-hand.
Familiar view controls. Wheel-press drag now pans the view (VAM / Blender style), the scroll wheel zooms, and F fits the model to view. Prefer your own layout? Remap each mouse button (orbit / pan / zoom) in Settings.
Auto-reframe. Toggling height normalization re-centers the camera on the model's new size.
Wider model compatibility. Models whose textures were referenced in an unusual way (common from some asset and 3D-scan sites) now convert instead of erroring out.
No more crashes on very large models. Huge .glb files that could overwhelm the live preview now show a friendly notice (you can still bake), and the preview recovers on its own instead of taking the app down with it.