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## [10.0.0] - 2023-02-23
### Added
- Scene overlays for manipulating Sprite Resolver's category and label.

### Fixed
- Fixed an issue where undoing vertex painting results in a displaced mesh. (case DANB-334)
- Fixed an issue where "System.ArgumentException" thrown when opening sprite Prefab with Script. (DANB-335)
- Fixed an issue where IKEditorManager updates even when there are no active IK Manager 2Ds in the Scene. (case DANB-348)
- Fixed SpriteResolver does not animation with animation clip when upgrading from 2020.3. (case DANB-375)
- Fixed an issue where IKGizmos will throw an exception in the editor when IKSolver has an unassigned Solver in its list. (case DANB-373)
- Fixed IMGUIContainer:ProcessEvent error occurs when selecting a PSD embedded SpriteLibraryAsset as a Main Library of another Sprite Library Asset. (case DANB-379)
- Fixed Sprite Resolver inspector not updating its previews when the category is set externally to 'No Category'. (case DANB-390)

### Added
- Ability to change Sprite Skin's root transform and bone transforms from a script.

### Added
- Ability to reset Sprite Skin's bind pose by script.
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19 changes: 19 additions & 0 deletions CHANGELOG.md
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# Changelog

## [10.0.0] - 2023-02-23
### Added
- Scene overlays for manipulating Sprite Resolver's category and label.

### Fixed
- Fixed an issue where undoing vertex painting results in a displaced mesh. (case DANB-334)
- Fixed an issue where "System.ArgumentException" thrown when opening sprite Prefab with Script. (DANB-335)
- Fixed an issue where IKEditorManager updates even when there are no active IK Manager 2Ds in the Scene. (case DANB-348)
- Fixed SpriteResolver does not animation with animation clip when upgrading from 2020.3. (case DANB-375)
- Fixed an issue where IKGizmos will throw an exception in the editor when IKSolver has an unassigned Solver in its list. (case DANB-373)
- Fixed IMGUIContainer:ProcessEvent error occurs when selecting a PSD embedded SpriteLibraryAsset as a Main Library of another Sprite Library Asset. (case DANB-379)
- Fixed Sprite Resolver inspector not updating its previews when the category is set externally to 'No Category'. (case DANB-390)

### Added
- Ability to change Sprite Skin's root transform and bone transforms from a script.

### Added
- Ability to reset Sprite Skin's bind pose by script.

## [10.0.0-pre.2] - 2022-11-30
### Fixed
- Fixed an issue where body parts could not be selected from UI dropdowns in a sample scene '2 Part Swap'. (case DANB-262)
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14 changes: 14 additions & 0 deletions Documentation~/CharacterParts.md
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Expand Up @@ -19,6 +19,20 @@ This and the previous step can be automated by dragging and dropping sprites int

If you want to switch more than one Sprite at a time, consider [swapping the Sprite Library Asset](SLASwap.md) to switch to an entire alternate set of Sprites.

## Sprite Resolver Scene View overlay
Sprite Resolver overlay allows you to swap individual Sprites directly from the Scene View. The overlay supports swapping Sprites from multiple resolvers. This might be useful when working on complex characters.
The overlay can be enabled from the Overlay Menu which is accessible with the ` shortcut key, or from the Scene View's settings button.

Once the overlay is displayed, select a single or multiple game objects with Sprite Resolver component. If a selected game object has child game objects with Sprite Resolvers, they will be displayed as well.

<br/>![](images/2D-animation-SResolver-overlay.png)

To Sprite Swap, select Sprite Resolver's categories and labels using your mouse, or arrow keys on your keyboard when the overlay is in focus.

It's possible to filter the list of Sprite Resolvers to show only Resolvers that contain two or more labels in their selected category. Select the first button in the bottom-left corner of the overlay to toggle the filter.

<br/>![](images/2D-animation-SResolver-overlay-filter.png)

## Sprites pivot alignment
When working with [skinned Sprites](SkinningEditor.md), the positions of their Meshes' vertices are calculated based on the current skeleton pose, and are unaffected by each Sprite’s individual pivot. However, when [swapping](SpriteSwapIntro.md) Sprites which are not skinned (that is not [Rigged](SkinEdToolsShortcuts.md#bone-tools) to an actor’s skeleton), then they may not align correctly as their pivots are not in the same relative positions. This is especially noticeable if the Sprites are of very different sizes. The following example shows how Sprites can misalign when a skinned Sprite is swapped with an unskinned one:

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2 changes: 2 additions & 0 deletions Documentation~/SpriteSwapSetup.md
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Expand Up @@ -19,3 +19,5 @@ Follow the steps below to create a [Sprite Library Asset](SL-Asset.md), and choo
8. Open the **Category** drop-down menu, and select a Category you created in step 3. The **Label** drop-down menu will become available and display thumbnails of the Sprites contained in the Category.<br/>![](images/2D-animation-SResolver-properties.png)

9. Select a Sprite in the Sprite Resolver component to replace the current Sprite rendered by the Sprite Renderer component with the one you have selected.

It's also possible to use the [Sprite Resolver overlay](CharacterParts.md#sprite-resolver-scene-view-overlay) to swap Sprites directly from the Scene View.
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