changelog: 2.0 In no particular order: *system now compiles in release mode, VC++ was optimizing my math in a bad way *Exe’s are now in release mode *lowlevel muscle code is cleaner, the inner loop is gone setting the stage for implementing muscles as vertex prgrams. *Muscles that are similar are now in a hierarchy with differences implemented with virtual functions eg cheek, limited and striated all inherit from linear muscle and share functionality. * Muscle gizmos are now rendered with a utility library (rendertool) * Muscle gizmos are prettier * Transparency rendering is nicer. *Exporter now correctly exports the normal in local space of the object, looks about 10x *All Matrixes and vertexes are using a modified NVIDIA utility library. no more avMatrix,avVec classes. *Character animation now uses a MatQ matrix consisting of a 3 vector translation and a quaternion, instead of a Mat4x4. Why: This lowers the amount of math done per-vertex as well as per-matrix and allows for a more intuitive compositing math. Additionally the data is coming out of 3DSMax that way any way so why transform it if it’s not necessary. * Attached meshes now inherit from bones allowing them to share modification and drawing code. The mesh transformation math has been rewritten to make this work *Meshes now use vertex arrays for a rendering speed up. But they aren’t static so it isn’t that fast. *Code is all around cleaner. yay turbine discipline and anal retentiveness *Code is still not clean enough.. yay turbine discipline and anal retentiveness *Basic animation compositioning when switching from one pose to another *General improvements in frame rate and not deforming the character when if it isn’t necessary. *Some of the events have been replaced with member function specifically muscle selection, and manipulation I don't know what the HELL I was thinking here. *All new polished user interface using glui allows for the real time tweaking of the muscles. *Much better lookat code. *rewrote facial state compositor *New mood simulation code based on user mouse moving *Rewrote much of the simulation code. what hasn't changed: The file formats have stayed the same... *I don't have support for maya. *I haven’t updated the 3dmax code.. “What!” you may ask the project is totally useless without support for the latest version of 3DSMax.. I am aware but I don’t have 3DS max 5.0. Please don’t suggest I download it, its bad form. However if somebody from discreet wants to provide me with an upgrade from 3.1 cheap I’ll be happy to listen. Why bother with the update? Expression is the biggest piece of code I’ve published outside of AC2, and as it stands the code is realllly ugly. I’ve been tweaking and cleaning it up for a while.. and since people still ping me on a regular basis I like to make sure its decent. What’s gone Skel view: which was a mfc based app that didn’t really add much to the project The text to speech demo: MS has changed the SAPI api, and XP doesn’t by default have a speech engine. Check out the previous code base if you’re interested.