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Changelog

Release notes.

Every version of the plug-in, newest first. Updates within a major version are included in your license.
  1. 1.3.8

    Quieter marks

    November 3, 2026
    • The slide mark has no colour of its own any more: it deepens the colour of the surface it lies on by a shade. On orange ground, it is a slightly darker orange.
    • Slide marks and blow marks fade much more slowly: a slide mark stays whole for six seconds, then goes from its start to its end over fourteen; a blow mark pales while its cracks draw back, over twenty-four seconds.
  2. 1.3.7

    Water that answers

    November 3, 2026
    • Going into water throws up drops of every size, the more the faster you arrive, up to a limit: a crown falling straight in, a spray ahead sliding in, over the body’s whole height coming in through a side.
    • The surface dips for a moment where you go in and lifts where you come out, then closes, sending out a ring.
    • At the surface the body leaves a V-shaped wake and rough water that settles within seconds; each time it comes down, a ring and a few light bubbles.
    • Floating at the surface rises and falls half as much, and the view stays clear above the water.
    • Motes drift and tremble in a thin liquid and barely move in a thick fluid.
    • Standing up, lying down, leaving the swimming position: every change of posture is smooth. Out of the water, the character stands up, even in mid-air.
    • A landing blows dust out along the ground, as hard as it lands; a small jump raises none. Running raises fine dust with its grains.
    • The slide mark is that of a dragged body, about fifty centimetres wide and rounded at both ends; the smoke is one veil that clears.
  3. 1.3.6

    Every state has its name

    November 2, 2026
    • Under the panel, what the character is doing is written out: standing, walking, running, crouching, crawling, lying down, sliding, carried on, slipping down the slope, in the air, wading, breaststroke or swimming.
    • A slide is a state of its own. When it ends, a movement key held down stands the character up; with no key, it stays lying. A downhill slope carries it further.
    • Running particles only fly when running ahead on its feet, thrown backward, with a little smoke.
    • The slide mark starts thin and widens, then fades from its start to its end. A blow’s cracks draw back to its middle before the mark fades.
  4. 1.3.5

    Smooth on big models

    November 2, 2026
    • The walk happens in Shaded or Rendered: another display mode turns to Shaded, and the original one comes back when you quit.
    • What is out of view or hidden is no longer drawn, from the first frame; what comes into the picture or leaves it goes through a light blur, never at once.
    • When the graphics card struggles, shadows lighten; in Rendered, big far-off meshes are simplified.
    • On a test city of 22,500 buildings, the walk starts in one second instead of four.
  5. 1.3.4

    Lighter, truer

    November 2, 2026
    • The plug-in measures what the machine can take and leaves out what cannot be seen: on a test city of 22,500 buildings, from 5 to 51 frames per second in Shaded and from 7.6 to 45 in Rendered (RTX 5080).
    • Each blow mark has its own relief, drawn at random, with light traces of blood, never the same.
    • A fluid counts wherever it is on the body; at the surface the body rises and falls without jumping, and the water no longer pulls it in.
    • A bush fades inside a sphere around the eyes, and a neighbouring bush stays whole. The whole body pushes it, without changing the model’s shape.
    • The field of view no longer moves during a slide or on ice.
  6. 1.3.3

    What the body leaves on the ground

    November 2, 2026
    • Running throws dust and chips from under the feet, in the ground’s colour.
    • A slide leaves a mark and a veil of smoke.
    • A blow leaves its mark: a crater on the ground, a dent in a wall, with a burst of chips.
    • Water holds the body up even when only its upper part is in it.
  7. 1.3.2

    Swimming

    November 1, 2026
    • Running in water, the character lies out to swim, as low as lying down, and heads where it looks, up and down too.
    • At the surface, holding Space takes it out of the water and back in.
    • Going into a soft object no longer deforms it: you see a little through it, the way out shows more as you near it, and its particles come from its own material.
    • Water seen from inside reflects its faces, several fluids show through one another, and a closed volume of water is no longer taken for an open surface.
  8. 1.3.1

    Water in detail

    November 1, 2026
    • 6,000 particles of every size float in the water and move aside as the body passes, further in a thick fluid.
    • Water takes the light colour by colour over the depth crossed; its edges spread into a glow, with no line; bubbles are small lenses.
    • Jumping into water splashes. You sink when you stop and rise a little going on.
    • Going through a soft object sheds particles from it.
    • On a slippery floor you can change direction at a run, and the camera no longer steps while you glide; the slide, on Shift only, gets a small boost.
  9. 1.3.0

    Physics

    November 1, 2026
    • A Physics column in the Layers panel and a Physics page in the object’s properties: each layer or object is Solid, Soft or Fluid, with its setting.
    • Solid: friction, from 0.1 to 5. Above 1 it slips; below, the ground holds the body back.
    • Soft: rigidity. The character goes through plants and fabrics, which move as it passes.
    • Fluid: viscosity. You swim in it, and the view clouds with the depth crossed and the viscosity, never turning opaque.
    • Undo, redo and saving the file keep these settings.
  10. 1.2.4

    Slopes, falls and slides

    November 1, 2026
    • Standing holds slopes up to 45°, crouching up to 55°, lying up to 25°; steeper, you slip, the faster the steeper.
    • At a run, Shift starts a slide: down flat at once, keeping your momentum.
    • Falls speed up to 240 km/h. Hitting the ground above 50 km/h, or a wall above 75 km/h, brings a red vignette up at the edges of the view.
    • The character’s height goes from 50 cm to 2.50 m.
  11. 1.2.3

    Postures

    October 29, 2026
    • Shift goes from standing to crouching, then lying, then standing. Crouching, you do not step off an edge deeper than 21 cm; lying, you pass under a table.
    • Ctrl, or the forward key pressed twice, to run.
    • During the walk the panel folds into a band, Tab unfolds it, and the arrows go from spawn point to spawn point.
    • A click on a point’s name opens a window to rename it; new points face north.
  12. 1.2.2

    Spawn points as objects

    October 28, 2026
    • A spawn point is selected, moved, turned, copied and deleted like any Rhino object, gumball and Undo included.
    • Up to six points per colour; scale, height and field of view belong to the colour.
    • Each point carries a name of yours, after its number.
    • The viewport’s title becomes “Character”, and changing the display mode does not end the walk.
    • The field of view narrows by 10% at most, only when sprinting.
  13. 1.2.1

    More lifelike movement

    October 28, 2026
    • The character speeds up, brakes and turns like a body: slower sideways and backward, it keeps its momentum in the air, and its eyes rise and fall at each step.
    • Holding Space jumps again at each landing.
    • Back to the start: a button, or the R key.
    • Clicking a spawn point opens its panel and Enter starts the walk; a point blocked by an object turns black.
    • Settings move to notched sliders and the scale to a list, with a button back to the point’s settings.
  14. 1.2.0

    The character

    October 28, 2026
    • A fourth button in the Set View toolbar, Character: place a spawn point, then walk through the model in first person, at scale.
    • WASD (ZQSD on a French keyboard) to walk, the mouse to look, Space to jump, Esc to quit.
    • The body is an invisible cylinder at its height: it climbs steps of 21 cm or less, slides along walls, stops at a railing and falls past an edge.
    • Scale, height, speed and field of view are set during the walk, in a panel in the view.
  15. 1.1.1

    The grid on the ground

    October 16, 2026
    • In every viewport, Front and Right included, a NurbsView view lays the grid on the ground, as Rhino’s standard views set their construction plane.
    • The plug-in comes as a Rhino 8 package (NurbsView.yak): dragged onto Rhino, it installs, and a newer version replaces the old one at the next restart.
  16. 1.1.0

    Views like Rhino’s own

    October 16, 2026
    • A NurbsView view behaves like any Rhino view: a standard or named view takes its place, Undo View and named views bring it back, and the grid stays.
    • Clicking an object selects it where it is drawn; snaps and the gumball follow the drawing.
    • Captures, prints and layout details give the exact drawing, and Zoom Extents frames it.
    • In every Set View menu, the arrow by a view’s name included, and in the Set View toolbar: three buttons, right click for the side last used.
  17. 1.0.0

    First release

    October 14, 2026
    • Twelve views from one command, NurbsView: military NW, NE, SE and SW; cavalier and cabinet N, E, S and W.
    • Views are projections, never rotations: the model stays exactly where it was drawn.
    • Student and Pro licenses, each delivered as a PDF certificate in the holder’s name, with its password.
    • License portal: download again, reset a forgotten password by email, upgrade to the next major version.

Your model stays put.The views do the moving.

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