DanceXR 2026.8 Release Notes
DanceXR 2026.8 is about getting out of your way while you work. Posing feels better everywhere — limbs that ease into place instead of snapping, joints that no longer bend the wrong way — and physics now sets itself up the moment you load a model, filling in what you used to select bone by bone. Hands hold on more reliably, a batch of material fixes puts the wet look and a number of surfaces back to how they should render, and alongside all of it a brand-new native path-traced app enters public preview.
What is New
Physics that sets itself up
- Load a model and DanceXR now detects its hair, skirt, and soft-body bone chains for you, pre-filling the physics setup you previously had to select by hand.
- Detection follows the same rules on every model, so results are consistent — and everything can still be adjusted manually.
Posing that feels right
- Dragging a limb is now smoothed, so it eases into place instead of snapping when you flick the mouse.
- Arms and legs no longer bend past their natural range. The limit now lives inside the pose solver itself, with an optional arm cone limit you can switch on.
- Legs reach with the toes as well as the foot, so feet land more naturally at the end of a reach.
- The move-and-rotate disc sits in a better place.
Better grasping
- Hands hold on more reliably. A grip is kept until the hand clearly moves away, rather than flickering between two nearby objects.
- Fingers can wrap around several shapes at once, and a grip follows the object if it moves.
- Hands can now grasp props on the stage and other characters’ bodies, not only their own.
Materials and looks
- A pass over the material system fixes a range of materials that were being classified incorrectly — glass, dithered, hair, floor, and path-traced variants now render as intended.
- Missing material assets are reported instead of silently falling back to the wrong look.
- The wet look is restored and improved, with a new water shader, a floor rain fix, and more natural rain distribution.
- New light-beam shader.
Also New
DanceXR Native — public preview
- A separate, standalone Windows application that renders characters with full path tracing on NVIDIA RTX hardware — real bounced light, soft shadows, and true reflections rather than real-time approximations.
- Loads XPS models and VMD motions by drag and drop, with audio playback, camera motion, hair and soft-body physics, feet-on-floor correction, procedural idle motion, and a procedural room with volumetric fog and light shafts.
- Desktop only — no VR — and requires Windows with a ray-tracing capable GPU. The free preview renders one character at a time. This is an early public preview, so expect rough edges, and please send feedback.
Improvements
Bug fixes
- Fixed pelvis offset drift while posing.
- Fixed pose visualization sizing.
In This Update at a Glance
- Automatic hair, skirt, and soft-body physics setup on model load
- Smoothed limb dragging and natural joint limits
- Legs that reach with the toes, and a better-placed move-and-rotate disc
- Grasping that holds on, spans multiple shapes, and reaches props and other characters
- Restored wet look, new water and beam shaders, and material fixes
- DanceXR Native path-traced viewer enters public preview
This release is about the parts of the workflow you shouldn’t have to think about — physics that configures itself, poses that land where you put them, and materials that look the way they were authored.