VIRUTAnimator is a fun and easy animation tool for VR. It allows anyone to easily create animated scenes by simply moving objects in virtual space with supported motion controllers. Share your animations, or get more objects to work with from the Steam Workshop!
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Price history, US store (USD)
Date
Price
Regular
Discount
11 September 2026 22:14 UTC
Free
Free
DLC
AppID
Release
Price
No DLC known for this app.
Branches
Branch
Build ID
Description
Updated
Password
public
1298654
25 August 2016 07:14 UTC
last-update
1222781
24 August 2016 16:05 UTC
Depots
Depot
Name
OS
Size
Download
Public manifest
Notes
459871
windows · 64 · english
413.24 MB
168.97 MB
308905325341550878
branches: last-update
459872
english
A build is one published version of the game's files on a branch. Steam assigns a new build ID every time the developer pushes an update, so this list is the update history of the app. The files inside a build (depot manifests) are only readable with an account that owns the game, which SteamRaw does not have yet, so build contents are not shown.
Build ID
Branch
Updated
First seen
1298654
public
25 August 2016 07:14 UTC
14 hours ago
1222781
last-update
24 August 2016 16:05 UTC
14 hours ago
Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since at least 11 September 2026 22:14 UTC (estimated from the earliest recorded change; the exact first fetch was not stored).
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
24 August 2016 16:19 UTC · Community Announcements · Pheonise
Version 0.8 is finally complete! The main focus of this update was upgrading the engine to Unity 5.4, which brings with it some major VR improvements. Performance should be better across the board, with many of the major bugs fixed. Much of the underlying code was refactored, which will make things easier for me to update later on (also part of the reason the update took way longer than planned). Some big improvements also made their way to other features; the DAE exporter will now only export objects with keyframes (rather than all), and will export in just a couple of seconds, rather than 30
24 August 2016 16:19 UTC · Community Announcements · Pheonise
Version 0.8 is finally complete! The main focus of this update was upgrading the engine to Unity 5.4, which brings with it some major VR improvements. Performance should be better across the board, with many of the major bugs fixed. Much of the underlying code was refactored, which will make things easier for me to update later on (also part of the reason the update took way longer than planned). Some big improvements also made their way to other features; the DAE exporter will now only export objects with keyframes (rather than all), and will export in just a couple of seconds, rather than 30
11 July 2016 23:42 UTC · Community Announcements · Pheonise
It's been a while (much longer than expected!), but here's a new update! This update brings about a pretty big feature - Live Recording! You can now press the brand-new REC (record) button on the objects Info Box (the box that hovers above the object), and as long as you're grabbing a grab point, keyframes will be added (or edited) automatically! You can record over an existing animation, including recorded ones, allowing you to record an object with multiple passes (useful for animating characters). It's currently a pretty basic implementation at the moment - keyframes will be automatically a
11 July 2016 23:42 UTC · Community Announcements · Pheonise
It's been a while (much longer than expected!), but here's a new update! This update brings about a pretty big feature - Live Recording! You can now press the brand-new REC (record) button on the objects Info Box (the box that hovers above the object), and as long as you're grabbing a grab point, keyframes will be added (or edited) automatically! You can record over an existing animation, including recorded ones, allowing you to record an object with multiple passes (useful for animating characters). It's currently a pretty basic implementation at the moment - keyframes will be automatically a
30 May 2016 15:47 UTC · Community Announcements · Pheonise
This update brings about a nice little feature: Frame blending! What is frame blending? It's a little hard to explain, but it basically smooths motion between 2 poses - no more sharp motion changes! Here's a professional diagram showing off what it does: http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/24989322/6d4dd812ad0d843373244c2b4fd007c981150257.png And here's a basic demo that actually shows it off: Before blending: http://i.imgur.com/8nTtyCt.gif After blending: http://i.imgur.com/uz7Je4L.gif So now you can make smoother transitions, from character motions to sweepin
30 May 2016 15:47 UTC · Community Announcements · Pheonise
This update brings about a nice little feature: Frame blending! What is frame blending? It's a little hard to explain, but it basically smooths motion between 2 poses - no more sharp motion changes! Here's a professional diagram showing off what it does: http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/24989322/6d4dd812ad0d843373244c2b4fd007c981150257.png And here's a basic demo that actually shows it off: Before blending: http://i.imgur.com/8nTtyCt.gif After blending: http://i.imgur.com/uz7Je4L.gif So now you can make smoother transitions, from character motions to sweepin
19 May 2016 05:30 UTC · Community Announcements · Pheonise
Despite not being anywhere near an immediate goal, and despite my expectations of it taking weeks, if not months, VIRTUAnimator can now export your scene as a COLLADA DAE format file! This means you can quickly and easily pose your characters, create the keyframes, then export it for fine-tuning in another application like 3DS Max. There are some limitations, which I'll talk about right now: No mesh or texture data is exported. Only transform data is exported. For a character model, this means only it's hierarchy is exported (though complete and intact); for a prop, it's position/rotation is e
19 May 2016 05:30 UTC · Community Announcements · Pheonise
Despite not being anywhere near an immediate goal, and despite my expectations of it taking weeks, if not months, VIRTUAnimator can now export your scene as a COLLADA DAE format file! This means you can quickly and easily pose your characters, create the keyframes, then export it for fine-tuning in another application like 3DS Max. There are some limitations, which I'll talk about right now: No mesh or texture data is exported. Only transform data is exported. For a character model, this means only it's hierarchy is exported (though complete and intact); for a prop, it's position/rotation is e
14 May 2016 22:22 UTC · Community Announcements · Pheonise
First public update! Just a small one for now – some bug fixes, plus a new Screenshot tool, to allow easy single-shot capture, instead of setting up the camera to render a single frame. The controller’s touchpad texture has been updated to show 4 buttons now, with the Camera button opening the new tool. With it active, you’ll see a small viewfinder atop your controller, and pulling the trigger will save its view. The other button (an Eye) is unused for the moment – soon it’ll replace the Viewfinder object (or act as a second one). The Desert Mountain scene has had its lighting fixed (to an ext
14 May 2016 22:22 UTC · Community Announcements · Pheonise
First public update! Just a small one for now – some bug fixes, plus a new Screenshot tool, to allow easy single-shot capture, instead of setting up the camera to render a single frame. The controller’s touchpad texture has been updated to show 4 buttons now, with the Camera button opening the new tool. With it active, you’ll see a small viewfinder atop your controller, and pulling the trigger will save its view. The other button (an Eye) is unused for the moment – soon it’ll replace the Viewfinder object (or act as a second one). The Desert Mountain scene has had its lighting fixed (to an ext
9 May 2016 22:47 UTC · Community Announcements · Pheonise
We’re launched! VIRTUAnimator is here, and it’s ready for you! It's nearly here! I’d like to take a moment to discuss the immediate development goals planned. Firstly, some (hopefully) simple things to add: - Screenshot tool (to take easy shots of your scene without having to render) - Timeline Scaler (to get a better view of clumped keyframes) - World Timeline (controls things like Time Scale (for slow motion), and any Scene events) Then, probably less simple, is Frame Blending. At the moment, motion between keyframes is linear (or ramped up/down via Easing). This works fine for quick or dire
9 May 2016 22:47 UTC · Community Announcements · Pheonise
We’re launched! VIRTUAnimator is here, and it’s ready for you! It's nearly here! I’d like to take a moment to discuss the immediate development goals planned. Firstly, some (hopefully) simple things to add: - Screenshot tool (to take easy shots of your scene without having to render) - Timeline Scaler (to get a better view of clumped keyframes) - World Timeline (controls things like Time Scale (for slow motion), and any Scene events) Then, probably less simple, is Frame Blending. At the moment, motion between keyframes is linear (or ramped up/down via Easing). This works fine for quick or dire
Full appinfo as delivered by Steam PICS, changenumber 37642584. Also at /api/app/459870/raw.