static void CreateSpline()
        {
            if (splineStoreData.Data.Count > 2 && splineStoreData.Data[0] && splineStoreData.Data[1] && splineStoreData.Data[2])
            {
                GameObject tangentCtrl = new GameObject(BoneCreation.GetUniqueBoneName("spline_Tangent"));
                Undo.RegisterCreatedObjectUndo(tangentCtrl, "Created splineTangent");
                splineStoreData.Data.Add(tangentCtrl.transform);
                tangentCtrl.transform.parent        = splineStoreData.Data[splineStoreData.Data.Count - 2].transform;
                tangentCtrl.transform.localPosition = Vector3.zero;


                splineStoreData.Data[1].position += splineStoreData.Data[0].position - splineStoreData.Data[2].position;

                splineStoreData.Data[splineStoreData.Data.Count - 1].position += splineStoreData.Data[splineStoreData.Data.Count - 2].position - splineStoreData.Data[splineStoreData.Data.Count - 3].position;

                Transform splineCtrlSwap = splineStoreData.Data[0];
                splineStoreData.Data[0] = splineStoreData.Data[1];
                splineStoreData.Data[1] = splineCtrlSwap;

                SplineControl spline = SplineCreationGroup.AddComponent <SplineControl>();

                spline._splineCTRLS.AddRange(splineStoreData.Data);
                spline.numberBones = Puppet3DEditor.numberSplineJoints;
                spline.Create();

                foreach (Transform ctrl in splineStoreData.Data)
                {
                    if (!ctrl.parent.parent)
                    {
                        ctrl.parent.parent = SplineCreationGroup.transform;
                    }
                }
                GameObject globalCtrl = CreateControls.CreateGlobalControl();
                globalCtrl.GetComponent <GlobalControl>()._SplineControls.Add(spline);
                SplineCreationGroup.transform.parent = globalCtrl.transform;

                globalCtrl.GetComponent <GlobalControl>().InitializeArrays();
                globalCtrl.GetComponent <GlobalControl>().Run();

                Undo.DestroyObjectImmediate(splineStoreData);

                splineStoreData.Data.Clear();



                Bone[] bones = GameObject.FindObjectsOfType <Bone>();
                foreach (Bone bone in bones)
                {
                    if (bone.transform.parent == null)
                    {
                        bone.transform.parent = globalCtrl.transform;
                    }
                }
            }
        }
        public static void BoneFinishCreation()
        {
            Puppet3DEditor.BoneCreation = false;
            EditorPrefs.SetBool("Puppet3D_BoneCreation", false);

            GameObject globalCtrlNew = CreateControls.CreateGlobalControl();


            Bone[] bones = GameObject.FindObjectsOfType <Bone>();
            foreach (Bone bone in bones)
            {
                if (bone.transform.parent == null)
                {
                    bone.transform.parent = globalCtrlNew.transform;
                }
            }
        }
        void OnGUI()
        {
            Texture autoRigTexture       = AssetDatabase.LoadAssetAtPath(Puppet3DEditor._puppet3DPath + "/Textures/GUI/autoRigRobot.png", typeof(Texture)) as Texture;
            Texture autoRigGuidesTexture = AssetDatabase.LoadAssetAtPath(Puppet3DEditor._puppet3DPath + "/Textures/GUI/autoRigRobotGuides.png", typeof(Texture)) as Texture;


            Color bgColor = GUI.backgroundColor;

            if (currentGUIChoice == GUIChoice.BoneCreation)
            {
                GUI.backgroundColor = Color.green;
            }

            if (GUI.Button(new Rect(0, 0, 100, 20), "Skeleton"))
            {
                currentGUIChoice = GUIChoice.BoneCreation;
            }

            GUI.backgroundColor = bgColor;
            if (currentGUIChoice == GUIChoice.RigginSetup)
            {
                GUI.backgroundColor = Color.green;
            }

            if (GUI.Button(new Rect(100, 0, 100, 20), "Rigging"))
            {
                currentGUIChoice = GUIChoice.RigginSetup;
            }
            GUI.backgroundColor = bgColor;
            if (currentGUIChoice == GUIChoice.Skinning)
            {
                GUI.backgroundColor = Color.green;
            }

            if (GUI.Button(new Rect(200, 0, 100, 20), "Skinning"))
            {
                currentGUIChoice = GUIChoice.Skinning;
            }
            GUI.backgroundColor = bgColor;
            if (currentGUIChoice == GUIChoice.Animation)
            {
                GUI.backgroundColor = Color.green;
            }

            if (GUI.Button(new Rect(0, 20, 100, 20), "Animation"))
            {
                currentGUIChoice = GUIChoice.Animation;
            }
            GUI.backgroundColor = bgColor;

            if (currentGUIChoice == GUIChoice.AutoRig)
            {
                GUI.backgroundColor = Color.green;
            }
            if (GUI.Button(new Rect(100, 20, 100, 20), "Auto Rig"))
            {
                currentGUIChoice = GUIChoice.AutoRig;
            }
            GUI.backgroundColor = bgColor;
            if (currentGUIChoice == GUIChoice.About)
            {
                GUI.backgroundColor = Color.green;
            }
            if (GUI.Button(new Rect(200, 20, 100, 20), "About"))
            {
                currentGUIChoice = GUIChoice.About;
            }
            GUI.backgroundColor = bgColor;


            if (EditSkinWeights || SplineCreation || FFDCreation)
            {
                GUI.backgroundColor = Color.grey;
            }

            int offsetControls = 30;

            GUILayout.Space(offsetControls + 50);

            if (currentGUIChoice == GUIChoice.BoneCreation)
            {
                if (BoneCreation)
                {
                    GUI.backgroundColor = Color.green;
                }


                if (GUI.Button(new Rect(80, 60 + offsetControls, 150, 30), "Create Bone Tool"))
                {
                    BoneCreation      = true;
                    currentActiveBone = null;
                    EditorPrefs.SetBool("Puppet3D_BoneCreation", BoneCreation);
                }
                if (BoneCreation)
                {
                    GUI.backgroundColor = bgColor;
                }


                if (GUI.Button(new Rect(80, 90 + offsetControls, 150, 30), "Finish Bone"))
                {
                    Puppet3D.BoneCreation.BoneFinishCreation();
                }

                if (BoneCreation)
                {
                    GUI.backgroundColor = Color.grey;
                }



                if (SplineCreation)
                {
                    GUI.backgroundColor = Color.green;
                }
                if (GUI.Button(new Rect(80, 150 + offsetControls, 150, 30), "Create Spline Tool"))
                {
                    SplineEditor.CreateSplineTool();
                }
                if (SplineCreation)
                {
                    GUI.backgroundColor = bgColor;
                }
                numberSplineJoints = EditorGUI.IntSlider(new Rect(80, 190 + offsetControls, 150, 20), numberSplineJoints, 1, 10);

                if (GUI.Button(new Rect(80, 220 + offsetControls, 150, 30), "Finish Spline"))
                {
                    SplineEditor.SplineFinishCreation();
                }
            }
            if (currentGUIChoice == GUIChoice.RigginSetup)
            {
                if (GUI.Button(new Rect(80, 60 + offsetControls, 150, 30), "Create IK Control"))
                {
                    CreateControls.IKCreateTool(false, false);
                }
                if (GUI.Button(new Rect(80, 90 + offsetControls, 150, 30), "Create Limb Control"))
                {
                    CreateControls.IKCreateTool(false, true);
                }
                if (GUI.Button(new Rect(80, 120 + offsetControls, 150, 30), "Create Parent Control"))
                {
                    CreateControls.CreateParentControl();
                }
                if (GUI.Button(new Rect(80, 150 + offsetControls, 150, 30), "Create Orient Control"))
                {
                    CreateControls.CreateOrientControl();
                }
                if (GUI.Button(new Rect(80, 150 + offsetControls, 150, 30), "Create Orient Control"))
                {
                    CreateControls.CreateOrientControl();
                }
                GUI.Label(new Rect(30, 205 + offsetControls, 150, 30), "(Beta)");

                if (GUI.Button(new Rect(80, 200 + offsetControls, 150, 30), "Create Blend Shape"))
                {
                    CreateBlendShape.MakeBlendShape();
                }
                GUI.Label(new Rect(30, 235 + offsetControls, 150, 30), "(Beta)");

                if (GUI.Button(new Rect(80, 230 + offsetControls, 150, 30), "Clear Blend Shapes"))
                {
                    CreateBlendShape.ClearBlendShapes();
                }
                if (GUI.Button(new Rect(80, 290 + offsetControls, 150, 30), "Set Driver"))
                {
                    DrivenKeyActive = Selection.activeGameObject.GetComponent <DrivenKey>();

                    if (DrivenKeyActive == null)
                    {
                        DrivenKeyActive = Selection.activeGameObject.AddComponent <DrivenKey>();

                        DrivenKeyActive.DriverColection = new DrivenObject[1];
                    }
                }

                if (DrivenKeyActive != null)
                {
                    GUI.Label(new Rect(80, 325 + offsetControls, 150, 30), DrivenKeyActive.gameObject.name);
                    if (GUI.Button(new Rect(80, 350 + offsetControls, 150, 30), "Set Driven"))
                    {
                        DrivenKeyActive.DriverColection[0] = new DrivenObject(Selection.gameObjects);
                    }
                    if (GUI.Button(new Rect(80, 380 + offsetControls, 150, 30), "Set End Position"))
                    {
                        for (int i = 0; i < DrivenKeyActive.DriverColection[0].StartPositions.Length; i++)
                        {
                            DrivenKeyActive.DriverColection[0].EndPositions[i] = DrivenKeyActive.DriverColection[0].DrivenGOs[i].transform.localPosition;
                            DrivenKeyActive.DriverColection[0].EndRotations[i] = DrivenKeyActive.DriverColection[0].DrivenGOs[i].transform.localRotation;
                        }
                    }

                    /*if (GUI.Button (new Rect (80, 310 + offsetControls, 150, 30), "Set Start Position"))
                     * {
                     * if (DrivenKeyActive == null)
                     * {
                     *
                     * }
                     * for (int i = 0; i < DrivenKeyActive.DriverColection [0].StartPositions.Length; i++)
                     * {
                     * DrivenKeyActive.DriverColection [0].StartPositions [i] = DrivenKeyActive.DriverColection [0].DrivenGOs [i].transform.localPosition;
                     * DrivenKeyActive.DriverColection [0].StartRotations [i] = DrivenKeyActive.DriverColection [0].DrivenGOs [i].transform.localRotation;
                     *
                     * }
                     * }*/
                }
            }
            if (currentGUIChoice == GUIChoice.Skinning)
            {
                GUILayout.Space(5);
                GUIStyle labelNew = EditorStyles.label;
                labelNew.alignment     = TextAnchor.LowerLeft;
                labelNew.contentOffset = new Vector2(80, 0);

                labelNew.contentOffset = new Vector2(80, 0);
                GUILayout.Label("Num Skin Bones: ", labelNew);
                labelNew.contentOffset = new Vector2(0, 0);
                string[] NumberBonesToSkinTo = { "1", "2" };

                _numberBonesToSkinToIndex = EditorGUI.Popup(new Rect(180, 50 + offsetControls, 50, 30), _numberBonesToSkinToIndex, NumberBonesToSkinTo);

                if (GUI.Button(new Rect(80, 100 + offsetControls, 150, 30), "Bind Smooth Skin"))
                {
                    if (_numberBonesToSkinToIndex == 1)
                    {
                        Skinning.BindSmoothSkin(_skinningType);
                    }
                    else
                    {
                        Skinning.BindSmoothSkin(1);
                    }
                }
                if (GUI.Button(new Rect(80, 130 + offsetControls, 150, 30), "Detach Skin"))
                {
                    Skinning.DetatchSkin();
                }


                string[] SkinningTypeChoice = { "Voxel", "Closest Point" };

                labelNew.alignment     = TextAnchor.LowerLeft;
                labelNew.contentOffset = new Vector2(80, 0);
                GUILayout.Label("Skinning: ", labelNew);
                labelNew.contentOffset = new Vector2(0, 0);
                GUILayout.Space(40);
                _skinningType   = EditorGUI.Popup(new Rect(140, 75 + offsetControls, 90, 30), _skinningType, SkinningTypeChoice);
                offsetControls += 40;
                GUILayout.Space(offsetControls - 15);

                KeepVoxels = GUI.Toggle(new Rect(80, 130 + offsetControls, 256, 20), KeepVoxels, " Keep Voxels");
                GUILayout.Label(" Voxel Res", EditorStyles.boldLabel);

                VoxelScale = EditorGUI.Slider(new Rect(80, 150 + offsetControls, 150, 20), VoxelScale, 1f, VoxelScaleMax);


                GUILayout.Label(" Blur Iter", EditorStyles.boldLabel);

                BlurIter = EditorGUI.IntSlider(new Rect(80, 170 + offsetControls, 150, 20), BlurIter, 0, 20);

                if (GUI.Button(new Rect(80, 200 + offsetControls, 150, 30), "Export Skin & Bones "))
                {
                    Puppet3D.ColladaExporterExport.ExportCollad();
                }

                if (EditSkinWeights || SkinWeightsPaint)
                {
                    GUI.backgroundColor = Color.green;
                }
                offsetControls += 50;
                if (SkinWeightsPaint)
                {
                    if (GUI.Button(new Rect(80, 190 + offsetControls, 150, 30), "Manually Edit Weights"))
                    {
                        // finish paint weights
                        Selection.activeGameObject = currentSelection;
                        if (currentSelection)
                        {
                            if (previousShader.Count > 0)
                            {
                                for (int i = 0; i < previousShader.Count; i++)
                                {
                                    currentSelection.GetComponent <Renderer>().sharedMaterials[i].shader = previousShader[i];
                                }
                            }
                            SkinWeightsPaint = false;
                            if (previousVertColors != null && previousVertColors.Length > 0)
                            {
                                currentSelectionMesh.colors = previousVertColors;
                            }
                            currentSelectionMesh = null;
                            currentSelection     = null;
                            previousVertColors   = null;
                        }

                        EditSkinWeights = Skinning.EditWeights();
                    }
                }
                if (!SkinWeightsPaint)
                {
                    if (GUI.Button(new Rect(80, 190 + offsetControls, 150, 30), "Paint Weights"))
                    {
                        if (EditSkinWeights)
                        {
                            EditSkinWeights = false;
                            Object[] bakedMeshes = Skinning.FinishEditingWeights();

                            Selection.objects = bakedMeshes;
                        }

                        if (Selection.activeGameObject && Selection.activeGameObject.GetComponent <SkinnedMeshRenderer>() && Selection.activeGameObject.GetComponent <SkinnedMeshRenderer>().sharedMesh)
                        {
                            SkinWeightsPaint = true;
                            SkinnedMeshRenderer smr = Selection.activeGameObject.GetComponent <SkinnedMeshRenderer>();
                            currentSelectionMesh = smr.sharedMesh;
                            currentSelectionMesh = Skinning.SaveFBXMesh(currentSelectionMesh);
                            foreach (Transform bone in smr.bones)
                            {
                                if (bone.GetComponent <Bone>() == null)
                                {
                                    bone.gameObject.AddComponent <Bone>();
                                }
                            }
                            if (smr.GetComponent <MeshCollider>() == null)
                            {
                                MeshCollider meshCol = smr.gameObject.AddComponent <MeshCollider>();
                                meshCol.sharedMesh = currentSelectionMesh;
                            }
                            smr.sharedMesh   = currentSelectionMesh;
                            currentSelection = Selection.activeGameObject;
                            previousShader   = new List <Shader>();
                            previousShader.Clear();
                            foreach (Material m in currentSelection.GetComponent <Renderer>().sharedMaterials)
                            {
                                previousShader.Add(m.shader);
                                m.shader = Shader.Find("Puppet3D/vertColor");
                            }

                            EditSkinWeightRadius = currentSelection.GetComponent <Renderer>().bounds.size.y / 20f;

                            if (currentSelectionMesh.colors.Length != currentSelectionMesh.vertices.Length)
                            {
                                currentSelectionMesh.colors = new Color[currentSelectionMesh.vertices.Length];
                                EditorUtility.SetDirty(currentSelection);
                                EditorUtility.SetDirty(currentSelectionMesh);
                                AssetDatabase.SaveAssets();
                                AssetDatabase.SaveAssets();
                            }
                            else
                            {
                                previousVertColors = currentSelectionMesh.colors;
                            }
                            Selection.activeGameObject = smr.bones[0].gameObject;
                        }
                    }
                }



                if (EditSkinWeights || SkinWeightsPaint)
                {
                    GUI.backgroundColor = bgColor;
                }

                if (GUI.Button(new Rect(80, 220 + offsetControls, 150, 30), "Finish Edit Skin Weights"))
                {
                    if (SkinWeightsPaint)
                    {
                        if (currentSelection)
                        {
                            Selection.activeGameObject = currentSelection;

                            if (previousShader.Count > 0)
                            {
                                for (int i = 0; i < previousShader.Count; i++)
                                {
                                    currentSelection.GetComponent <Renderer>().sharedMaterials[i].shader = previousShader[i];
                                }
                            }
                            SkinWeightsPaint = false;
                            if (previousVertColors != null && previousVertColors.Length > 0)
                            {
                                currentSelectionMesh.colors = previousVertColors;
                            }
                            currentSelectionMesh = null;
                            currentSelection     = null;
                            previousVertColors   = null;

                            Bone[] bones = Transform.FindObjectsOfType <Bone>();
                            foreach (Bone bone in bones)
                            {
                                bone.Color = Color.white;
                            }
                        }
                        else
                        {
                            SkinWeightsPaint = false;
                        }
                    }
                    else
                    {
                        EditSkinWeights = false;
                        Skinning.FinishEditingWeights();
                    }
                }

                if (SkinWeightsPaint)
                {
                    GUILayout.Space(offsetControls - 30);
                    GUILayout.Label(" Brush Size", EditorStyles.boldLabel);
                    float modelSize = currentSelection.transform.GetComponent <Renderer>().bounds.size.y / 2f;
                    EditSkinWeightRadius = EditorGUI.Slider(new Rect(80, 265 + offsetControls, 150, 20), EditSkinWeightRadius, 0F, modelSize);
                    GUILayout.Label(" Strength", EditorStyles.boldLabel);
                    paintWeightsStrength = EditorGUI.Slider(new Rect(80, 295 + offsetControls, 150, 20), paintWeightsStrength, 0F, 1F);



                    EditorGUI.BeginChangeCheck();
                    BlackAndWhiteWeights = EditorGUI.Toggle(new Rect(5, 325 + offsetControls, 200, 20), "BlackAndWhite", BlackAndWhiteWeights);
                    if (EditorGUI.EndChangeCheck())
                    {
                        RefreshMeshColors();
                    }
                }

                if (EditSkinWeights || SkinWeightsPaint)
                {
                    GUI.backgroundColor = Color.grey;
                }
            }
            if (currentGUIChoice == GUIChoice.Animation)
            {
                if (GUI.Button(new Rect(80, 60 + offsetControls, 150, 30), "Bake Animation"))
                {
                    GlobalControl[] globalCtrlScripts = Transform.FindObjectsOfType <GlobalControl>();
                    for (int i = 0; i < globalCtrlScripts.Length; i++)
                    {
                        BakeAnimation BakeAnim = globalCtrlScripts[i].gameObject.AddComponent <BakeAnimation>();
                        BakeAnim.Run();
                        DestroyImmediate(BakeAnim);
                        globalCtrlScripts[i].enabled = false;
                    }
                }

                if (recordPngSequence && !ExportPngAlpha)
                {
                    GUI.backgroundColor = Color.green;
                }
                if (GUI.Button(new Rect(80, 130 + offsetControls, 150, 30), "Render Animation"))
                {
                    checkPath = EditorUtility.SaveFilePanel("Choose Directory", pngSequPath, "exportedAnim", "");
                    if (checkPath != "")
                    {
                        pngSequPath       = checkPath;
                        recordPngSequence = true;
                        EditorApplication.ExecuteMenuItem("Edit/Play");
                    }
                }
                GUI.backgroundColor = bgColor;

                if (ExportPngAlpha || recordPngSequence)
                {
                    GUI.backgroundColor = bgColor;
                }
                if (GUI.Button(new Rect(80, 200 + offsetControls, 150, 30), "Save Selection"))
                {
                    selectedControls.Add(new List <string>());
                    selectedControlsData.Add(new List <string>());

                    foreach (GameObject go in Selection.gameObjects)
                    {
                        selectedControls[selectedControls.Count - 1].Add(Puppet3DSelection.GetGameObjectPath(go));
                        selectedControlsData[selectedControlsData.Count - 1].Add(go.transform.localPosition.x + " " + go.transform.localPosition.y + " " + go.transform.localPosition.z + " " + go.transform.localRotation.x + " " + go.transform.localRotation.y + " " + go.transform.localRotation.z + " " + go.transform.localRotation.w + " " + go.transform.localScale.x + " " + go.transform.localScale.y + " " + go.transform.localScale.z + " ");
                    }
                    Puppet3DSelection.SetSelectionString();
                }
                if (GUI.Button(new Rect(80, 230 + offsetControls, 150, 30), "Clear Selections"))
                {
                    selectedControls.Clear();
                    selectedControlsData.Clear();
                    Puppet3DSelection.SetSelectionString();
                }


                for (int i = 0; i < selectedControls.Count; i++)
                {
                    int column = i % 3;
                    int row    = 0;

                    row = i / 3;
                    Rect newLoadButtonPosition = new Rect(80 + (50 * column), 265 + offsetControls + row * 30, 50, 30);

                    if (Event.current.type == EventType.ContextClick)
                    {
                        Vector2 mousePos = Event.current.mousePosition;
                        if ((Event.current.button == 1) && newLoadButtonPosition.Contains(mousePos))
                        {
                            GenericMenu menu = new GenericMenu();

                            menu.AddItem(new GUIContent("Select Objects"), false, Puppet3DSelection.SaveSelectionLoad, i);
                            menu.AddItem(new GUIContent("Remove Selection"), false, Puppet3DSelection.SaveSelectionRemove, i);
                            menu.AddItem(new GUIContent("Append Selection"), false, Puppet3DSelection.SaveSelectionAppend, i);
                            menu.AddItem(new GUIContent("Store Pose"), false, Puppet3DSelection.StorePose, i);
                            menu.AddItem(new GUIContent("Load Pose"), false, Puppet3DSelection.LoadPose, i);



                            menu.ShowAsContext();
                            Event.current.Use();
                        }
                    }
                    GUI.Box(newLoadButtonPosition, "Load");
                }
            }
            if (currentGUIChoice == GUIChoice.AutoRig)
            {
                if (!HasGuides)
                {
                    GUI.DrawTexture(new Rect(20, 90 + offsetControls, 256, 256), autoRigTexture, ScaleMode.StretchToFill, true, 10.0F);
                }
                else
                {
                    GUI.DrawTexture(new Rect(20, 90 + offsetControls, 256, 256), autoRigGuidesTexture, ScaleMode.StretchToFill, true, 10.0F);
                }



                if (GUI.Button(new Rect(80, 70 + offsetControls, 150, 30), "Make Guides"))
                {
                    if (AutoRigEditor.MakeGuides(Fingers))
                    {
                        HasGuides = true;
                    }
                }
                if (GUI.Button(new Rect(80, 350 + offsetControls, 150, 30), "Auto Rig"))
                {
                    AutoRigEditor.AutoRig();
                    HasGuides = false;
                }
                Fingers = GUI.Toggle(new Rect(80, 385 + offsetControls, 256, 20), Fingers, " Rig Fingers");

                if (GUI.Button(new Rect(80, 410 + offsetControls, 150, 30), "Create Mod Rig"))
                {
                    AutoRigEditor.CreateModRig(Fingers);
                }

                GUILayout.Space(400 + offsetControls);

                KeepVoxels = GUI.Toggle(new Rect(80, 460 + offsetControls, 256, 20), KeepVoxels, " Keep Voxels");
                GUILayout.Label(" Voxel Res", EditorStyles.boldLabel);

                VoxelScale = EditorGUI.Slider(new Rect(80, 480 + offsetControls, 150, 20), VoxelScale, 1f, VoxelScaleMax);


                GUILayout.Label(" Blur Iter", EditorStyles.boldLabel);

                BlurIter = EditorGUI.IntSlider(new Rect(80, 500 + offsetControls, 150, 20), BlurIter, 0, 20);

                string[] SkinningTypeChoice = { "Voxel", "Closest Point" };

                GUILayout.Label(" Skinning", EditorStyles.boldLabel);

                _skinningType = EditorGUI.Popup(new Rect(80, 530 + offsetControls, 150, 30), _skinningType, SkinningTypeChoice);
            }
            if (currentGUIChoice == GUIChoice.About)
            {
                GUILayout.Label(
                    "    Puppet3D by Puppetman.\n\n" +
                    "    Version 1.5\n\n" +
                    "    v1.5:\n\n" +
                    "    - New Blend Shapes (Beta)\n" +
                    "    - Optimised Paint Weights Performance\n" +
                    "    - Painting Weights on prerigged model converts it to asset\n" +
                    "    - Fixed ModRig Serializing values\n" +
                    "    - Default To Closest Point Skinning (Faster) \n\n" +
                    "    v1.4:\n\n" +
                    "    - Added Export Skin & Bones Feature\n" +
                    "    - Fixed Voxel Creation\n" +
                    "    - Fixed Voxel Weights Copying\n\n" +
                    "    v1.3:\n\n" +
                    "    - Fixed Voxel Skinning bug\n" +
                    "    - Driven Keys execute from Global_CTRL\n" +
                    "    \n" +
                    "    v1.2:\n\n" +
                    "    - Finger Rigging\n" +
                    "    - Improved Voxel Skinning Algorithm\n" +
                    "    - Driver Keys Rigging Feature\n" +
                    "    - Fixed Error for 2018\n" +
                    "    \n" +
                    "    v1.1\n" +
                    "    \n" +
                    "    - Now Supports Submeshes\n" +
                    "    - Fixed - Global control moves ModRig\n" +
                    "    - Fixed - hold Ctrl to remove weights\n" +
                    "" +
                    "\n", EditorStyles.boldLabel);
            }
        }