Important: This version does not contain the "Automatic Lip Sync" feature showcased at the BCON 2025. The version containing it will come out in the near future, once all distribution topics are resolved.
This version sees the complete rewrite of the "Convert to Separate Objects" operator. The current operator is not an enhancement of the old one; both the UI and the implementation have been completely rewritten and simplified. Lots of new features have been added as well, some of which were showcased at the Keymesh presentation at BCON 2025.
The main purpose of the operator is to faithfully recreate the Keymesh animation without requiring the add-on to be installed. This makes it possible to translate Keymesh animation into something that render farms can read, to create a swappable-parts rig for animators in seconds, or whatever you can come up with.
The operator comes with two modes and three conversion methods. Both modes will create a new, clean object for each Keymesh block and offer a way of managing their visibility. In the "Animated" workflow mode, visibility of those objects will also be animated (based on the chosen conversion method) so that it perfectly recreates the Keymesh animation.
Keymesh 2.3 is out! It's a major release mainly aimed at supporting new workflows not possible before.

Armature -> Keymesh -> Armature animation workflows.... and much more. Read full release notes at: https://github.com/nickberckley/keymesh/discussions/34
More detailed changelog can be read here: https://github.com/nickberckley/keymesh/discussions/16#discussioncomment-10024217
Keymesh 2.2 update is focused on making Keymesh ready, or better suited for production environments. Updates include:
You can read full release notes here: https://github.com/nickberckley/keymesh/discussions/16
No changelog for this release.