9.6 compatible? (please...)
Only the ones already out will be compatible. The new versions and new tools will be 10.1 only. I'll keep including both sets. Really only because I updated my C4D on my laptop and workstation both to 10 and I don't have an older legacy version. Also the UI widgets were broken in 9.6 and that's why some of the sliders are all out of place in the old ones where as in the new ones they are in a usable order with headers for each group.
Few tools added:
CS_Move: This is like "Behaviors" in Apple's Motion. It's for the times when you just want an object to rotate or move forever without screwing with keys. It has individual rates for XYZHPB. So parent anything to the null to get instant movement in any direction or have things rotate or orbit.
CS_WalkCycle (beta): It's only beta because I haven't done the top half yet. It's feet, hips and total body travel on screen (if desired). Use this with Most prerigged characters and it will instantly and realistically walk. Plenty of sliders to change how it walks.
CS_SinNull (new and improved!). It's like the old SinNull but now works on all rotations as well as positions. In addition has phase offset sliders. This is for when any two parameters have the same frequency, the phase will offset their relationship. For example if you were animating a fishes head, you would have it move in waves in the X direction as well as having the (Y axis) head rotate. But without the phase shift, the head doesn't lead the movement - it is in sync with it so you can shift the phase until the rotate happens earlier (or later) than the position change to make a slithering motion.
The Walk cycle has a bunch of phase sliders as well. Think of them as "Attitude" sliders because when the phase is one way it can make the motion look "confident" as it leads the rest of the motions. When the phase is lagged the character or movement seems "lazy" or "dopy". Or sometimes set right it will make a character seem heavy because it's having trouble swiniging it's hips around.
plus a few more things.
I'll try to get them up in the next few weeks.