Nice work and thanks for the breakdown! Always interesting to see someone else's approach to a scene, and the new/different methods they use and/or come up with :)
There are no pdf's of the updated versions available for download!
3D Stylized Environment looks every time beautiful today this is my subject on that I have to Do My Dissertation and bring some new information with our reader.
3D Developer Alexander Shatalov has released a new version of his animation tool for Unreal Engine 4 called Allright Rig. Let’s take a look at some of the improvements.
Allright Rig Window
Control and customize rig for selected skeletal mesh via user interface. Now you have more properties and commands in custom property editor under Window->Allright Tools->AllrightRig menu. In the future there will be menus for animation tools and motion capture.
You can save and load presets for your character.
Bake facial animation
Bake facial animations from controllers to an animation sequence and from animation sequence back to the rig.
Update skeletal mesh animation after bake
Bake skeletal mesh animations to the rig, edit it, and bake it back to skeletal mesh. Skeletal mesh animation will automatically be updated in the editor viewport.
Package Your Game with Allright Rig
Now you can build games with Allright Rig. Plugin modules are divided into editor and runtime modes.
Select any controller and command will snap all Ik and Fk controllers to the current bones positions.
Move, rotate, scale any controller
Stretchy arms and legs
You can enable or disable stretch mode in FkIk controller parameters.
Improved Ik setup
If your characters arms or legs are absolutely straight in the reference pose, it is impossible to calculate pole vector location, so the developer has added simple mode for finding pole vector location during the rig creation.
Fk/Ik mode is now available for legs
Comfortable Fk/Ik switch
Now you can switch and animate Fk/Ik blending and set auto stretch using new Fk/Ik controllers.
Author: Artyom Sergeev