Allright Rig Beta 1.2 Available
Events
Subscribe:  iCal  |  Google Calendar
7, Mar — 12, Jun
San Francisco US   19, May — 24, May
London GB   29, May — 1, Jun
Birmingham GB   1, Jun — 4, Jun
Taipei TW   5, Jun — 10, Jun
Latest comments
by derjyn@gmail.com
5 hours ago

$16 for a *very* non-performant material? If this was intended for use in high-detail scenes, not meant for gameplay, one would generally just use a flipbook animation, or looping HD video texture (both of which are higher quality and available for free all over). I love options, but c'mon, that's pretty steep. $5, maybe. And you can loop in materials, using custom HLSL nodes. Also, there are better ways of doing this, all around. Somewhere on the forums, Ryan Brucks (of Epic fame) himself touched on this. I've personally been working on a cool water material (not "material blueprint", thankyouverymuch) and utility functions, and am close to the quality achieved here, sitting at ~180 instructions with everything "turned on". The kicker? It's pure procedural. No textures are needed. So this is cool, no doubt about that. In my humble opinion though, it's not "good". It doesn't run fast, and it's more complicated than it needs to be.

Lee is right - you can use a gradient effect when you vertex paint in your chosen 3d modelling platform (I've done it in max), meaning the wind effect shifts from nothing to maximum along the length of the leaf/branch/whatever.

by Lee Stojkovic
6 hours ago

I'm fairly certain you can vertex paint the bottoms of the foliage and control the movement using vertex colors along with the wind node. I did this in an earlier project and was able to create a scene with grass that moved less and less as it went down until stationary. I created the grass and painted the vertexes black to red (bottom to top) in Maya.

Allright Rig Beta 1.2 Available
30 November, 2016
News
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. 

What’s new

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.

gui

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.

allrightfacebeta

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.

bake

Package Your Game with Allright Rig

Now you can build games with Allright Rig. Plugin modules are divided into editor and runtime modes.

allrightgame

Fk/Ik snap

Select any controller and command will snap all Ik and Fk controllers to the current bones positions.

fkiksnap

Move, rotate, scale any controller

moverotatescale

Stretchy arms and legs

You can enable or disable stretch mode in FkIk controller parameters.

stretchylimbs

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.

polevectorsimple

Fk legs

Fk/Ik mode is now available for legs

fkikleg

Comfortable Fk/Ik switch

Now you can switch and animate Fk/Ik blending and set auto stretch using new Fk/Ik controllers.

fkikcontrollers

 
 
 

 

You can find more info on the latest version and read other posts by the developer here. Make sure to check out our interview with Alexander Shatalov if you haven’t had a chance yet. 

Author: Artyom Sergeev

Leave a Reply

Be the First to Comment!

avatar
wpDiscuz