Allright Rig Beta 1.2 Available
Events
Subscribe:  iCal  |  Google Calendar
London XE   17, Aug — 20, Aug
Cologne DE   19, Aug — 21, Aug
Cologne DE   22, Aug — 26, Aug
Seattle US   28, Aug — 30, Aug
Atlanta US   30, Aug — 4, Sep
Latest comments
by andrewclund@gmail.com
3 hours ago

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 :)

by Tom DArch
5 hours ago

There are no pdf's of the updated versions available for download!

by ronaldthomas909@gmail.com
6 hours ago

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.

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