Improved facial animation, custom controllers, stretchy arms and legs and more.
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 animations from controllers to an animation sequence and from animation sequence back to the rig.
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.
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.
You can enable or disable stretch mode in FkIk controller parameters.
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
Now you can switch and animate Fk/Ik blending and set auto stretch using new Fk/Ik controllers.
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