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4.7.Blueprint Library #


Allright Rig plugin comes with a library of blueprint nodes, which allows to create rigs and work with character animation in editor. You can find them under Allright Nodes category in blueprint actions list.

All this nodes can be used with any blueprint classes, so they might be helpful in some other cases.


Actor

  • Parent – is a stripped-down version of AttachActorToActor node which attaches one actor to another
  • RenameActor – renames actor
  • SelectActorInEditor – selects actor in editor
  • PostEditChange – evaluates construction script
  • SetSelectable – sets component selectable
  • AddToArrayOfActors – add name to array of actors and return array

Name

  • AppendName – appends to name
  • MatchesWildcard – checks if a name matches other name
  • StringsToNames – convert array of strings to array of names
  • AddToArrayOfNames – add name to array of names and return array

Sequencer

  • IsSequencerHasBindingForActor – checks if a sequencer has binding for an actor
  • GetTransformSectionFromBinding – gets transform section from actor binding
  • GetFloatSectionFromBinding – gets float section from actor binding
  • SetTransformSectionKey – sets or updates a key on this transform section
  • SetTransformKey – sets or updates a transform section key for actor
  • SetSectionStartTime – sets a new start time for this section
  • SetSectionEndTime – sets a new end time for this section
  • GetSequencerComponents – gets an array of sequencer components and bindings
  • UpdateSequncerComponent – updates the sequencer components location in a specific time
  • UpdateSequncer – updates sequencer
  • UpdateSequencerActorTransform – updates actor transform in a specific time
  • AddBindingToSequencer – adds actors binding to the sequencer
  • AddTransformTrack – adds a transform track to the actors binding
  • AddAnimTrack – adds animation track to the actors binding
  • RemoveTrackFromBinding – removes track from the actors binding
  • RemoveBindingFromSequencer – deletes binding from sequencer
  • GetTransformSectionFromActor – gets sequencer transform section from actor
  • GetAnimSectionsFromActor – gets sequencer skeletal animation sections from actor
  • CopyActorAnimation – copy sequencer animation for actor
  • GetTransformSectionsForActors – get sequencer transform section for actors
  • PasteKeysToActor – paste keys to actor
  • PasteKeysToCurve – paste keys to transform section curve
  • MirrorTransformSectionAnim – mirrors transform section animation
  • MirrorTransformSectionCurve – mirrors transform section curve animtion
  • MirrorCurve – mirror curve animation
  • GetTransformSectionCurve – get curve from transform section
  • ShiftTransformSectionAnim – shifts sequencer animation for an actor
  • CopyTransformSectionCurve – copyes transform section curve
  • GetSequencerFrameRate – gets sequencer frame rate
  • UpdateFloatSection – updates sequencer float section
  • UpdateSkeletalMeshSection – updates sequencer skeletal mesh section
  • PreviewSetAnimPosition – updates skeletal mesh anim instance
  • GetSequencerPlaybackRange – gets sequencer playback range
  • GetSequencersWithActors – get sequencers that have bindings for actors
  • RemoveStaticCurves – if sequencer animation curve is static – delete it
  • RemoveStaticCurvesForActors – if actors animation curve is static – delete it
  • IsStaticCurve – check if curve is static
  • ResetStaticTransformSectionCurves – reset static transfrom section curves

Recorder

  • AddRawKeyFromPose – adds a raw transform key to an animation sequence
  • CreateAnimSequence – creates a new animation sequence for skeletal mesh component
  • PostProcessAnimSequence – applies PostProcessSequence to AnimSequence
  • GetSpaceBases – gets an array of bone transformations from skinned mesh component
  • AddRawMorphTargetKey – adds raw morph target key into anim sequence

Editor

  • NotificationBox – shows message in the corner of screen
  • OpenEditorForAsset – opens editor for asset
  • CloseAllEditorsForAsset – closes all editors for asset
  • PromtDialogue – shows message with list and possibility to select
  • GetAssetsByClass – gets an array of all objects by specified class
  • GetAssetWithOpenedEditor – gets asset with opened editor
  • ConvertTransformToRelativeReverse – returns the given transform, converted to be relative to the given ParentTransform (old style)
  • ModifyObject – modify object
  • GetLastRenderTime – get component last render time

Animation

  • TwoBoneIk – two bone ik with aim correction and stretch
  • GetPoleVectorLocation – finds location where should be the pole vector for ik
  • AimConstraint – aim constraint solver
  • RemapVectorFromAim – remaps vector using aim settings
  • GetRigMapping – gets rig mapping settings from retarget window
  • UpdateSkeletalMeshPose – updates SkeletalMeshComponent pose in editor
  • SetMorphTarget – sets morph target weight in editor (anim event graph node)
  • GetWeightedAverageRotator – gets weighted average rotator from array of rotators and weights
  • GetWeightedAverageVector – gets weighted average vector from array of vectors and weights
  • GetWeightedAverageTransform – gets weighted average transform from array of transforms, weights and offsets
  • GetClosestAxis – gets closest axis to the target vector
  • GetAimAxis – gets aim axis for aim constraint
  • FilterAimOffsetAxis – filter aim offset by one axis
  • GetAimSettings – gets aim settings for aim constraint
  • GetBonesHierarchy – gets hierarchy of bones between root and tip bones
  • ParentConstraintLerp – lerp 2 transforms with offsets
  • LerpVector – lerp vector
  • UpdateAllConstraints – update all animation constraints
  • CreateConstraint – create constraint

  • SetBonesTransforms – alters translation and rotation of bones array (anim blueprint graph node)
  • SetBoneTransform – alters translation and rotation of the bone (anim blueprint graph node)

Controller

  • CreateController – creates a new controller
  • CreateEmptyController – creates null controller
  • GroupController – creates a controller and attaches actor to it
  • CreateControllerFromSocket – creates a controller from socket position
  • GetControllerByName – find controller by name

Custom Controllers

  • CreateCustomControllers – create CustomControllers module
  • ParentCustomControllers – parent CustomControllers module
  • UpdateCustomControllers – update CustomControllers module
  • KeyCustomControllers – key CustomControllers module

FkHierarchy

  • CreateFkHierarchyRig – creates FkHierarchy rig
  • CreateFkHierarchyRigs – creates FkHierarchy rigs
  • ParentFkHierarchyRigs – parent FkHierarchy rigs
  • UpdateFkHierarchyRigs – update FkHierarchy modules
  • KeyFkHierarchyRigs – key FkHierarchy Rigs
  • KeyFkHierarchyRig – key FkHierarchy Rig

FkIk

  • CreateFkIkController – creates Fk/Ik controller
  • CreateFkIkControllerRig – creates FkIk controller and sets its position
  • CreatePoleVectorController – creates pole vector controller
  • AimIkControllerToBone – aims ik controller to bone position
  • CreateTwoBoneIkControllers – creates controllers for TwoBoneIk rig
  • GetTwoBoneIkTwistOffsets – gets two bone Ik twist offsets
  • GetThreeBoneIkTwistOffsets – gets three bone Ik twist offsets
  • GetTwoBoneIkSettings – gets two bone Ik settings
  • GetThreeBoneIkSettings – gets three bone Ik settings
  • CreateTwoBoneIkRig – creates TwoBoneIk rig
  • CreateThreeBoneIkRig – creates ThreeBoneIk rig
  • CreateThreeBoneIkControllers – creates controllers for ThreeBoneIk rig
  • GetTwistBonesSettings – gets twist bones settings
  • GetTwistLimbSettings – gets twist limb settings
  • GetFingersAxis – gets middle finger orientation
  • SetFingersProperties – sets fingers properties
  • CreateFingersRig – create fingers rotation properties
  • CreateFootRig – create foot rig
  • CreateFkIkRig – create FkIk rig module
  • CreateFkIkRigs – create FkIk rig modules
  • ParentFkIkRigs – parent FkIk modules
  • ThreeBoneIk – ThreeBoneIk solver
  • UpdateTwoBoneFkIk – update TwoBoneFkIk rig
  • UpdateThreeBoneFkIk – update ThreeBoneFkIk rig
  • UpdateTwistBones – updates twist bones
  • UpdateTwoBoneTwistLimb – updates twist for TwoBone limb
  • UpdateThreeBoneTwistLimb – updates twist for ThreeBone limb
  • UpdateFkIkRig – updates FkIk rig
  • SnapTwoBoneIk – snaps TwoBoneIk controllers to bone positions
  • GetPvPosFromMesh – finds position for pole vector controller using bones
  • GetPvPosFromDir – finds position for pole vector controller using offsets
  • SnapThreeBoneIk – snaps ThreeBoneIk controllers to bone positions
  • SnapFkHierarchyRig – snaps FkHierarchy controllers to bone positions
  • SnapFkIkLimb – snaps FkIk limb
  • KeyFkIkLimb – snaps FkIk limb and adds key to the sequencer
  • UpdateFootRig – updates foot rig
  • UpdateFoot – updates foot
  • GetFingerRotation – gets additional finger properties values
  • UpdateFingersGroups – updates additional fingers rotations
  • UpdateFingers – updates fingers rotations
  • UpdateFingersRig – updates fingers rig
  • FkIkVis – sets Fk Ik controllers visibility
  • UpdateFkIkRigs – updates FkIk rigs
  • KeyThreeBoneIk – key ThreeBoneIk controllers
  • KeyTwoBoneIk – key TwoBoneIk controllers
  • KeyFingers – key fingers controllers
  • KeyFoot – key foot controllers
  • KeyFkIkRigs – key FkIk module controllers

SplineIk

  • CreateSplineIkControllers – creates SplineIk controllers
  • GetSplineIkBoneOffsets – gets SplineIk bone offsets
  • CreateSplineIkRigs – creates SplineIk rigs
  • ParentSplineIkRigs – parent SplineIk rigs
  • GetPosOnSpline – get positions on spline
  • SolveSplineIkBones – solve SplineIk bones
  • SolveSplinePoints – set points and tangents positions on spline
  • SolveMidSplineIkCtrl – solve middle splineIk controller position
  • SolveSplineIkComponent – solve SplineIk component
  • UpdateSplineIkRigs – updates SplineIk rigs
  • KeySplineIkRigs – key SplineIk rigs

Face

  • InitFaceRigData – initialize face rig data
  • CreateEyes – creates controllers for eyes
  • FaceParentController – creates face table controller
  • CreateEyelids – creates controllers for eyelids
  • CreateMorphControllers – creates controllers for morph targets
  • CreateFaceRig – creates face rig
  • UpdateEyes – updates eyes positions
  • UpdateEyelids – updates eyelids positions
  • GetEyelidsRotation – gets eyelids rotation
  • UpdateMorphTargets – updates morph targets weights
  • ConvertVectorToXZValues – clamps and converts location to positive X and Z values
  • UpdateFaceRig – updates face rig
  • KeyEyes – key eyes controllers
  • KeyEyelids – key eyelids controllers
  • KeyMorphTargets – key MorphTargets controllers
  • KeyFaceRig – key face controllers
  • KeyMorphTargetCurves – key morph target curves

Create

  • InitModularRigData – initialize modular rig data
  • CreateModularRig – creates modular rig

Update

  • UpdateModularRig – updates modular rig data
  • UpdateRig – updates rig
  • UpdatePoseFromSource – gets pose from source for bones and morph targets that was not updated by the rig

Key

  • KeyRig – key rig controllers
  • BakeFromSequencer – bake current sequencer skeletal animation tracks to the rig
  • BakeToRig – bake animation to the rig
  • BakeToAnimAsset – bake current animation from rig to an animation asset
  • BakeToAnimAssetInternal – bake current animation from rig to an animation asset

 

  • DeleteRig – check sequencers and return if rig is ready for deletion

 

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