Finally I have made a demonstration game that shows all basic features of Allright Rig. Unfortunately, I had not enough time to make all necessary tutorials for modular system by the end of this year because of the deadline on the full length animation project. Probably it will take another month, so rig will be shipped on the marketplace on january 2018. Again, thank you for your patience.
By the way soon there will be a teaser of this full length animation. It is based on the Goethe’s “Faust” and it is made using Unreal Engine and Allright Rig.
Sorry for delay with my release but I couldn’t miss this feature. If you have a character animation, that was baked using complex rig in other software and you want to edit only some part of this animation, you can use Allright Rig modules. For example, character has a very complex facial rig with joints and morph targets and you only want to rotate his head and move his lip a little bit for this particluar shot without any changes to other animation. Or you want to tweak only his spine or limb using “spline Ik” or “fk/ik limb” modules.
PS: Full release is coming soon, just making sure that everything works well.
Finally my friend Ilgar Lunin made this amazing rotation tool! It is really super comfortable not only for animation, but for placing objects as well!
This is a big problem right now to animate controllers with a default rotation gizmo. This tool can rotate multiple objects in their own local space. Also it has a sphere shape of gizmo like in Autodesk Maya, for example. So the user will need to make only one move to rotate the object in the right position, instead of moving each axis separately.
Please check out this forum thread for more details.
Hey, fellows! I am happy to introduce you to the last free beta version of Allright Rig plugin! I am very sorry for being quiet for a long time and maybe not answering to all your questions. The reason is that last month I was super busy because of starting of a big project and I just became a father.
From this moment Allright Rig will continue developing on full length animation movie that will be made using Unreal Engine 4. I am absolutely sure that this step is necessary for not only the development of the rigging system, but also to extend the editor to work with large scale animation projects. I am happy to see that Epic Games has started to make their own rigging system and more other good stuff for animation. The difference between games and movies disappearing pretty fast and I believe that we are a witness to a huge step of the CG industry evolution.
I can’t tell the exact date of when the full plugin version will be released on market place, but I hope it will be this summer. I promise, that the price will be absolutely fair. And of course, those people who supported me by buying my raw system at the first stage, and who did not take the money back after I made the beta free, will get full release for free.
Bake From Sequencer
Now you can bake blended skeletal animation sections from sequencer right into the rig. Command bakes animation form start to endsequencers playback range.
And of course you can save this animation to a new animation asset.
Unfortunately, you can not bake animation cycles right now.
I added more properties to easily set all fingers rotations . This properties rotate controllers groups, so you can adjust each finger controller rotation as well.
Enable Fk Ik Auto Snap property to switch auto snap mode.
Copy/Mirror Actor Animation
Now you can copy sequencer transform section animation from one actor to another. Enable Mirror property and set Mirror Axis to mirror pasted animation. You can also use Shift Anim property to shift pasted animation.
Mirror Transform Section Animation Curve
Set Curve Type to location, rotation or scale and specify Axis. In future there will be ability to mirror any type of animation curves.
I am happy to introduce you animation constraints. Now you have same possibilities of constraints as in other animation programs.
Select targets and last select actor to apply constraint to.
Use W1/2.. properties to specify weight of each target. Right now you cant use more than 5 targets, but there will be no limitations in future.
Offset vector sets offset from resulting position.
Rest Position property is used to specify position of actor when all weights are 0.
Point, orient and scale:
Point constraint attaches actor translation to target positions.
Orient constraint attaches actor rotations to target rotations.
Scale constraint attaches actor scale to targets scale.
Parent constraint attaches actor transform to target transforms.
In parent constraint each target has its own transform offset.
Aim constraint aims actor to target positions.
Axis Enum property has 6 possible variants of 2 axis combinations:
First axis represents front axis of actor, that will actually look on target.
Second axis represents axis that will look on Up Actor or Up Vector.
Using Aim/Up Invert properties you can flip first or second axis.
Up Actor can be set in AnimTools window before creation.
During creation constraint will automatically pick closest axis to the target and to up vector/actor and set offset which will not be greater then 90 degrees. This algorithm gives the most accurate work of aim constraint.
Set Actor Class and Hide or Select all actors of this class in scene.
Use Rotate Relative rotator to add relative rotation to selected actors.
First off all, I would like to thank Lina Halper and Ilgar lunin for helping me to solve some difficulties, to all who gave me a thought on how to make my system better, and of course to Epic Games who gave me the possibility to keep going!
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. Right now it is implemented by using SaveGameObject, but I will improve this system in the next release. You can find or put your preset files under Project\Saved\SaveGames\ folder.
Improved facial system
Expandable facial system allows you to create controllers using eye bones and morph targets. You can easily setup joints for eyes and eyelids using Eyes Rig ScriptFor Maya. Or you can create same joints hierarchy in any other software. Just specify their names in face settings.
Create any amount of controllers for morph targets. You just need to specify at least 4 morph targets per controller and set controller parameters.
You can move your controller on X and Z axis. So here you need to specify what morph targets (0, 1, 2, 3) will your controller activate when you will move it on the +X, -X, +Z or -Z axis. You can also add 4, 5, 6, 7 names if there few geometry shapes that share one morph deformation. For example face geometry and eyebrows geometry.
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. Right now you can build game only in shipping mode.
Add controllers for any bones in your skeleton. You just need to specify bone name, controller shape and parent controller to attach to.
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 I have 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.
Optimized update system
From this moment Rig is a custom actor which has editor tick and it safely updates the rig without running construction script.
Animation node SetBonesTransformes
Use SetBonesTransformes node to set array of bone transforms in Anim Graph.
Morph target nodes
AddRawMorphTargetKey and GetRawMorphTargetKey nodes are added to bake morph targets animation to animation asset and back to the rig.
Improved TwoBoneIk node
Auto stretch, scale, aim constraint modes have been added
Clean up plugin source
During the development of the system architecture I was trying to reach a high flexibility, but I also wanted to finish the whole system as quickly as possible so that it would be available sooner. Finally, I had enough time to clean up plugin source code a little bit.
Black controllers bug fixed
Now you can save scenes with rig, open them and you will not find black controllers anymore. It works for game build as well.
As promised earlier I stated that if I received enough funding I would make the system free. A huge thanks to Epic Games now everyone can enjoy the system! I have given you a source code as well. I believe it will help the system to grow, and like someone said, ” if you love something set it free”.
Now you can create a face rig using bones or morph targets. New SetMorphTarget node allows you to update morph targets in editor veiwport using animation blueprint. Rig asset is updated for auto face rigging as well.
Create in Fuse, skin with Mixamo, animate in Unreal
I have updated the rig asset for deeper mixamo pipeline integration. Now you can create characters in Adobe Fuse, skin them and add morph targets online on Mixamo page, import and animate in Unreal Engine using new MixamoRig asset. I have also made a MEL script to rig eyes for mixamo characters in maya for further use in Allright Rig.
Poseable mesh component has been removed
I have gotten rid of poseable mesh component because it is limited. I made poseable mesh component in the first stages and there is no need for it anymore.
All content in the plugin
I have put all content under the plugins’ folder, so now you can just copy the plugin in your engine or project plugins’ folder.
In what kind of projects would you like to use Allright Rig?