Allright Rig 2.0.2 Released!

  • Added! All logic in C++.
  • Added! Support Mac.
  • Added! Bones drop down list.

  • Added! Presets drop down list.
  • Added! Command buttons availability check.
  • Added! Create and use custom RigModular based blueprints.
  • Added! “Isolate Selected” controller checkbox.
  • Added! “Attach” to actor button.
  • Added! “Toggle Selectable” state for selected components as well.
  • Fixed! Fix skeletal mesh anim mode before baking to the rig.
  • Fixed! Cannot delete new anim asset after baking from rig.
  • Fixed! Collision settings for VR Editor mode.
  • Fixed! Warnings/Errors more visible.
  • Fixed! Update anim constraints during “Bake To Anim Asset” process.
  • Fixed! Crash on delete actors with anim constraints.
  • Added! Separate examples project.

Hey, my first and precious customers from 2016!


On August/September 2016 you bought Allright Rig Beta Pro and were first people who believed in me and gave me the first funding before the Epic Games grant. After the grant and release of free beta I have suggested to give you the money back. Some of you took the money back, but some of you did not. The system was very raw at this stage and costed 60$. I promised that those people who will buy this beta will get the final release (that will cost 100$) for free.

So I am excited to tell you that the time has come!

I have sent you an e-mail from Please unswer and I will give you the download link with a great pleasure!

Allright Rig 2.0 Early Access

I promised earlier that the system will be on the marketplace before New Year, but I still have some work to do on documentation, tutorials and business setup. So by popular demand of all my precious users, who can not wait anymore I have made a decision to start selling the system without full documentation.

One more time: this is an early access for those users who need the system to continue working on their projects. So in order to not be dissapointed, that you do not understand something, I would rather suggest you to wait for the marketplace release, which I belive will happen before the March 2018, but it depends on many things.

You can purchase an early acces on the rig page.

Allright Rig Demonstration Game

Download Demonstration Game

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.

Partial editing of complex animation.


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.

Modular system is coming!

Hello everyone! I am sorry for being quiet for a long time! I could not finish my system by the end of this summer, because current animation project takes all my time and energy.

However, I am excited to show you current progress on modular system. From this moment you will be able to create any kind of rigs in Unreal Engine 4.


Full Allright Rig version soon will be available on the marketplace.

UE4 Free Rotation Manipulator

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.