Animation Channels allow you to build controls for rig settings. These can be similarly named for example an IKFK switch or Visibility control.
Proxy Controls indirectly drive other controls.
Animation Attributes lets you pass data in and out of control rig to other Unreal systems such as our deformer graph Optimus (experimental).
Create your own custom events. These can be fired inside and outside of Control Rig.
Workflows can be added to nodes with a Python script. For instance selecting bones in the viewport and running the Basic IK workflow will set the node for you. This is included as an example workflow.
Many pins and nodes have been converted to be Polymorphic. We refer to these as Template nodes. This will auto convert data types when dragging pins into nodes for you.
Metadata and Tagging features have been added to pass data through your rigs.
Use Multiple Graphs to organize your events.
New and improved Aim Constraint.
Updated Bone Drawing in all editors. Thanks to the amazing @kiaran_ritchie
New string operator nodes. Notice that exciting new Print node ;)
Naming tools in the outliner. This is a Python script that can be used as an example on how to further extend the system.
Upgrade deprecated nodes. Although we support deprecated nodes, sometimes we have to fix them and make them better. Use this to get the latest and greatest version if a node is marked deprecated.
New Spline functions:
New Construction functions:
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