ART doesn’t do your weight painting so it’s not having to “fix” it, it’s having to do weight painting in the first place. I don’t think ART, at least at it’s current stage, is intended for people without any weighting or rigging knowledge but I’m sure it’ll get there some day.
Without looking at your plugin link, if it’s an auto-weighter what you can do is something along these lines:
- Go through the ART steps until you have your rig and export file
- Bind your mesh to the ART skeleton and export it as FBX
- Import the FBX with geometry + skeleton into 3DS Max and go through the weight pro 2.0 steps
- Export the FBX with geometry + skeleton as FBX
- REFERENCE (not import!) the fbx file from step #4 into your maya scene that you initially exported your geometry + skeleton from in step #2.
- Select the referenced geometry from the fbx file, then the original geometry, and from the rigging menu… Skin -> Copy Skin Weights (the defaults should be fine)
- (Optional) repeat #6 for any separate pieces of geometry, you can’t do all at once
- Remove the referenced fbx file
Then you should have the weighting from the weight pro 2.0 copied onto your ART skeleton.
The reason you reference instead of import is so you don’t get any garbage nodes coming along for the ride, meaning once you remove the reference it’s as if it was never there asides from what you took from it (in this case, weighting information).