Animation and Rigging Tools: FAQ, Known Issues and Feature Roadmap

Heya,
when you say

Is that 2016.0.04 (2016 vanilla SP4) or 2016.1.04 (=2016 ext1 SP4) for ART v1 & v2 you tested with ?

RE

Ideally the whole shebang (might be too ambitious to be completely customizable… :wink: ), but e.g. I’d want to use skeletons w Y-aim / X-up (in most cases) with as clean as possible aims/parent space as a general rule, which goes off ARTs X-aim / Z-up defaults. So for now I’ll get by with a quick & hacky motion re-map to go from our source (the Y-aim/X-up) to your ART spec skeleton to use in Unreal. But, this is very case specific, and would require some deeper customizations… i.e. as another example for customizations/specific needs, which I haven’t found a way to do yet within ART, I would want 4 thumb joints (thumb is the only finger that’s seem to 3 in rig builder in ART v1 ? ) to fake multipivots for “thumb_01_l” to allow the thumbs metacarpal to rotate around its root, but also to allow the sliding on top of the Trapezium saddle via rotations.
Hence our hope was that v2 will address some of these and keep things more modular & customizable.

You mean v2 ? Unfortunately the “Missing Features” outlined in A.R.Tv2KnownIssues.pdf have stopped me from looking at this further other than a quick poke around as I need to generate things quickly for production, as well as come up with a pipeline at the same time.
When I get some time to poke around some more, what’s the best channel for feedback / to get in touch ? Did you get my email from a few weeks ago ?

Cheers
c.