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

Yeah, so probably the best way to do this in artv1 would be to either remove things in the post script(after the rig has been built, go delete rig groups and bones, but this will be a pain. You’ll need to make sure you remove connections in the right order, and likely re-constrain some parts), or, leave the anim rig and export file as-is, and in the FBX export for your skeletal mesh, delete the joints you want removed and import this. You’d still be animating on a full skeleton, but what you have imported would be only what you need. You can also remove unused skeleton tracks in Persona to get rid of any unwanted animation for joints that don’t exist.