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

So after a long battle with our art director (I haven’t touched an autodesk product since 3d max 9) he said that ART is awesome and we should use it because, well rigify isn’t really all there. Due to autodesk products being ridiculously priced and I can do most of the same stuff in blender I got a trail of maya to just use the animation rigging tools… mainly because spending a ton of time doing rigging and skeletal meshes when you have 30 npc’s slows dev time. I was quite annoyed to start with but nvida also has apex/physx tools for maya so i thought maybe it would be worth it (honestly I bet you more people who subscribe to UE4 use blender over a legit copy of Maya or 3d max)… I began a journey of epic failure. Yes maya installed fine… All was good, I followed the destructions on the unreal docs page to the letter… Fired up Maya (I think I might have vomited a little) and wallah the view port has some kind of over lap going on… IT just keeps going back and forth between one view port and or the animation viewport… I have an idea… why don’t you just put the animation rigging tools into the tool set… or port it to blender… I know most corporate programmers think that open source means free and a huge community of programmers but that is often not the case…