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

Welcome back

3 quick questions:

  1. Since the Kite demo I saw that Epic is pushing for a blend shape based solution for facial rigging…ART V2 will feature some custom blend shape commands or a speedy workflow? I know that the creation of the blend shape is completely based on the artist, but I want to know if some tips and tricks could be added

  2. I’ve integrated corrective shapes into my rig and I got them working into UE4 with an animation blueprint…far from reality, but is there any way to be able to convert 1:1 the SDK from Maya to UE4? As a quick workaround to test them quickly I created a separate, very simple, rig with just a couple of bones which drives the corrective shape amount based on the angle, and as a post script it works, but a proper solution could be doable?

  3. There will be an update on the FBX animation import ( mocap ), which is done externally ( 3ds, Mixamo, BVH found around the web )? currently if I want to import a FBX file I don’t have the ability to retarget/choose/exclude some of the bones, and most important of all I have no idea what kind of joint setup I have…is there any way to have something similar to MOTOR in Softimage? like the link below?
    Softimage MOTOR retargeting
    I solved this issue for both FBX and BVH by having a python script which match the orientation between bones and the root position, but I don’t know how to build a GUI or how to expand the script in order to be used on many FBX/BVH files…are there any plans for that?

Can’t wait to try V2!!!