Hi Janan, thanks for replying.
I admit I’m pretty new to this as well.
My main rational is productivity.
I find that I create a model, go through the pipeline of rigging and animation and then find I need to modify something slightly and then I need to go through the whole cycle again or even worse just stick to a bad mesh. Then I go into unreal and find the bones names don’t match and then spend sometime re-targeting. Things like the root bone is not part of human IK and the joints don’t exactly model unreal’s model. I kind of use the same rig for my bipeds and by doing this I can copy the control key frames between models (I made a script that does that)
The benefits over Human IK would be a rig specific to unreal’s standard model and be able to easily customise it. Probably why the ART got created in the first place. Also don’t forget the quick rig tool does not support fingers.
Even if Maya LT supported Python, that would not be the end of it. There are heaps of things that are not supported both from an API and functionality. Things like scale constraints are not supported. Most file API calls like are not really supported.
I kind of feel there is a market for it, but frankly without community support, feedback and encouragement, it could just be a waste of time trying to take this idea to market.