I am probably very naive on this but what’s the point of using ART when Maya can do animation? I find the use of ART very confusing. I guess I just do not understand if maya can build a rig and then animate the concept, why use ART or am I a missing something?
You can never have enough tools that do different things for different reasons and once available someone always finds a use that was never anticipated as part of the original design intent.
ART should have been a plugin for UE4 itself, not just for Maya.
UE4 has no way to use a plugin like that, there’s no rigging or character animation in the engine.
An autorig feature could be added to UE4. After your char is rigged in there, you could simply export it to your package for animation. After you animate it, you import the animations back to UE4. This is how the plugin could work. Of course, a included fbx exporter is required for this to work.
So far…all I am seeing is that the plug in should have been for UE4…so does that mean that you do not need to use ART? ART has some good tools, I especially like the Picker for hands makes making a fist good, as well as the Auto use (hips, spine, etc)… I guess I need to work more with it ( I am having some issues with it)…which is why I asked…I have a character already built and want to use A RT. …But I cannot figure out how to use that character in ART… (any suggestions or links to a future are welcome)…
It doesn’t rig your character, it creates a rig–the framework that allows you to animate a character. But it’s not actually attached to anything.
Exporting something out just to export it back in is a backwards way of doing that type of thing. There would be no benefit to having it in UE4
Epic has official tutorial series for ART here:
And it’s a tool just like any other, you use it only if you find it useful. It’s not like you cant rig and animate a character without using it.