It looks great, I'd love to be able to rig a arm that quickly and get decent results. But with what MikeF said, I'm a bit worried this would not translate well to a game engine unless there is a way to convert it to a weight painted rig, they did say its pretty expensive cpu wise.
Wouldn't it be possible to create a skeletal chain for games and bind it to the rig generated in the ART toolkit? We wouldn't automatically get the deformation / skin weights but some tricks to translate the basic behaviors might be possible.
slipsius >> I got the impression that there were some extras in there apart from deformation, the one-click joint placement for example. If we're lucky it might be possible to 'translate' the basic paint weights they showed in the video with some hacking. Just getting initial binary weights would save a lot of time for…