You can check this by assigning the artifact's animation to some creature. If it rotates, it means the artifact rotates around the global bone, which all objects have. In this case, no special binding is needed; you can simply make the new artifact's model a child of the global bone (which you'll need to do anyway for correct import into the game).
You can check this by assigning the artifact's animation to some creature. If it rotates, it means the artifact rotates around the global bone, which all objects have. In this case, no special binding is needed; you can simply make the new artifact's model a child of the global bone (which you'll need to do anyway for correct import into the game).