FABRICATORSTUDIO · CHANGELOG
What shipped, and when. Bugs we already know about live on the known issues page.
v1.1.2
Patch
Second fix of the day, also from the field. If you own the Advanced Ribbon Pack, take this one.
FIXES
- Updating Fabricator no longer removes the Advanced Ribbon Pack. The updater rebuilds the install folder from the new version, and that step was silently deleting the pack’s ribbon modules and Advanced templates. It now carries add-on pack files across the update, including packs installed before this fix.
- Ribbon Pack 1.0.1 records what it installed, which is what makes the carry-over exact. If your pack already went missing after the last update: re-run RibbonPack_Install.py once and restart Maya. From here on, updates keep it.
v1.1.1
Patch
One fix, shipped the day after it was reported.
FIXES
- Templates load onto an existing skeleton again. Dropping a template into a scene that already held its skeleton failed with "Armature: no root joint". The load now adopts the joints already in your scene, creates only what is missing, and stands the Armature up as usual. Partial matches (just the root, or part of the hierarchy) work too.
v1.1.0
Feature release
Fabricator opens into an empty window, and its two ways in are the two least visible controls in it. This release is the fix for that first minute, plus four things the first outside users asked for.
GETTING STARTED
- A guided tour of Fabricator, offered the first time you open it and available any time after from File > Take the Tour. Eight stops in two parts: one names the four regions of the window, the other builds a rig with you.
- The hands-on stops wait for you. They advance when the template actually loads, when the build actually finishes, and when you actually drop back to Edit Mode, and each one says what it is waiting for. Nothing to accidentally click past.
- The tour reads your scene rather than assuming an empty one. If you already have a rig loaded it starts where you are, and if that rig is built it offers to drop you back to Edit Mode first.
- Armature Tools is now a labelled group, and the Components, Rig Outliner and Properties headers pick up the same accent, so the window reads as four named regions instead of loose chrome.
ARMATURE
- Solo handles. Drag one joint without taking its whole subtree with it. The main control still moves the whole branch. Show, hide and reset live under Skeleton.
- Straighten Mid Joint. The classic knee or elbow fix, corrected on one axis only so the deliberate forward bend survives. Most straighten tools snap the joint onto the line between its neighbours, which eats the bend. This one picks the error axis for you and says which it chose.
- Aim All at Child. Points every aimer down its chain in one pass. This is the repair for an imported skeleton whose aimers all sit on Local with nothing aimed at anything, which used to mean setting every target by hand in the Channel Box.
EXPORT
- Right-click a row to export just that entry or clip, in either exporter. No checkboxes, no multi-select.
FIXES
- The first launch welcome tour ended early instead of skipping a stop when the button it wanted to point at was not on your toolbar.
- Fabricator could open a second window on top of a live one if a rebuild raced a window that had not finished closing.
v1.0.1
Patch
First patch, straight from the first outside installs. Thank you to everyone who ran it early and told us what broke.
FIXES
- AutoSkin installs on a fresh machine. The engine installer used to require uv and git to already be present and failed otherwise; it now downloads pinned, verified copies itself, so a clean artist machine installs with nothing pre-set-up.
- AutoSkin uninstall cleans up fully on Windows. It used to leave its model checkpoints (about 1.6 GB) behind; now it removes everything it created.
IMPROVEMENTS
- Project bindings live in Project Setup now. The per-project folder bindings and the shared configs pointer moved out of Settings and next to the project list they belong with. Settings keeps only the truly per-machine options.
v1.0.0
First release
The first public release of FabricatorStudio: a Maya rigging, skinning, animation, and export pipeline, free for solo developers, indies, and small teams.
RIGGING
- Rig Fabricator, a network driven modular rigging system. Drag components onto your skeleton, build the whole rig in one pass, and rebuild it as often as you like without losing work.
- The Armature skeleton builder, with live aimers you can see and adjust while you work.
- Save a finished rig as a blueprint and rebuild it on a differently proportioned character.
- Limb units group a chain and its twists and fingers together, and derive themselves from the scene rather than being hand maintained.
- Selectable mirror conventions: Mirrored Behavior for Unreal, or Mirrored Orientation for studios that keep the same axis down the bone on both sides.
- Rename anything. Rig state lives in the scene as connections, not name strings.
SKINNING
- AutoSkin, one button machine learning skinning that runs on your own GPU. It predicts the weights and writes them onto a fresh skinCluster in about two minutes, and it can generate the skeleton from the mesh as well.
- Influences you locked keep the weights you painted by hand.
- Skin IO and Skeleton IO for moving weights and skeletons between scenes and characters.
ANIMATION
- Animation Studio, a pose and clip library that carries across characters, with selection sets to mask what an imported pose touches.
- Animator friendly controls out of the box: IK and FK matching, space switching, smart pole vectors, and a marking menu on every control.
EXPORT
- Static, skeletal, and animation FBX exporters, with the rig layer understood so you can export an armature, built modules, or bare joints.
- Structural checks run before a build and surface problems in Build Issues.
- Project Setup holds per project paths, FBX presets, and session settings, from engine templates.
IN MAYA
- Bridge, a compact toolbar that puts the whole toolset one click away.
- Reggie, an AI Technical Artist you connect to your own AI key. Read only, enforced in code, and able to file a bug report for you with the details filled in.
- Hover cards on the toolbar and palette, pulled from the same docs published on this site.
- A one drag installer that wires the shelves, menu, and hotkeys, and a four step welcome tour on first launch.