with the FabricatorStudio Maya Toolset
Build a game character the way a professional studio does, from an empty project to an in-engine asset, without a pipeline team behind you. Five steps, each with its own tool and its own docs.
All docs · looking for the standalone app? Armature docs.
Install it and set up your first project
Four minutes, start to finish: drag the installer into Maya, get the toolbar, and set up a project you can actually build in.
Watch on YouTube →- Mindmeld docs →
1. Set up your project
Every project starts with a project setup file. Use Mindmeld to set yours up: define your naming conventions and folder structure once, and the toolset gives you automatic pathing and a faster pipeline from then on. The way a professional studio works.
- Skeleton Building docs →
2. Build your skeleton
Every rig starts with a skeleton. Skeleton building gets yours up fast: auto-orienting joints, mirroring, and symmetry mean you place the joints and it takes care of the rest.
- Fabricator docs →
3. Build your rig
Rigging used to take ages. With Fabricator it takes minutes. Build modularly from components, limbs, and templates, like stacking blocks, and you get a rig animators actually want to use. Every component was built by an animator and is used in production every day.
- AutoSkin docs →
4. Skin it
Skinning used to take days. With AutoSkin it takes minutes. It uses a modern autoregressive AI model to skin your mesh onto your skeleton, running locally on your own machine. No token cost, completely free, straight out of Maya.
- Exporter docs →
5. Take it to engine
Getting your assets and animations into engine comes down to a button or two with the Rig & Anim Exporter. Model, skeleton, and animation, out of Maya and into your engine.
That is the whole path. Jump into any step above, or browse the full toolset by category in the sidebar.
