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FABRICATORSTUDIO · DOCS

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.

WATCH FIRST

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 →
  1. 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.

    Mindmeld docs →
  2. 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.

    Skeleton Building docs →
  3. 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.

    Fabricator docs →
  4. 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.

    AutoSkin docs →
  5. 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.

    Exporter docs →

That is the whole path. Jump into any step above, or browse the full toolset by category in the sidebar.