Creates and manages your project configs. Author session and export settings from engine templates with live validation. Your machine's folder locations bind separately, so teams stay in sync across different drives.

What it does
Two settings files, one source of truth
Project Setup (window title: Mindmeld) authors the two settings files every project runs on. Save once, and the exporters, libraries, and your Maya session all read from that same source.
Session settings
Export settings
A config you can share
A project config now carries no machine-specific paths. Where the project lives on each computer is a separate per-machine binding, so teammates on different drive letters share one config without stepping on each other.
The project
Engine template, session and export settings, asset classes, subpaths. Committed and shared with the whole team.
Source Art Root + Content Root
Where THIS machine keeps the working files and where exports land. Never shared, yours alone.
The window
Name, two roots, session, asset classes, export

- 01
Name & Engine
Name the project and pick its engine template. Locks once created.
- 02
Source Art & Content Roots
Per-machine paths, never shared: the source art tree and the engine content tree on this computer.
- 03
Session settings
Units, frame rate, playback range, undo depth, camera clip, plus an optional grid.
- 04
Asset Classes
The export table: ID, label, export types, source and dest dirs per asset type.
- 05
Library roots & blueprints
Pose and Animation Studio roots default under Source Art Root; Blueprints blank means factory only.
- 06
Advanced & Validation
FBX presets and prefixes come from the engine template; Save stays disabled while an error is listed.
- 1
Open Project Setup from the FabricatorStudio toolbar or menu.
- 2
Click New, pick an engine template (Unreal5 vetted; Unity and Godot experimental; Generic empty), and name your project.
- 3
Browse to your Source Art Root (working files on this machine) and Content Root (where exports land, like your engine's content folder).
- 4
Fill in Asset Classes and watch the validation panel. Save stays disabled while an error is listed.
- 5
Save, optionally check off which folders to create on disk, then select the project and click Apply & Activate to apply it to your current session.
Two roots replaced the old single Project Root
Older projects keep working untouched: the old root fills in both automatically, and the config upgrades on your first save. Exports resolve identically before and after.
Your roots are yours
A teammate opening the same project binds their own paths; nothing you save forces your drive letters on anyone.
Bind a machine without touching the config
The quickest way is the Settings tool (left-click the toolbar gear). Handy when the shared config folder is read-only.
Engine template locks once created
To switch, Duplicate under a new template, then delete the old one.
Rename-that-moves-the-folder is blocked
Renaming a project so its folder would change is blocked. Duplicate under the new name instead.
Export target follows file path
Apply and Activate doesn't change which project a scene exports to. That is always based on file path.
Studio setup is supported
One shared configs folder for the whole team: point Shared Configs Root at it in Settings, and contact FabricatorStudio for team setup help.

