FABRICATORSTUDIO · KNOWN ISSUES

Everything we know is wrong, in Armature and in the Maya Toolset, and what to do about it in the meantime.

FOUNDING USERS

Where this actually is

The FabricatorStudio Maya Toolset v1 is production tested. It has rigged real characters and shipped them into Unreal. But it has been tested by one person, on one machine, on one version of Maya. You are among the first people running it anywhere else, which is exactly why some of this list exists and why the rest of it will grow.

That is not a disclaimer, it is the reason your bug reports matter more right now than they ever will again. If something breaks, please say so.

Report an issue →

ARMATURE

The standalone app, version 2.4.3

Separate product, separate version line. Everything below this section is the Maya Toolset. Report Armature issues in the Discord.

The installer is unsigned

Windows SmartScreen will warn you. Click More info, then Run anyway. The SHA-256 is published beside the download if you want to verify the file. An EV certificate is on the way.

The sign-in and licence-key emails can land in spam

The code we send at sign-in, and the licence key after a purchase, sometimes land in the spam folder or in Gmail’s Promotions tab. Check there before requesting another. If nothing arrives at all, make sure the address you typed is really yours: Armature sends to exactly what you entered.

The AI skinning engine is a separate download

Armature skins out of the box with Geodesic Voxel, which needs no download and no particular GPU. SkinTokens, the AI engine, is a one-time optional download fetched from the model’s own publisher the first time you use it, so the app stays small and the weights come from the people who trained them. It needs an NVIDIA GPU with 6 GB or more of VRAM.

FBX and OBJ arrive without textures

FBX and OBJ load from the single file you drop, so textures referenced as separate files cannot be found, and Maya’s "embed media" option is unreliable. To see textures in the viewport, export USD from Maya with materials on, or GLB from Blender. For USD, keep the file and its textures folder together the way Maya writes them, and the materials arrive with the model. Rigging, skinning and export are unaffected either way.

Activation is online only right now

Armature checks your licence with our server. If you are on an airgapped or NDA machine, mail us before you buy: offline licence files are designed and coming, and they are not being issued yet.

MAYA TOOLSET: OPEN ISSUES

Tracked defects, each with a workaround

MINOR#15CONFIRMED

World-targeted aimers get the reversing-frame flip when mirrored

Mirroring a component whose aimer targets World applies the reversing-frame flip that belongs to parent-targeted aimers.

WORKAROUNDRe-aim the mirrored aimer by hand after the mirror.
POLISH#16CONFIRMED

Mirroring leaves stray localRef locators under the mirrored joints

Maya’s mirrorJoint copies the reference locators along with the joints.

WORKAROUNDDelete the leftover locators. They do not affect the rig or the export.

MAYA TOOLSET: KNOWN LIMITATIONS

Understood edges, not defects to report

Automatic pole vectors can flicker at one extreme

When a limb crosses the plane perpendicular to its bind pose, the automatic pole vector can flip.

WORKAROUNDSwitch the pole vector space to World on that control.

Root motion transfer is off in animation export

The compensation math for baking root motion is disabled, so exported animation keeps motion on the original node.

WORKAROUNDTransfer root motion by hand. The steps are in the exporter doc.

Armature control and aimer sizes reset on skeletal export

Exporting an Armature rig rebuilds it, and your custom control and aimer scale returns to the default. The tool warns when this happens.

WORKAROUNDCosmetic only. Set the sizes again after the export if you want them back.

A circular space target reports as a Maya cycle warning

Pointing an AdvancedFK space at something that already follows it creates a loop, and Maya reports it rather than the tool catching it first.

WORKAROUNDCheck the space target is not downstream of the control you are setting up.

No pre-export skin sanity check

Structural checks cover the rig before a build, but nothing yet catches skin-side artifacts such as stray bindPose nodes or orphaned skinClusters before an FBX goes out.

WORKAROUNDRun Scene Cleanup before exporting a skinned character.

SUPPORT

What we promise, and what we do not

Support is best effort. There is no service level agreement, no guaranteed response time, and no paid support tier. This is one person answering, between building the toolset and doing client work.

We support the latest two releases of Maya. Older versions may work and are not tested.

Bugs come to contact@fabricator.studio, with the version of Maya and what you were doing when it happened. Reggie, the AI TA built into the toolset, can put a report together for you with the details already filled in.

Fixed issues move to the changelog.