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FABRICATORSTUDIO · KNOWN ISSUES

Everything we know is wrong with v1, and what to do about it in the meantime.

FOUNDING USERS

Where this actually is

FabricatorStudio 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 →

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.

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 go in the issue tracker, not email. It is public on purpose: a bug someone else already hit is a bug you can read the answer to. Reggie, the AI TA built into the toolset, can file one for you with the details already filled in.

Fixed issues move to the changelog.