Everything we know is wrong with v1, and what to do about it in the meantime.
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
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.
Mirroring leaves stray localRef locators under the mirrored joints
Maya’s mirrorJoint copies the reference locators along with the joints.
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.
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.
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.
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.
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.
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.