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FABRICATORSTUDIO

A complete Maya to Unreal character pipeline. Modular rigging, automatic skinning, a cross-rig pose and animation library, and FBX exporters with an engine-ready contract. Pure Python, source available, nothing to compile, nothing hidden.

Get the free toolsetRead the docs
Fabricator rig authoring in Maya

Rig Fabricator

A network-driven modular rigging system. Auto-orienting joints. Save blueprints of full rigs and share them on differently proportioned characters. Animation transfer-ready. Building-block interface, drag and drop rig components onto the outliner to build up your skeleton and rig. Every stage is undoable and edits are unlimited.

Build next-gen rigs, with all the features animators love, and ready for all the advanced animation features in engine.

Rig Fabricator

A network-driven modular rigging system. Auto-orienting joints. Save blueprints of full rigs and share them on differently proportioned characters. Animation transfer-ready. Building-block interface, drag and drop rig components onto the outliner to build up your skeleton and rig. Every stage is undoable and edits are unlimited.

Build next-gen rigs, with all the features animators love, and ready for all the advanced animation features in engine.

Animation Studio clip library beside a character in Maya

Animation Studio

Animations & Poses saved to the library for easy access in other animation scenes. Save once, reuse on the next character. Selection sets filter your controls and mask an imported pose or animation down to just the parts you choose.

Build your library once, and every new character starts ahead.

Animation Studio

Animations & Poses saved to the library for easy access in other animation scenes. Save once, reuse on the next character. Selection sets filter your controls and mask an imported pose or animation down to just the parts you choose.

Build your library once, and every new character starts ahead.

Reggie, the AI TA, answering a question in a docked Maya chat panel

AI Technical Artist (Reggie)

Connect your own AI and it turns into Reggie, the AI TA on call and trained on the FabricatorStudio Pipeline. Your AI TA proposes the fix and walks you through it. It can also report bugs directly to FabricatorStudio, pre-filled and ready to submit. Read-only, enforced in code. Automation-ready APIs to cover the rest of your workflow.

Like having a senior TA on call, minus the coffee runs.

AI Technical Artist (Reggie)

Connect your own AI and it turns into Reggie, the AI TA on call and trained on the FabricatorStudio Pipeline. Your AI TA proposes the fix and walks you through it. It can also report bugs directly to FabricatorStudio, pre-filled and ready to submit. Read-only, enforced in code. Automation-ready APIs to cover the rest of your workflow.

Like having a senior TA on call, minus the coffee runs.

The Bridge toolbar docked under a wireframe character in Maya

Bridge

Bridge puts the whole FabricatorStudio toolbox into a compact but powerful toolbar inside Maya. Launch the big tools, fire the everyday utilities, and stay focused instead of hunting through shelves and menus.

Built for the way technical artists and developers actually work.

FABRICATORSTUDIO
BRIDGE
COMPACT TOOLBAR. FULL TOOLBOX.

Bridge

Bridge puts the whole FabricatorStudio toolbox into a compact but powerful toolbar inside Maya. Launch the big tools, fire the everyday utilities, and stay focused instead of hunting through shelves and menus.

Built for the way technical artists and developers actually work.

DETAIL  ·  2.5×
MAYA TOOLBAR  ·  TECHNICAL ARTIST TOOLSET  ·  ONE-CLICK ACCESS

Animator Friendly Rigs. AutoSkinning. Non-linear workflow.

Fabricator is a template-driven, network-based rigging system. Drag components onto your skeleton, build the whole rig in one pass, and never lose work to a rebuild.

  • Non-destructive and non-linear. Unbuild, restructure, and rebuild, even while animation is already in production.
  • Rename anything. Rig state lives in your scene as network connections, not name strings, so nothing breaks.
  • Animator-friendly out of the box: IK/FK matching, space switching, smart pole vectors, and a marking menu on every control.
  • Save your perfect rig as a template and reuse it across your whole cast, even at different proportions.

Free for solo developers, indies, and small teams. Pure Python, source available, nothing to compile, nothing hidden.

Read the full docs →

Manage Animations & Poses in one Library.

Animation Studio saves poses and clips to a library that travels across every rig built with Fabricator. Capture a hero pose or a walk cycle, then drop it onto any character.

  • Poses and clips apply by component identity, not node names, so they work on any Fabricator rig.
  • Place, insert, or replace clips on the timeline, with start and end anchors and root-motion control.
  • Selection sets mask a pose down to just the parts you want.
  • Thumbnails and hover previews keep a big library scannable.

Build your library, and every new character starts ahead.

Read the full docs →

An entire pipeline, one click away.

Bridge puts the entire FabricatorStudio toolbox into one compact, dockable toolbar inside Maya. Launch the big tools, fire the everyday utilities, and stop hunting through shelves and menus.

  • Every tool a click away, in a single dockable strip.
  • Popover launchers keep it compact, no shelf sprawl, no menu digging.
  • Versioned builds, so "what version are you on" always has an answer.
  • Connect your own AI right from the strip: start the read-only bridge and copy the setup snippet for your client.

Built for the way artists actually work.

Read the full docs →

AI TECHNICAL ARTIST

ALWAYS ON DUTY

AI Tech Art, on call, inside Maya.

Reggie is an AI Technical Artist that is an expert on the FabricatorStudio toolset. It reads your actual scene, then helps you fix what broke. Ask why a build failed, where a rig went wrong, or how a tool works, and get answers immediately. No more waiting on a human TA.

  • Connect your own AI: Claude Code, Claude Desktop, Cursor, any MCP client. Your model, your key, your machine.
  • Read-only, enforced in code. Reggie can see everything and change nothing. When something needs fixing, it hands you the script to run.
  • Trained on the FabricatorStudio pipeline: it troubleshoots from the docs, proposes the documented fix, and files a clean bug report only when a real bug remains.

You have a TA sitting next to you, ready to help, always.

Read the full docs →
Free Download
ADVANCED MODULES

The one paid part of the toolset, and it is a feature, not a tier.

PAID MODULES$199

Ribbon-tech spine, arm, and leg. The deformation upgrade that sits on top of the free limbs, for the shoulders, hips, and spines that have to hold up in close-up.

Ribbon rigs animate for everyone. If someone hands your animators a character built with these modules, it works, with nothing installed and nothing to buy. The deformation is baked Maya nodes. You need the modules to build and edit ribbon components, not to use a rig that has them.

Paid for everyone, at any studio size. This is a feature you add, not a corporate tier. The revenue threshold below is a separate thing and it covers the whole toolset.

And the other axis, which has nothing to do with the modules above: whether your organization owes anything for the toolset at all. That is decided by revenue, and for most people reading this the answer is no.

LICENSING
UNDER $2M / YEARFree

If your studio makes under $2 million a year, everything here is yours. Use it in production, ship your game, use it on client work, and keep it forever.

  • No seats
  • No trial
  • No feature gates
  • No phoning home
ABOVE $2M / YEAROne license

Above $2 million, one flat license covers your whole studio, and it scales with your revenue, so it stays small when you're small.

One flat fee for the whole studio, no per-seat math.

See pricing →Read the license