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