Maya Pipeline

Design the look. Design the motion. Let the pipeline do the rest.

Reggie, the AI TA, answering a report that upper body controls disappeared, having read the build report and taken a viewport screenshot.
On callMaya

AI Technical Artist

Reggie is the AI TA on call, trained on the FabricatorStudio pipeline. Describe what broke and he proposes the fix, then walks you through it.

  • Trained on the FabricatorStudio pipeline, not on general Maya trivia
  • Reads your build report and your viewport to see what you are seeing
  • Reports bugs straight to FabricatorStudio, pre filled and ready to submit
The AutoSkin tool window in Maya.
Skeleton and weights, predictedMaya

AutoSkeleton & AutoSkin

Point it at a mesh and it works out where the bones go, then puts the weights on them.

  • AutoSkeleton fits your own custom skeleton to the mesh
  • AutoSkin binds to the joints you choose, with weights predicted from the body rather than guessed from distance
  • Runs on your own GPU

Powered by SkinTokens: AI autoregressive skinning.

The Fabricator rig authoring window in Maya, with its component tree beside the outliner.
Animation rig authoringMaya

Control Rig, Maya

A network driven modular rigging system with auto orienting joints. Drag and drop rig components onto the outliner to build up your skeleton and rig.

  • Save blueprints of full rigs and share them on differently proportioned characters
  • Animation transfer ready
  • Building block interface, every component is a drag and drop
  • Every stage is undoable and edits are unlimited
The FS Control Rig builder in Unreal Engine.
Rig import and buildUnreal

Control Rig, Unreal

The Unreal half of the same pipeline. Point it at a character from Maya or Armature and it builds a native Modular Control Rig.

  • Pre build checks names, units, frame, orientation, textures and foot pivots before anything is created
  • The rig blueprint rides inside the USD, so nothing is guessed from a template
  • IK and FK on the spine, arms and legs. The switch matches the pose, so you can flip mid shot without the character moving
  • Every module carries a backwards solve, so Bake To Control Rig works with nothing to set up
The Animation Studio window in Maya, with the pose library and the slider strip above it.
Poses and animationMaya

Animation Studio

Poses and animations saved to the library for any scene. Save once, reuse on the next character. The slider strip sits above both tabs, one drag from every key.

  • Libraries per character or shared across the project
  • Selection sets mask an imported pose down to the parts you choose
  • Tweener and Ease design breakdowns live in the viewport. Drag back to centre and the keys land where they started
  • Scale to Neighbouring Keys and Time Offset retime by feel, no graph editor
  • Mirror a pose across the rig, or reverse the keys you selected
The Project Setup window in Maya.
Where every project startsMaya

Project Setup

Define a project once and every tool in the package reads it. Units, frame rate, playback range, and where each kind of asset exports, all in one config, validated as you fill it in.

  • Source art root and content root bind to this machine, with optional per project overrides
  • The config carries no drive letters, so a teammate opens the same project and binds their own roots
  • Point the configs root at a shared location and the whole team reads the same setup
The whole toolbox, one stripMaya

Maya Toolbar

Puts the whole FabricatorStudio toolbox into one compact strip inside Maya. Launch the big tools, fire the everyday utilities, and stay in the scene instead of hunting through shelves and menus.

The FabricatorStudio toolbar docked in Maya.
The SkinIO tool window in Maya.
SkinIOMaya

Skin weights, save and load

Save skin weights to a JSON file and load them onto another mesh, matching by closest point, by name, or by label.

The SkeletonIO tool window in Maya.
SkeletonIOMaya

Joint hierarchy, save and load

Export a joint hierarchy to JSON, user attributes included, and rebuild it in any scene.

The CtrlEditor tool window in Maya.
CtrlEditorMaya

Control shape library

A library of control curves. Swap a shape, mirror it, combine two, recolour it. Save a whole control set, shapes and colours included, and load it onto another character.

The DemBonesBake tool window in Maya.
DemBonesBakeMaya

Weight smoothing and bake

Delta mush a bound mesh to smooth the deformation, then bake the result back down into skin weights.

The BatchRunner tool window in Maya.
BatchRunnerMaya

Batch scenes through a script

Point a Python script at a list of scenes and run it across all of them, exporting or saving each one.

The Settings tool window in Maya.
SettingsMaya

Machine bindings and integration

Bind this machine to a project, point at a shared configs root, and choose what loads when Maya starts.