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

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

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.

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

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

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

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

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.

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

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.

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

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.

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