Asset Pipeline Tech

Spend time on art,
not housekeeping

Project config, exporters, and rigging so Maya, Substance, and Unreal agree. Time goes to assets and gameplay.

Pipeline · Rigging

Universal Export Config

MayaSubstance DesignerSubstance PainterUnreal

One project-wide config for folder structure by asset category, tell it where textures, mesh, and animations should go. Bridge all of your project's exports with consistent naming conventions for pristine organization.
Assets land in the configured Unreal folder with the configured names.

One Click Material Assignments

Maya

Assign materials by mesh name without the scavenger hunt. Batch necessary tweaks before export.

Substance Painter Exports

MayaSubstance PainterUnreal

Maya naming keeps Substance Painter layers and Unreal slots aligned, and exports to your project's templates.
Merge texture sets when the project wants it.
Destinations come from the config, so you don’t hunt for files.

Substance Designer Exports

MayaSubstance DesignerUnreal

Substance Designer searches the content folder by those names so lookdev iterates instead of hunting. The custom menu helps align conventions for existing character models and non-standard cases.

Simplified Skeleton Construction

Maya

Build a skeleton from locators placed at the main joint axes, and an integer to dictate spin joint count. Set joint orientation via scripts and your project's settings for consistent results without excessive manual checks.

One Click Humanoid Rig

Maya

Actually it's a few clicks... but has configurations for standard engine skeletons, and works with any humanoid setup. Generate the control rig after assigning a schema, then use the controller adjusters to get any character moving in minutes.

All the standard rig features

Maya

Squash and stretch, FK/IK switching with smooth blending, SDK-driven controls, and translation-space switching. All the basics.

Custom rig Generation

Maya

Generate an FK control set with adjustable settings, and change sizes and shapes with a custom tool designed for speed and accuracy. This rig has radial symmetry on joint orient for easy animation and intuitive curves in the graph editor.

Dynamic scripting environment

Maya

Dynamic script launchers synced to the IDE for instant scripting iteration. Organize your scripts into folders, for both organization and instant iteration.

Face Rig and dynamic controls generation

Maya

Generate locators from a designated format, tweak placement as necessary, and organize their hierarchy in a click. Dynamically generate controllers through your customized list of attributes such as emotions or visemes.

Human IK setup

Maya

One click to apply Maya's HumanIK rig. Use the custom interface to adjust controller size in a jiff.

Custom Engine Tools

Unreal

Same names drive one-click material instances on a mesh, Blueprint children, and consistent animation scenes from templates. A cohesive pipeline setup makes in-engine tooling much more viable.