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FabricatorStudio

\\ FOR ARTISTS, BY ARTISTS \\

Built for solo developers and small teams. Free, open source, Maya-to-Unreal full pipeline tools. Rigging, skinning, animation, and export, and an AI Technical Artist built in. The kit is made for the asset generation era. Generated or hand-built, these tools help you put the final touch on your art and get it in engine fast. Ready for all the next-gen features, like Control Rig and MetaHuman.

Concept • Modeling • Texturing • Rigging • Animation • Unreal

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.

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.

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.

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.

Rigging, the fast part of your pipeline.

Fabricator is a template-driven, network-based rigging system for solo devs and small teams. 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-ready out of the box: IK/FK matching that holds the pose, space switching, smart pole vectors, and a marking menu on every control.
  • Save a rig as a template and reuse it across your whole cast, even at different proportions.

Free and open source. Pure Python, nothing to compile, nothing hidden.

Read the full docs →

Animate once. Reuse everywhere.

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 once, then drop it onto the next character, even one built at different proportions.

  • Poses and clips address controls by component identity, not node names, so they resolve onto 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 once, and every new character starts ahead.

Read the full docs →

Your whole toolset, two clicks 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 two clicks 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 technical artists actually work.

Read the full docs →

A senior TA on call, inside Maya.

Reggie is an AI technical artist that reads your actual scene and your Fabricator rig, then helps you fix what broke. Ask why a build failed, where a rig went wrong, or how a tool works, and get answers grounded in what is really in your file.

  • 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.

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

Read the full docs →
// KEY FEATURES

Easy to use

Elegant by design. Where most tools are button-and-option nightmares, these are drag-and-drop and guided. Light-weight, portable, and made for artists by an artist.

End to end pipeline

From concept to animating in engine, one kit helps carry your assets the whole way. Portable across projects, extendable when you need your own workflows, professional in design.

AI integration

Connect your own AI and it turns into Reggie, the AI TA on call and trained on the FabricatorStudio Pipeline. It troubleshoots, proposes fixes, and files bugs. Read-only, enforced in code. Automation-ready APIs to cover the rest of your workflow.

Animator-friendly rig modules

Clean controls, space matching, and IK/FK matching that holds the pose through the switch. Rigs animators actually enjoy using. Networked rigs that never break on a name change.

Non-destructive workflow

Non-destructive and non-linear: tear down and rebuild at any stage. Model and rig edits can run while animation is already in production.

Studio-grade tools

Network-based rigging that survives renames, rig versioning, and export contracts that hold up on a large production. Open source, transparent, verifiable code: pure Python, nothing to compile, nothing hidden.

// ABOUT ME
Adrian Melian

Hi, I'm Adrian Melian. I've spent 14 years as a Technical Artist in AAA games, most recently leading the Tech Art team at Sledgehammer Games. Along the way I've worked with Double Fine, Ubisoft, Camouflaj, and Meta, on games like Broken Age, Modern Warfare III, and South Park: The Fractured But Whole.

Game dev is changing fast, and a new era of generative AI is here. Avoiding generic slop still takes good tools, ones that put the layers of polish where you want them. So I'm sharing my toolbox. FabricatorStudio is the rigging, skinning, animation, and export kit I built for indie teams and small studios, to the standard I held on AAA productions. The tools are free and open source.