Auto Rigger
Tool

Animation ToolPythonPipelineAutodesk Maya

A one-click character rigging tool built in Python for Autodesk Maya — with a custom UI and node-based architecture that reduces a multi-hour manual rig process to a few clicks.

Add Maya UI screenshot here

Auto Rigger custom UI panel — Autodesk Maya, Purdue Capstone 2024

Rigging is slow. It shouldn't be.

Rigging characters for Agronova was a manual, repetitive process — joint placement, naming conventions, control curve creation, skinning. Done correctly it takes hours per character. With multiple characters in the pipeline, the bottleneck was the rigger, not the art. I built a tool to automate the repeatable parts.

Technical breakdown

  • Custom UI panel — Maya-native interface built with Python and Qt, with fields for joint naming prefix, rig type (biped / quadruped), and control curve style
  • Node-based architecture — rig components built as independent nodes connecting via defined interfaces, making it easy to swap or extend individual parts
  • Auto joint placement — artist drops guides in scene; tool reads guide transforms and generates the joint chain with correct orientation automatically
  • Control curve generation — NURBS control curves auto-generated and colour-coded by side (left / right / centre) convention
  • Skinning helper — smooth bind executed with preset options; weights initialised with geodesic voxel algorithm

What this taught me

This project taught me that the best tool is the one your teammates actually use. I iterated the UI three times based on feedback from artists who weren't riggers — the final version required no rigging knowledge to operate.

Research Question

How can procedural rigging systems be designed to be flexible enough for custom characters while remaining accessible to non-technical animators — and what are the limits of automation in character setup pipelines?