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Technical Skillsets

Rigging | Tool Creation | Pipeline | Python Automation | Performance Optimization | Cross-platform Integration


Expert in modernizing assets, character, and technical workflows, supporting rapid prototyping, and delivering animator-friendly systems that bridge art, design, and engineering.

Achievements


Built a real-time–ready character system for over 40 characters with unified topology, standardized texturing and rig logic, and animation-agnostic workflows.


Developed a swappable animation library for over hundreds of props, enabling characters to share motion data seamlessly across dozens of rigs and use cases.


Standardized prop topology, texturing, and rigging pipelines, ensuring visual and technical consistency across every asset category.


Created dozens of internal automation tools that accelerated modeling, rigging, ingestion, review, rendering, and asset-management tasks.


Designed scalable workflows enabling real-time, broadcast, and commercial pipelines to share the same asset ecosystem without rework.


Spearheaded a studio-wide pipeline modernization initiative, aligning legacy assets with current industry standards.

Custom quadruped bunny rig. Joint based.

Custom rig with all of the bells and whistles. Joint based.

Big rig walk cycle.

Speed retopo from high poly zbrush sculpt.

Custom quick rig. Joint and blendshape combination.

Xgen grooming and custom options panel.

Custom monster rig. Joint and and blendshape combination.

Custom quadruped horse rig. Joint based.

Custom cartoony rig with all the bells and whistles. Joint based.

Mocap Pipeline – AI video mocap data to custom character system.

Simulation fx.

Character system creation with interchangeable animation library.

Mocap Pipeline – Recorded mocap data to custom character system.

Mocap Pipeline – Universal mocap data to customized character system.

Squash and stretch swappable prop rig.

Custom prop rig with character attach placements.

Mocap Pipeline: Character system base skeleton.

Tool Creation

BATCH RENDERER











Kicking off multiple Maya renders can easily turn into a slow, repetitive process. The Batch Generator streamlines the entire process by letting you define your settings in one place and creating a single batch file that automatically renders each scene sequentially through the command line for reliable and often faster results. Inspired by Storm Hyde’s discontinued Batch Script Generator, this tool expands the idea with deeper customization and smooth integration into both individual workflows and full studio pipelines.

CREATE SET PROJECT











Maya’s default project setup often generates a long list of folders that most artists never use. This creates bulk and confusion, especially when files are shared between team members. Create Set Project builds a clean and streamlined project structure that is tailored specifically to your workflow and studio pipeline. It removes unnecessary directories, keeps only what is essential, and supports saving custom templates so you can recreate consistent, studio-approved project layouts for any job.

COLLECT CONSOLIDATE


There’s nothing worse than opening a scene and discovering that textures and caches are scattered across different drives or folders from whoever worked on it before you. Scenes like this slow down collaboration and lead to broken links that take forever to track down. Collect & Consolidate lets you gather all of those dependencies into a new clean folder or save out a fully, ready to be zipped, consolidated project directory. It keeps projects organized, makes hand-offs smoother, and supports workflows that rely on predictable, self-contained project structures.

CAMERA CREATOR


Shot cameras are essential, but building them manually can lead to mismatched settings, naming issues, and inconsistent outputs across a team. The Camera Creator generates properly configured, production-ready cameras with unified formatting, focal settings, and naming conventions. It gives artists a dependable starting point and helps studios maintain visual continuity and predictable camera behavior across any workflow.

Quick Maya Python Tools


#Mirror Flip and Reverse Geo

Duplicates selected geometry, mirrors it across X, fixes normals/UVs, freezes transforms, and auto-renames based on prefixes. Creates a clean, properly mirrored mesh ready for rigging or modeling.


#Delete All Namespaces

Deletes all non-default namespaces in the scene, sorting them deepest-first to avoid dependency issues. Merges everything back into the root namespace for a clean scene.


#Bind Selected Geo to Engine Joints

Binds selected geometry to the full joint hierarchy under your signified joint chain, then sets full weighting to each joint. Speeds up binding workflows for engine skeletons or standardized rigs.


#Select Joints From SkinCluster

Selects all joints influencing the skin of the selected geometry. Great for isolating bound joints or preparing for weight edits.


#Remove Unused Skin Influences

Scans all geometry ending with "_geo" and removes unused skinCluster influences. Cleans up rigs and improves skin performance.


#List Selected Nodes

Prints all selected transform nodes in clean chunks of five per line. Simple way to get an organized list of selected objects.


#List Constraint Driver Node

Prints the constraint driver node that drives the selected object. Useful for tracking down hidden or confusing constraint setups.


#List Constraint Driver Driven Pairs

Retrieves and prints driver/driven joint pairs from selected parent or scale constraints. Helps debug rigging setups and identify constraint relationships.


#List Joints Bound to Geo

Prints all joints influencing the selected mesh’s skinCluster. Quickly shows what skeleton or rig is bound to a piece of geometry.


#Clean Maya Scenes

Removes script nodes containing specific function calls, replaces unsafe calls, and deletes unknown nodes/plugins. Cleans up garbage data that can slow or corrupt Maya scenes.


#Unlock All Nodes

Unlocks every node in the scene, allowing full editing, deletion, and modification. Useful when working with locked or imported rigs/assets.


#Delete Unused Render Nodes

Runs Maya’s built-in HyperShade cleanup to delete unused shading and render nodes. Keeps the scene lightweight and removes shader clutter.