Paladin Auto-Rig
Tool design & development
Tool project · Maya demo available
Manual character rigging slows the path from a skeleton to an animation-ready asset.
Reported rig creation in under a minute for Mixamo-style skeletons.
Problem and constraints
Create a usable character rig with less repetitive setup. The published workflow takes a mesh on a Mixamo-style skeleton; the materials do not define the complete joint-naming or topology requirements.
My ownership
Stephen describes building the Python auto-rig tool. No additional contributors are identified in the public materials. Its employer affiliation and public release status are not established consistently.
Implementation and key decisions
Python and PyMEL automate rig creation in Maya. Published features include FK/IK arms and legs with stretch, reverse-foot controls, finger and thumb curls, forearm twist joints, and skinning. Animation import supports Mixamo and mocap with additive cleanup. A drag-and-drop installer creates a shelf button; FBX export prepares the result for a game engine.
Results and supporting evidence
The published claim is rig creation in under a minute. The linked Maya demo shows the tool in action; it does not establish a tested range of input characters or a universal deformation-quality guarantee.
Limitations and lessons
Supported skeletons, tested Maya versions, skinning method, and validation behavior are not documented in the supplied materials. The homepage says the Blender port is complete, while the July 30 blog says it is in development. Public release status also conflicts with the resume summary. These are open questions, not resolved claims.