Research & Development

R&D

Tools, frameworks, and experiments — mostly Maya rigging, sometimes Bifrost or MetaHuman. Repos and demos where available.

Voice-Controlled Maya Workflow

Offline speech model wired straight to Maya commands — vox_maya + ngSkinTools.

github · demo

pkrig node graph — building visually

A tour of the node-graph UI — component nodes, data nodes, Python script nodes, and containers.

pkrig node graph — first build

First end-to-end rig built through the pkrig node graph in Maya.

Barycentric Rigging

Algebraic barycentric coordinates for skin weight extraction in Maya.

github · demo

Proximity Skin Baker

Two-phase tool to bake skin weights from driven joints. Production-fast.

github · demo

Cleaner Code, Smarter Nodes

Framework refactor: predefined classes, node properties, multi-attr indexing.

Storing & Restoring Controller Shapes

Cache curve degree, spans, and form so controllers stay consistent across versions.

Face Cage Rigger

Mid-quality facial rig for non-hero digi-doubles. Hours, not days.

CODE / GITHUB

Spherical Eye Scaling

Trig + quaternion nodes in Maya for spherical eye scaling.

github

Meta Human Tools

DNA file modification & FACS shape extraction from Epic's MetaHuman pipeline.

Bifrost Compounds

Custom-ID blend shapes & quadratic-spline blend shapes built in Bifrost.

gitlab

strik Rigging Module

String IK — a Ribbon-IK alternative with no NURBS curve / surface.

Blend Shape Exporter

Store / restore blend shape data including inbetweens.

Weight Divider — de Boor's algorithm

Cubic / square interpolation for sub-joint weight division.

pkrignode — first demo

Node-graph UI for the auto-rig, built on Nodz.