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.

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.

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

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.
Spherical Eye Scaling
Trig + quaternion nodes in Maya for spherical eye scaling.

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.

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.