HomeBlog
Tooling

GG CurveDeform tool for Maya

CurveDeform is a Maya plugin that turns handdrawn lines into rig controls.

Bram Van Rompuy

Co-founder & CTO

3 min. read
16 Jul 2026
Quick summary

GG CurveDeform is a Maya plugin Β that turns handdrawn lines into rig controls. Draw curves right on a mesh, hit the button, and the lines become handles the animator can pull, push and key while the surface follows. Curves can be split, layered, and edited live, with per-rig parameters (envelope, dropoff, scale, falloff) that keyframe like normal Maya attributes, and everything rebuilds itself on scene reopen. Great for shot fixes, sketch-based rigging, and silhouette work on top of your usual skinning. No extra dependencies, drag-and-drop installer.

GG CurveDeform: A Maya Curve Deformer Plugin

CurveDeform is a Maya curve deformer plugin that turns hand-drawn lines into living rig controls. Paint a curve anywhere you want shape to flow, and that curve becomes a handle the animator can pull, push, and key. The surface follows along on its own - no blendshapes to sculpt, no softmods to place, no rigger round-trip.

Shot fixes shouldn't need a rigging ticket that often

The crease under the eye reads wrong from camera on frame 214. It's four frames. Everyone in the room can see what it should look like the animator, the supervisor, the guy who wandered past the monitor.

Fixing it takes a ticket, a rigger, a turnaround, and a blendshape target.

The cost is all the extra time it takes to fix.

CurveDeform Solves that. Draw a line where the crease should fall, pull it, key it. The person who spotted the problem can be the same person who solves it, in the shot.

‍

How it works

1. Pick a mesh‍

Any polygon model works.

‍

2. Draw on the surface

Each click drops a control right on the mesh. Click and drag to push it along the model like a marker. The line you make stays editable like any standard Maya curve.

‍

3. Build the rig

One button turns the drawn curves into a working rig.

‍

4. Animate

Move the controls, and the mesh follows.

Curves can be split, removed, layered on top of each other, or swapped out. The whole rig saves with the scene and rebuilds itself the next time you open it.

‍

Features

Draw directly on the surface:

Controls land on the mesh rather than floating in space. Snap to existing controls or to mesh vertices for clean junctions.

Live editing:

Move a control and the curve updates the deformation immediately.

Tangent handles:

Each curve segment has tangent controls for shaping without moving the endpoints.

Split curves on the fly:

Click where you want a new pivot; the curve splits and adds a shared control. String curves together to build a wireframe network.

Layered rigs:

Stack multiple curve setups on the same mesh. A face can carry a brow rig, a mouth rig, and a cheek rig at once, each one independent.

Animation-layer ready:

Optionally drop a fresh animation layer when you bake, so the new deformation stays keyable on its own.

Chain curves into networks:

Snap a new point onto an existing control and both curves share it. String segments end to end to ring an area, or branch them into a wireframe across the surface.

Per-rig animatable parameters:

Global envelope, dropoff influence, and scale are tunable per rig from a docked panel. Values keyframe like any normal Maya attribute.

Survives scene save:

The rig is built from stock Maya nodes, so it saves and reloads with the scene like any hand-built setup. The deformation is live the moment you open the file, whether or not you launch the tool. Open the panel and every rig is listed, ready to tune.

‍

CurveDeform vs. blendshapes, softmods, and wire deformers

  • Blendshapes mean sculpting a target for every correction, re-sculpting and re-exporting whenever the note changes, and living with targets that multiply until nobody wants to touch the file.
  • Softmods have to be placed and weighted one at a time, re-weighted by hand when the shape moves, and once you have a few of them their falloffs start fighting each other.
  • Raw wire deformers get you closest, but you're building the curve and painting the weights manually every single time, and shot-level edits mean wrangling the setup by hand.
  • CurveDeform is a line and a button. Edits happen live on the curve, and rigs layer independently, so the tenth fix costs the same as the first.
  • CurveDeform sits on top of skeletal skinning. Bones still do the heavy lifting of articulation; CurveDeform handles the shape work that joints and weights make awkward.

‍
Who is CurveDeform for?

  • Animators who want hand-shapeable controls without piling on blendshapes or softmods.
  • Character riggers who want to rig by sketching on top of their usual deformation.
  • Wranglers and QC artists who need a single shot correction to hold.
  • Concept and look-dev artists who want to push silhouette and shape quickly without committing to a full rig.


Requirements

Autodesk Maya 2024-2027, Windows.

No additional dependencies - the plugin ships with a drag-and-drop installer.

‍

Credits

  • Author: Gimbal Goats
  • Contributors: Matteo Barison LinkedIn, Gimbal Goats LinkedIn

‍

Get CurveDeform

Get CurveDeform on Gumroad

Check out the documentation here

Frequently Asked Questions

Can I use more than one curve rig on the same mesh with GG CurveDeform?

keyboard_arrow_down

Yes. Rigs stack and stay independent - a face can carry brow, mouth, and cheek rigs at once.

Can I control how strong the deformation is?

keyboard_arrow_down

Yes, every setup gives you simple, friendly sliders for the deformation's strength (envelope), falloff (dropoff), and scale: all in one tidy panel, so you're never digging through Maya's node graph.

What does the "Split Curve" button do?

keyboard_arrow_down

It splits an existing control curve into segments. Select a curve, click Split Curve (the button becomes "Confirm Split"), drag the preview to the split position, then click again to confirm. This creates a new control point and two new curve segments.

Which Maya versions does GG CurveDeform support?

keyboard_arrow_down

Maya 2024 through 2027 on Windows. The installer picks the matching version automatically.

Do the GG CurveDeform rigs survive a scene save?

keyboard_arrow_down

Yes. Every rig rebuilds itself from saved data when you reopen the scene, and the panel repopulates on its own.