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
15 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 That Turns Hand-Drawn Lines Into Rig Controls

CurveDeform is now available on Gumroad. It's 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, so no blendshapes to sculpt and no softmods to place.


Shot fixes shouldn't need a rigging ticket

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 that lives in the file forever.

That's the cost. Not the fix the whole pipe.

CurveDeform closes it. Draw a line where the crease should fall, pull it, key it. The person who spotted the problem is the person who solves it, in the shot, in the same afternoon.


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.

Open or closed curves - Closed loops carve out clean regions. Open curves act as partial boundaries - a single line across a cheek anchors that area without drawing a full loop.

Per-rig animatable parameters - Envelope, dropoff distance, scale, and a falloff ramp are tunable per rig from a docked panel. Values keyframe like any normal Maya attribute.

Survives scene save - Reopen a scene and every rig rebuilds itself from the saved data; the panel repopulates on its own. Nothing to re-create.


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 generate a quick test rig by sketching on top of their usual setup
  • 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 Website

‍

Get CurveDeform

Get CurveDeform on Gumroad and start shaping your characters by drawing on them.

Check out the documentation here

‍

Frequently Asked Questions

No items found.