Tools and Plugins that Make Rigging Faster

Custom Python tools, C++ plugins, and animator workflows. Built for your pipeline, not against it. So heavy rigs run lighter and repetitive work disappears.

Software & engines:
Who we work with

Built for teams that hit limits

Animation studios where artists wait on a heavy rig to evaluate. VFX vendors with custom solvers nobody documented. Game studios chasing real-time deformation on a shipping deadline. Indies keeping a pipeline alive on a small team. If your tooling is slowing you down, we speed it up.

Python tools and pipeline automation

Rig build scripts, publishers, scene validators, batch processors. The kind of automation that turns a half-day of clicks into a button. Designed to read clearly and survive the next intern's commit.

  • Rig build automation and template systems
  • Publishing and validation workflows
  • Scene cleanup and batch processing
  • Custom pickers, pose libraries, animation utilities
  • Maya and Blender, in your studio's coding style
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C++ plugins for the heavy lifting

When Python isn't fast enough, we drop down. Custom solvers, deformers, and nodes that run inside Maya or Blender at native speed. Real-time enough for animators to actually pose.

  • Custom deformers and solvers
  • Performance-critical rig nodes
  • Real-time evaluation for heavy character rigs
  • Cross-platform builds (Windows, macOS, Linux)
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Tools your animators will actually open

Pickers, pose libraries, cleanup utilities, retiming helpers. The small tools that compound across a production. We co-design them with your animators so they get used, not closed.

  • Custom pickers and selection sets
  • Pose and animation libraries
  • Cleanup, mirroring, and retiming utilities
  • Studio-branded UI that fits your workflow
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Studio Rigging FAQ

What kind of rigging tools does Gimbal Goats build?

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Gimbal Goats builds custom rigging tools and pipeline automation for studios working in VFX, animation, games, and real-time production.We create tools for rig build automation, scene validation, publishing workflows, batch processing, pose libraries, picker systems, cleanup utilities, and animator-friendly interfaces. The goal is to reduce repetitive work, improve consistency, and help artists move faster without fighting the pipeline.

Do you build Maya rigging tools?

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Yes. Autodesk Maya is our primary platform, and we build Maya tools for both artists and technical teams.This includes Python tools, PySide/PyQt interfaces, rig build scripts, custom nodes, deformers, validators, exporters, and publishing tools. We can work with your existing Maya pipeline or help design a new workflow around your production needs.

Can you automate rig builds for characters and props?

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Yes. We build rig build automation systems for characters, creatures, props, mechanical rigs, and repeatable production setups.This can include automatically creating joints, controls, constraints, deformers, pickers, export groups, naming structures, validation checks, and publish-ready scene layouts. Automated rig builds make it easier to update, rebuild, review, and deliver rigs during production.

Do you create rig validation and publishing tools?

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Yes. We create rig validation tools and publishing workflows that help studios catch problems before they move downstream.A validator can check for broken constraints, missing connections, invalid naming, locked attributes, bad scale, export issues, missing nodes, skinning problems, and studio-specific requirements. This helps prevent rigging issues from reaching animation, lighting, game engines, or final delivery.

Can you build tools that animators will actually use?

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Yes. We build animator-friendly tools designed around real production workflows. This can include animation pickers, pose libraries, selection sets, mirror tools, retiming helpers, cleanup buttons, custom shelves, and studio-branded interfaces. We usually design these together with animators, because a tool only creates value when artists understand it, trust it, and keep using it.

Do you also build Blender rigging tools?

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Yes. While our main platform is Maya, we also support Blender rigging tools and pipeline automation when required.We can help with Blender-based rigging workflows, custom tools, automation, scene cleanup, pipeline integration, and artist-facing utilities. If your studio uses both Maya and Blender, we can help create workflows that stay consistent across both platforms.

When should a studio use Python tools instead of C++ plugins?

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We use Python for most rigging tools, pipeline automation, publishers, validators, batch processors, and user interfaces.
We use C++ plugins when performance becomes critical, such as with custom deformers, solvers, rig nodes, real-time evaluation, or heavy character rigs. In simple terms: Python is usually best for workflow automation, while C++ is best for the heavy lifting.

Can your tools fit into our existing studio pipeline?

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Yes. We can build tools that fit your existing studio pipeline, naming conventions, publishing standards, folder structure, review process, and coding style.
We are used to working inside established production environments. The goal is not to force a new pipeline on your team. The goal is to make your current workflow faster, cleaner, easier to maintain, and more reliable for artists and TDs.