Getting Started with mGear in Maya – Fast Rigging When You’re On a Deadline

Hi, I’m Ryan “Grif” Griffin. I’ve been working as a Technical Animator and Character Rigger in the game industry for over 20 years. Throughout my career, I’ve been asked multiple times to build custom rigging frameworks for studios — and while that’s ideal, sometimes you simply don’t have the luxury of time.

When you join a studio and only have a few weeks to deliver, building a full proprietary rigging system isn’t realistic. In those cases, relying on proven tools is not just acceptable — it’s smart.

One of my go-to solutions in those situations is mGear, an open-source rigging framework for Autodesk Maya.

Because it’s open-source, you get full access to the Python code. That means:

  • You can modify existing modules
  • Create your own custom components
  • Add pre- and post-build scripting steps
  • Adapt naming conventions (including Unreal-friendly setups)
  • Integrate it into a studio pipeline

In this video series, I walk through:

For this demonstration, I rig a stylized character modeled in Nomad Sculpt and show how quickly you can adapt a biped template — even for unconventional characters.

If you’re:

  • Learning Maya rigging
  • An animator who needs a quick rig
  • A technical animator entering a new studio
  • Working in Unreal Engine
  • Interested in open-source rigging systems

This video will help you get up and running fast.

Download mGear:

GitHub → https://github.com/mgear-dev/mgear

I’ll be continuing this series with:

  • Skinning workflows
  • Weight painting strategies
  • Unreal Engine integration
  • Advanced mGear customization
  • Dynamic and spring setups

You can also find me streaming live rigging and Unreal development most mornings. https://www.twitch.tv/grifnmore

We’re currently developing a game in Unreal Engine and using mGear extensively for character production.

See you in the next one.

— Grif

https://www.youtube.com/watch?v=AHyfPeiDhS0&t=22s

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