[Technical Director · Character Rigging · Maya Tools]

I build the rigsbehind theperformance.

Character rigs and Maya tools for feature films, shorts and series — built with teams around the world, for animators who’d rather perform than fight the rig.

Worked with teams at Animal Logic · Disney Animation

persp · kamal_face_rig● REC
persp
24 fps · 35mm
1

[CORE]

Rigs that feel invisible

A good rig disappears. The animator sees a character, not a pile of controls — every face shape, every IK switch and every corrective is there when the pose needs it.

  • Body, face and deformation rigs for film, shorts and series
  • Maya tools and plugins in Python and C++, with PySide interfaces
  • Built and tested on production, with studios around the world
Am_Picker AM Landmark +
One module · every tool AM_Tools
Overview 2 tools

[TOOLS]

The technical pipeline, handled.

Every tool installs into one shared AM_Tools module — drag a single file into a Maya viewport and it’s ready.

[THE TOOLBOX]

Tools & assets

Built on real productions, polished for every rigger and animator. Free and paid tools for Autodesk Maya — and the list keeps growing.

🔑 Paid tools are sold through Gumroad — your licence key arrives by email right away; enter it once inside the tool. Free tools download straight from their page.

[SELECTED WORK]

Projects I've shipped

Feature films, shorts and series I’ve rigged and built character technology for.

0:00⛶

[EXPERTISE]

Every step counts. None wasted.

Body rigging

IK/FK, space switching, stretch and squash — built to survive a whole animation team.

Facial rigging

Joint, blendshape and hybrid faces with on-face controls that feel like sculpting.

Deformation

Skinning, correctives and secondary motion that hold up in a close-up.

Creatures

Quadrupeds, tails and non-human anatomy with controls animators understand.

Maya plugins

C++ nodes and deformers for when Python isn’t fast enough in the viewport.

Python & PySide

Tools with real interfaces — from one-click utilities to full picker systems.

Pipeline

Rig builders, publishing and automation that keep a character team moving.

Animator-first

Pickers, clean channel boxes and fast rigs — the animator’s time comes first.

[EXPERIENCE]

Rigging for studios around the world

With studios and production teams including Animal Logic and Disney Animation.

10+
Years

Of professional experience as Character TD and Senior Rigger

10+
Productions

Feature films, short films, series and production pipelines

2
Tools shipped

Am_Picker and AM Landmark — with more on the bench

[GET NOTIFIED]

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[ABOUT ME]

Technical Director & Rigging Artist

I’m a Technical Director and Rigging Artist with an international background in animation, games, and visual effects. My career began in graphic design and evolved through 3D modeling, animation, and filmmaking before leading me to rigging and character technology.

With a strong foundation in both art and programming, I specialize in building character rigs, developing Maya tools and plugins, and creating technical solutions that empower artists and simplify complex workflows. I have worked with studios and production teams across Iran, Malaysia, Canada, London, Thailand, and Germany, including Animal Logic and Disney Animation, contributing to feature films, short films, and production pipelines.

I’m passionate about the space where art, technology, and problem-solving meet — building tools and systems that turn creative ideas into practical, expressive, and production-ready solutions.

Hand-drawn portrait of Abolfazl Movahhedi, hands behind his head
fig. 01 — self-portrait, rigged

[CONTACT]

Let's build something together

A rigging project, a question about a tool, support or feedback — send a message and I’ll get back to you.

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