[Technical Director · Character Rigging · Maya Tools]
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
[CORE]
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.
[TOOLS]
Every tool installs into one shared AM_Tools module — drag a single file into a Maya viewport and it’s ready.
[THE TOOLBOX]
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]
Feature films, shorts and series I’ve rigged and built character technology for.
Character Rigging & TD — [details to come]
Character TD & creature setup — muscle systems, asset rigging and Python rig tools.
Led the modeling & rigging team, built rig and pipeline tools in Python/PySide; worked with the director and animation.
Senior Rigger — character setup and rig/pipeline tools in Python and PySide.
Character Rigging & TD — [details to come]
Character Setup & Rigging Lead — led the character modeling team, worked closely with the director.
Character Rigging & TD — [details to come]
Character Rigging & TD — [details to come]
Character Setup & Rigging Lead — led the modelers, worked with the director, art director and character designer.
Character Rigging & TD — [details to come]
[EXPERTISE]
IK/FK, space switching, stretch and squash — built to survive a whole animation team.
Joint, blendshape and hybrid faces with on-face controls that feel like sculpting.
Skinning, correctives and secondary motion that hold up in a close-up.
Quadrupeds, tails and non-human anatomy with controls animators understand.
C++ nodes and deformers for when Python isn’t fast enough in the viewport.
Tools with real interfaces — from one-click utilities to full picker systems.
Rig builders, publishing and automation that keep a character team moving.
Pickers, clean channel boxes and fast rigs — the animator’s time comes first.
[EXPERIENCE]
With studios and production teams including Animal Logic and Disney Animation.
Of professional experience as Character TD and Senior Rigger
Feature films, short films, series and production pipelines
Am_Picker and AM Landmark — with more on the bench
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[ABOUT ME]
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.
[CONTACT]
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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