Alien Rig - Neomorph
Character Rig: Alien
Rig by: Robin Berger - Open for Work
Asset by: Niklas Schulte Osthoff
1.Animation: Marina Inácio Sá
2.Animation: Annika Reichmann
DESCRIPTION 🧾
"Alien" is a fully articulated bipedal creature rig developed for Maya 2023 and later.
It was built using mGear as a foundation and expanded with custom nodes, expressions, and hand-tuned deformation systems for precise, production-ready control.
This rig was developed as part of a group film project, serving as an in-depth exploration of advanced creature rigging. It focuses on realistic anatomy, smooth deformation, and an animator-friendly workflow.
REQUIREMENTS ⚠️
• This rig requires the mGear plugin to be installed.
-> Simply drag and drop the .py installer into the Maya viewport.
• Download (version used):
-> https://github.com/mgear-dev/mgear/releases/download/5.1.0/mgear_5.1.0.zip
• Drag-and-drop installation tutorial:
-> https://youtu.be/Wf-JCkBVqKM?si=dxMMkYyjjavKqyEX
• Latest releases:
-> https://github.com/mgear-dev/mgear/releases
RIG FEATURES 🤖
• Full body IK/FK switch for arms and legs
• Stretchy limbs and twist joints for natural deformation
• Stretchy IK/FK spine (SIK system)
• Dynamic FK tail with secondary motion
• Multiple foot pivots for flexible posing
• Visibility and LOD attributes on global control
• Jiggle controls for subtle motion
• Breathing blendshapes for enhanced realism
• Extended jaw system and facial controls (brows, mouth, jaw, ears)
• Sinus curve-based spine wave attribute for organic movement
• Space switching (World / Local / Parent) for major controls
• Performance toggles for optimized playback
HOW TO USE 🧠
• Use Main_Ctrl for overall movement, rotation, and scaling.
• IK/FK switching and other attributes are located on the wrench-shaped UI controls near each body part.
• Use global_L0_ctl to manage visibility, LOD, and geometry modes:
• Toggle control visibility per body part.
• Adjust model resolution.
• Switch geometry display to Reference Mode for faster playback.
• UI controls include attributes for:
• IK/FK switching, space switching, stretch, twist, and tail dynamics.
• Dynamic Tail Controls:
• Adjust Damping and Stiffness attributes on the corresponding UI control.
• Simulation results are solved on the *_cns group.
• After animating, bake these groups before rendering to avoid playback inconsistencies.
ASSET & RENDERING 🧩
Subdivision Settings (Arnold)
By default, each mesh’s Shape Node has Arnold’s subdivision type set to Catclark = 6. If you notice slow performance, you can reduce the subdivision level to 3 either:
• Render Settings -> Max Subdivision
• rectly on the mesh under Arnold -> Subdivision in the Attribute Editor
If textures do not appear correctly when opening the scene:
1. Go to Windows -> General Editors -> File Path Editor.
2. Use “Repath Files” to locate missing textures.
3. Once updated, Maya will automatically reconnect all texture paths for the asset.
CREDITS 🔗
When sharing this project, please include full credit for both artists and, when possible, a link to the rig download:
• Rig by Robin Berger
• Model by Niklas Schulte Osthoff
• Rig Download https://robinberger.gumroad.com/l/Alien
On LinkedIn:
When posting on LinkedIn, please tag both creators:
• linkedin.com/in/robin-berger-rig
• linkedin.com/in/niklas-schulte-osthoff
• Rig Download: https://robinberger.gumroad.com/l/Alien
If you share the rig on other platforms, please include the same credit line and rig link in the description.
CONTACT 📬
For questions, feedback, or bug reports, feel free to reach out:
• linkedin.com/in/robin-berger-rig
Neomorph Alien Asset inlc. Textures + Rig + ReadMe