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MeshController 2.0.0

I’m happy to share that MeshController 2.0 is now ready to use!

Version 2.0 introduces a redesigned, centralized data-only architecture focused on better playback performance, more reliable viewport interaction, and improved support for production scenes with multiple rigs.

In my test scenes, the new architecture improved playback performance by up to 50%. Results can vary depending on scene complexity, geometry density, and Maya’s evaluation mode.

Centralized Data-Only Architecture

The previous version relied on additional hidden mesh objects to store patch data. In 2.0, those extra meshes have been removed, and patch information is now stored directly on a centralized overlay node.

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What is interpBlendShape?

interpBlendShape is a custom Maya deformer, similar in purpose to Maya’s built-in blendShape deformer, but with surface UV interpolation, in-between support, and Bezier-style blending instead of traditional linear interpolation. It supports both meshes and curves.

The tool is designed for high-end facial rigging and special deformation cases where you want the deformation to slide across a surface while keeping the result smooth, clean, and controllable. In some cases, it can also help achieve a more graphic or 2D-style deformation look.

One of the most common challenges in facial rigging is handling large mouth shapes. Traditional linear blendShape interpolation can often produce unpleasant or unnatural in-betweens. With surface-based blending, you can focus mainly on sculpting the final target shape, while the in-between motion slides across the NURBS surface or mesh surface you provide.

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custom mesh controller rig maya C++ plugin

After the response to my recent demo reel, I’m excited to share what’s been going on behind the scenes — and to announce that I’ll be making this plugin publicly available by the end of the month.

The Idea

The concept is inspired by DreamWorks’ Premo rigging system — specifically the way controls sit flush on the character’s surface rather than floating around it as separate curve shapes. I first encountered this during my time at Oriental DreamWorks Shanghai, and it stuck with me. I’ve been working toward bringing that same idea to Maya ever since.

For those who missed the demo reel: instead of traditional curve controls, you interact directly with mesh-based controls that sit on the character’s surface. You hover, select, and manipulate them just like any other Maya control — but they read and feel like part of the character.

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