Last Updated: 10.17.2020

Maya Compatibility

Some versions of maya play better than others. Here's our current list.

Version Status Notes
2021 Planning Anticipating major issues with Python we'll have to resolve
2020 Testing Initial release | Major issues
2019.3.1 Solid Active production
2018.7 Solid Active production
2017 Usable Limited MRS features. Controllers not available
2016 Usable Limited MRS features. Controllers not available


Student versions of maya have known issues. Not recommended.

What is this?

The Morpheus Rig System (MRS) is a python based modular framework and toolset for the creation of high quality creature and character rigs for Autodesk Maya. The fully-customizable rigs can be built for anything from a Unity mobile app to a full feature rig.

MRS uses a template system under which small rig modules are snapped together and fitted to the character model. These templates are used to generate the controls, wiring and structures of our rigs. The templates can be reconfigured and reused for multiple characters with differing proportions.

Every rig created with MRS is fully integrated into the a wider toolset to provide a full rigging and animation pipeline for studios of any size.


What can you use it for?

  • Testing new designs before committing time/money to modelling
  • Making rigs for your own projects | personal or commercial
  • Creating assets for the CG Monastery and selling approved assets here
  • Be someone we reach out to when we need help on gigs

What makes it special?

  • Easily Customizable Templates | Simple dags where possible let us easily move things around when we're making changes to a setup
  • Proxy Rig workflow | The way we use lofts in our setup lets us generate decent looking rough characters rapidly
  • Animator Friendly Rigs | We're animators and we make rigs we want to use
  • Rapid Iteration | Ability to quickly try new ideas once you have the fundamentals down
  • Built for keeping rigs up to date | Scarecrow setup lets us easily roll in new rig features
  • Easy to Integrate Into Any Pipeline | Clean heirarchies and a wide array of tools means our clients rarely have issue getting our assets into their pipelines
  • Game Engine Ready | We're building to be Unity complient and doing some Unreal work as well
  • Maya nodes | Not using custom nodes means our rigs open and work without special setups
  • Modular Design For Easy Extensibility | We want the system to expand so we've designed it to be as open as possible


Template Driven Rigging System

  • Proxy geo creation from rigBlocks to save modeler time
  • Build Profiles | One template, multiple build type system


Animation UI/Marking Menu for rig interaction

  • Control,Part,Puppet,Scene contextual functionality
  • Mirroring
  • Mode switching
  • Reseting
  • Toggling options


Rig builder UI

  • Manage, add, connect rigBlocks
  • Push rigBlocks through build states
  • Post rig processes
  • Verify mirror setup
  • Build Armature
  • Post build objectSet verfication

Quality of Life

  • Display layer setup per asset
  • Sets | QSS sets puppet, each part, Bake, Delete
  • Clean Heirarchy setup


  • Joint Based Facial setup being expanding and improved
  • Direct joint control with transparent proxy shapes where possible for selection ease
  • IK
    • Ribbon setup
    • Stretch
    • Lock mid where possible
  • FK
    • Mirror bevavior
    • Unlocked translates for more control
  • Segment
    • No flip bases
    • Ribbon twist setup
  • Ribbons
    • Reparamaterization blending
  • Scalable rig setup
  • Bank setup
    • Full featured foot setup with multiple points of articulation
  • Space Pivots | setup for IK controls to have constrainable spaces for those controls
  • rigNodes | Blocks buffer all nodes during build to aid in later optimization pushes and clean rig deletion

Road Map

Rig Blocks

  • Wing
  • Wheel
  • Fish/whale


  • Build Speeds
  • Interaction
  • mrsAnimate

Soft IK

Looking into implementing soft ik to the different modules.

Getting Started


  • Maya 2016+
  • OS - Windows, Mac, Linux


If you connect to cgmTools via our github repos with sourceTree or something like that, don't use this method. It'll overwrite it depending on where your repos is. If you don't, ignore this.

  1. Download this file and put it it in your scripts folder.
  2. Open maya
  3. In a python command line: import cgmUpdate then'main'). When you do this, you'll get a confirm dialog showing you where it's detected the install location. You can change if you like.See image above. You can specify a particular branch via this method - MRS , MRSDEV , etc.

As long as you have a net connection this should:

  • Grab the latest build from one of our branches
  • Download it
  • Unzip it
  • Move everything to the scripts folder as needed
  • Delete the zip stuff.
  • Load the toolbox


  1. Windows - c:\Users\<USERNAME>\My Documents\maya\<version>\scripts
  2. Mac - /Users/<USERNAME>/Library/Preferences/Autodesk/maya/<version>/scripts

If you're having issues, check .. Support