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Phase 1: Entry Point
Tool Portal
Login and launch all toolkit components
All Departments
Phase 2: Project Setup
Project Navigation
Shot Browser
Navigate, create, and version shots/assets. Features department/sequence browsing, static/GIF thumbnails, context menus, and smart scene creation/versioning.
AssetsLayoutTrackAnimEFXCFXLight
Shot Builder
Assemble shots with referenced assets and auto-connect materials.
AssetsLayoutTrackAnimEFXCFXLight
Phase 3: Content Creation
Content Production
Anim Shot Publisher
Export Alembic caches
AssetsAnimEFXCFX
Material Management
Memo Mat Connector
Material assignment system
AssetsLighting
Lookdev Tools
Specialized texture tools
AssetsLighting
Cargo Pro Tools
Material and shader utilities
AssetsLighting
Phase 4: Rendering
Rendered Images
Deadline Render Management & EXRs Files
Lookdev/Lighting Departments
Phase 5: Review
Revision Flow
Submit work for feedback
AssetsLayoutTrackAnimEFXCFXLight
Department Legend
Assets - Modeling/Lookdev
Layout - Scene Assembly
Track - 3D Tracking
Anim - Animation
EFX - Effects
CFX - Character FX
Light - Lighting
Parallel Workflow Overview
The M MayaToolkits provide an end-to-end pipeline for CG production in Autodesk Maya, with tools designed to work in parallel across departments:
1. Coordinated Workflows
Multiple departments can work simultaneously using the shared toolset
Content creation and material development occur in parallel across disciplines
The review system connects all phases of production for continuous feedback
2. Department Interactions
Assets + Lighting: Material development flows between lookdev artists and lighters
Animation + Effects: Alembic caches are passed between animation and effects teams
Layout + Animation: Scene assembly works alongside character animation
Production + Review: All departments submit work for review throughout the process
Department-Specific Workflows
Assets Department (Modeling & Lookdev)
Create and refine asset models
Use Memo Mat Connector to develop and record material assignments
Utilize specialized lookdev tools for texture management
Publish completed assets for use by other departments
Use Shot Browser to create new asset scenes with appropriate naming and structure.
Animation Department
Use Shot Browser to create, locate, and open animation scenes, organizing them within sequences (e.g., SQ010).
Animate characters and objects
Publish animation via Anim Shot Publisher for downstream departments
Submit animation for review
Lighting Department
Use Shot Builder (especially "Build Shot Advanced") to assemble scenes with animated characters, props, environments, and effect caches. This includes referencing assets and their corresponding `_shd.ma` files for automatic material connections via Memo MatConnector.
Fine-tune material assignments and lighting setups.
Utilize Cargo Pro Tools for advanced shader manipulation and render setup.
Manage renders through Deadline and output EXR files.
Submit lighting passes for review and approval using Revision Flow.