
At 2DNAC, we believe character creation should feel natural, expressive, and technically seamless. With RigX, our next-gen rigging solution, weβre breaking down barriers that have slowed artists for years β and the results are already speaking for themselves.
Full Wrinkle Map Logic, Out-of-the-Box
Our latest milestone: RigX now ships with complete wrinkle map logic for Maya 2025 Arnold.
No extra setup, no technical hurdles. Just drop it in and go.
- βοΈ Wrinkle maps are pre-assigned and ready to render.
- βοΈ Fully editable and swappable to match your vision.
- βοΈ Adjustable in real time for creative flexibility.
The hardest part left? Deciding from which angle to admire your character. (We know β tough life.)
RigX is already fully functional in Maya, with Unreal Engine implementation just around the corner. A full-body solution is also in active development for both Maya and Unreal, designed to bring cinema-grade expressiveness into real-time pipelines.
This isnβt just another rigging tool. RigX is a paradigm shift β smoother pipelines, expressive characters, and fewer technical roadblocks.

Early Adopters Are Already Creating Magic
Weβre not the only ones excited. Luis Gerardo GarcΓa Torres, an early RigX user, recently shared his first character test with the system. His verdict?
βThis solution will revolutionize the way you create Characters inside or outside Unreal Engineβ¦ the interaction with RigX is years ahead of anything currently available.β
Using Maya, Luis demonstrated just how far RigX pushes beyond existing workflows β combining fidelity, flexibility, and speed in ways that simply werenβt possible before.

Whatβs Next
- Unreal Engine integration β bringing RigXβs real-time power straight into your favorite engine.
- Full-body solutions β expressive, dynamic bodies to match RigXβs facial fidelity.
- Streamlined pipelines β for game developers, filmmakers, and artists who want freedom without technical compromises.
The wrinkle revolution is here β and itβs just the beginning.
π Join the RigX beta today and be part of the future of character creation.
