A small sneak peek ahead of GDC 2026, where we’ll reveal the full capabilities of RigX and how it can effortlessly handle any character.
For a long time, we’ve said that RigX can handle anything. With this teaser, we’ve shared enough to help you confidently plan future projects with us. We understand the limitations you’re facing with current rigs, and we’re ready to support you on any project you have in mind.
Designed for Modern Production Needs
When building large-scale projects—especially those involving NPCs, crowds, or fast iteration—traditional facial rigging quickly becomes a bottleneck. Our goal with RigX was to remove that friction entirely, without locking teams into rigid templates or sacrificing pipeline compatibility.
Flexible Input, Zero Assumptions
RigX starts from what most pipelines already have:
A neutral-expression mesh
From there, the system can either generate a complete blendshape-based facial rig automatically or adapt directly to your rig setup. You’re not forced into predefined templates—RigX is designed to work with your existing standards, not against them.
Speed Without Compromise
Rigs are generated in seconds, with a fully controllable number of expressions. You can dial the setup anywhere from:
A very lightweight configuration for background NPCs and crowds
All the way up to extremely complex rigs, featuring thousands of expressions and combinations for hero characters or cinematic use
This makes it easy to maintain consistent facial systems across an entire project while scaling complexity exactly where needed.
Built for Real-World Rigging Constraints
RigX is fully aware of the limitations teams often hit with current facial rigs—whether that’s performance, authoring time, or lack of flexibility. The system supports:
Custom rigs, not just generic facial layouts
Multiple character blending, allowing facial data to transfer cleanly across characters
Custom adjustment shapes, available for any expression or combination, giving artists fine control where it actually matters
Pipeline-Ready Output
RigX outputs are fully compatible with:
Maya
Standard game engine pipelines
This ensures seamless handoff between rigging, animation, and runtime, without custom converters or workaround steps.
Full FACS (Facial Action Coding System) support
Complete control over shapes, expressions, and corrective adjustments
Unlimited assets
Drive multiple characters with one DNA file
Adjustable file size for any project
Fully LOD supported
RigX now comes with full wrinkle map logic for Maya 2025 Arnold.
A shoutout to Santiago Betancur — he provided one of his amazing characters for RigX testing and showcasing. Take a look at the incredible creatures he was able to create.
Experience a modern character-rigging approach fully compatible with MetaHuman characters and potentially adaptable to Reallusion Character Creator workflows. Achieve high-fidelity facial performance, fast retargeting, and streamlined integration with today’s leading digital-human ecosystems.
As always, the full 2DNAC RigX pipeline is fully compatible with Faceform.
