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Bilal Official Teaser Trailer #1 (2015) Animation Movie HD


Worked as a lead rigger for this movie..
Responsible for all rigging work.. 

asNode (Part 01) -- One node for most of the Rigging Work in Maya (Video Tutorial)


Hi This Is One More New Post

asNode -- One node for most of the Rigging Process in Maya (Updated with Quick Example)

asNode along with example code as shown in video is available for free download here  :


This node is the key module in maya rigging process. One node for the most of the rigging process.
asNode is still going to include many general methods required for rigging / animation process.
It played key role in hyper skinning system as shown in below video:
asNode was developed with the inspiration from PyNode in PyMel, But with extended support to Rigging process.
And this doesn't depend on PyNode in PyMel. Its purely depends only on Maya api and maya.cmds.

1. One node for most of the general process in Maya Rigging
2. asNode was developed with the inspiration from PyNode in PyMel
3. It has extensive support to Rigging and  General Pipeline.
4. Doesn't depend on any external modules like PyMel
5. Purely depends on maya.cmds and maya python api
6. Increase programming speed in rigging & pipeline upto 3-4 times
7. A Node with true Object Oriented Programming (OOP)
8. Auto completion list varies with change in node type
9. Tight Integration With All Auto Rig tools like (as_EasyBird, as_EasyRig, as_EasyQuad etc.)

2014.09.08 -- Updated asNode.rar with help file on all methods by adding 'asNode.pypredef'. Open it with wordpad
2014.09.21 -- Test files are added in asNode.rar for asN.addChild, asN.mConstrain etc
2015.02.05 -- Auto completion methods will update and change according the selection type of object
2015.02.06 -- Fixed the method : asN.jntOrient and added new methods : asN.get_2PosExtn, asN.get_2PosVect.
And added new example maya files

Future Updates:
1. More rigging and pipeline related methods will be added to asNode

Apply asNode on any maya node and then start using following methods:
[ '_selected', 'addAttr', 'addAttrDivider', 'addChild', 'addPrefix', 'addSuffix', 'applyCtrlColor', 'asObj', 'attr', 'capitalize', 'center',
'centerPivot', 'child', 'connectAttr', 'connectionInfo', 'connections', 'constrainTo', 'contains', 'count', 'decode', 'delete', 'deleteAttr',
 'deleteHistory', 'deleteKey', 'deleteNode', 'deselect', 'disconnectAttr', 'distanceTo', 'dupeNVersionUp', 'duplicate', 'encode',
 'endswith', 'expandtabs', 'extendToParent', 'extendToShape', 'extractNum', 'find', 'format', 'freeze', 'fullName', 'getAttr',
'getChildren', 'getDirPos', 'getDirVect', 'getFaceList', 'getInputs', 'getNearestVtx_OnMesh', 'getOutputs', 'getPos', 'getPosJnt',
 'getPosLoc', 'getPos_Old', 'getPos_Vtx', 'getRot', 'getShape', 'getSibIndex', 'getVtxList', 'grpIt', 'grpIt_Old', 'hasAttr',
'hasAttrLocked', 'hasChild', 'hasParent', 'hasShape', 'hasUniqueName', 'hide', 'index', 'intersects', 'isChildOf', 'isCurv',
'isJnt', 'isLastJnt', 'isLoc', 'isMesh', 'isNodeType', 'isParentOf', 'isShape', 'isSkinMesh', 'isTrans', 'isalnum', 'isalpha', 'isdecimal',
'isdigit', 'islower', 'isnumeric', 'isspace', 'istitle', 'isupper', 'jntAxis', 'jntDist', 'jntOrient', 'jntOrientTo', 'jntRadius', 'join',
 'listConstraints', 'listHistory', 'listLockedAttrs', 'listRelatives', 'ljust', 'lockAttrs', 'longName', 'longestObj', 'lower', 'lstrip',
'mConstrain', 'mDistance_BB', 'mDistance_Vtx', 'moveAnimTo', 'moveAnimToGrp', 'moveValuesFromGrps', 'moveValuesToGrp',
'name', 'nearestObj', 'nearestPointOn', 'nextSeriesNode', 'nextUniqueName', 'nextVar', 'nodeType', 'numChildren', 'obj',
 'openAttrs', 'parent', 'parentTo', 'partition',
'pickWalkDown', 'pickWalkLeft', 'pickWalkRight', 'pickWalkUp', 'prefixHI', 'rename', 'reorderDeformers', 'replace', 'reverseConnect',
 'rfind', 'rindex', 'rjust', 'root', 'rotateBy', 'rpartition', 'rsplit', 'rstrip', 'scaleBy', 'searchReplaceAll', 'select', 'selectHI',
'selectSeries', 'selectSiblings', 'setAttr', 'setName', 'setPos', 'setRot', 'setSibIndex', 'shape', 'shapeCtrl', 'shortName', 'show',
'snapPivTo', 'snapPosTo', 'snapRotTo', 'snapShpTo', 'split', 'splitlines', 'startswith', 'strip', 'stripNum', 'swapcase', 'template',
 'title', 'transferAnimTo', 'transferAnimToGrp', 'translate', 'translateBy', 'unfreezeRotation', 'unfreezeTrans', 'unparent', 'untemplate']

Testing the asNode:
create two spheres named 'pSphere1' and 'pSphere2'
And then, Run these commands from python window

from asNode import *
p2 =asNode('pSphere2')
asN =asNode('pSphere1')

#_ That's it, then start using:
asN.snapPivTo(p2)   #_ Now pSphere1's pivot is at 'pSphere2'
Create any maya poly object or locator then try this command
from asNode import *
node =asN._selected()[0]   #_ asN is short form for selecting selected objects..
node.rename('Ball')            #_ Rename to 'Ball'
node.addSuffix('_Sph')       #_ Now it adds '_Sph' suffix to the ball, But still node is updated with all these changes

Hyper Skinning System (Advance Feature) : Solve Fingers By Subbu Addanki



Its dream for many artists to see next phase in automation for skinning process

Now Hyper Skinning System comes with Advance feature : Solve Fingers (Additional treatment for fingers' skinning)

It is the only system it shows the automation process in skinning in video form on Internet..

Its unique in its nature to deliver best results like volume preservation at various areas on character.

Now it becomes more powerful with its advance features.. Solve Fingers & Smooth Nearest

I have utilized the Great Dane model in this presentation which is downloaded from

Special Thanks to Chris Baker for such a awesome model. It suits my requirement in this presentation..

Thanks to my beloved wife Prasanna for her support in this process and giving name 'Hyper Skinning'.

She derived that word from 'Hyper Active Kids..'

as_HyperSkin (Advance)


For Details Contact At:  or

ADVANCED HYPER SKINNING SYSTEM -Save your time in Skinning..


Visit For More Details:


F e a t u r e s


1. Volume Preservation at shoulders, hips & elbow like areas

2. Reduces Most Of The Skinning Process

3. Works On All Rigs (Biped, Bird, Quad, Snake etc.)

4. Works On Selected Vertices

5. Advance Feature : Solving Joints For Fingers / Toes

6. Advance Feature : Smooth Nearest Vertices (as_SmoothNearest)

7. Hyper Smooth : Automated Smooth Process

8. Auto Creation of 'Geo Centric Discs' including their shapes

9. Tight Integration With Auto Rigs (as_EasyBird, as_EasyRig, as_EasyQuad etc.)

10. Works On Non-Manifold Geometry Also

11. Disposable Discs after usage, So No Extra burden to the Rig..

his Beware the Batman - 101 - Hunted


Worked as a Character Supervisor for this TV series. Designed some of the tools like: as_AutoClavicle, as_SilhoutteCtrl, as_EasyZipper and Hair rigging tools. Developed various tools and solutions for Multi Layered Hair rigging for Katana like characters..

Advanced Hyper Skinning System (Art & Technic) -By Subbu Addanki


My dream for the past 2 years has come true. as_HyperSkin is a result of 2 years R&D.
Finally, Scripting has proven it's potential in Skinning also.
My ambition is to develop one script to handle all skin tasks for all rigs(Bi-ped, Quad, Snake, Bird etc..)
Now we are seeing here :)

as_HyperSkin (Advanced)
Tentative Release Date: 28/02/2013

Visit For More Details:


1. Disc & Volume Based Hyper Skinning System (Easy to Editable Discs)
2. New Attrs : BlendMethod & BlendValue (Customize Your Each Joint Skin)
3. Volume Preservation At All Areas Including Shoulders & Hips
4. Works On Any Rig (Biped, Bird, Quad, Snakes etc.)
5. Reduces Most Of The Skinning Process
6. Works On Selected Vertices
7. Retain Default Skinning On Selected Vertices
8. Hyper Smooth - Automated Smooth Process
9. Auto Creation of 'Advanced Discs' & Their Usage.
10. Generates Skinning From Scratch..
11. Tight Integration With Auto Rigs (as_EasyBird, as_EasyRig, as_EasyQuad etc.)

Watch Other Hyper Skin Videos:
1. Hyper Skinning System -v1.0:
2. Hyper Skinning System -v0.4 :
3. Skinning Transfer :
4. Snake Rigging Tool Kit:
Visit My Blog for more details:

Welcome to the world of Automation (Auto Rigging Junky)

Automated Multi Snakes Animation -By Subbu Addanki


We need to automate and animate multiple snakes initially planned for 200 snakes.
These snakes are magical snakes : They are flying in the air, jumping in to flames, crawling on the ground and then falling in to pit.

All these actions (animation) is achieved by automated multiple snakes animation

as_MultiSnakes & as_MultiPaths : Features
1. Automation of Multi Snakes Animation
2. Multi Snakes Crawling On Body
3. Multi Snakes Crawling On Floor
4. Automated Wave Motion For Snakes
5. Travel Along Motion Paths
6. Automated Multi Paths Creation On Ground and Body
7. Special Tools For Editing Snakes Animation
8. Automated  Attachment Of Snakes to Motion Paths
9. Multi Snaks Integration With as_EasySnake (Auto Snake Rigging)

Visit For More At:

Character Simulation With PhysX Ragdolls


Simulated Character With Physx Ragdolls.
All the results shown here are from direct simulation only.
Developed Auto Ragdoll Script for creating ragdoll setup and joint limitations for Character Simulation.
Limited the Ragdoll rotations as per human limitations.
Proper ragdoll Weighting has been given at appropriate areas like Hips, Chest and Wrist etc
Have tested falling characters for soldiers for Maghadheera movie.
Visit for more at :

Hyper Skinning System For Maya (Art & Technic)


My dream for the past 2 years has come true.
Finally, Scripting has proven its area in Skinning also. 
My ambition is to develop one script to handle all skins in all rigs. Now we are seeing here

It Automates Skinning Process In Maya by combination of Art & Technic

1. Volume Preservation At Shoulders & Hips
2. Reduces Most Of The Skinning Time
3. Works On All Rigs (Biped, Bird etc.)
4. Works On All Selected Vertices
5. Retain Default Skinning On Selected Vertices
6. Start Hyper Skinning From Default Skin 
On Selected Vertices At Any Time
7. Hyper Smooth - Automated Smooth Process

Modules Used
eRig, eMath, spRig

Work In Progress
1. Runtime Skin Correction at various poses
2. Special tools for Better feel at elbow areas
3. Tight integration with Auto Rigs (as_EasyBird, as_EasyRig etc.)

Python Scripting : Auto Bird Rigging In Maya


Modular Rigging System: Auto Bird Rigging

This 'Module Rigging System' involves 6 individual scripts as detailed below

 eRig ( Maya Module ) 
Helps to reduce typing of coding up to 60% for main scripts like as_EasyBird
It consists 50 attrs like snapTo_Vtx, createCurv etc. It is module for maya programming.
You can watch one of the many functions of 'eRig' here: eRig_UnfreezeRotation

2. eCtrl ( Maya Module ) -- It creates 50 different controls for any auto rig
3. as_EasyBird -- Its for main auto rigging of bird
4. as_WingFeather -- It rigs feathers so intelligently.
5. as_AutoAnim -- Creates various options from one fly cycle
6. as_MirrorBirdAnim -- It mirrors one side anim to another side

Rigging & Scripting Show Reel -2011 : Anaganaga O Dheerudu


Done following tasks in this movie: Anaganaga O Dheerudu

1. Created Auto Wind Rigging on foliages
2. Auto animation for tongue and hair snakes
3. Scripting for grill snake rigs
4. Rigged all hair snakes and hair with programming
5. Provided path animation for all snakes in this movie
6. Animated in-between hair snakes and hair with scripting
7. Wave motion in flying hair
8. Arranged and animated all multiple snakes crawling on ground and body as shown in this below link:
9. Provided many tools for animators to edit these multiple snakes
10. Rag-Doll simulation for falling snakes:
11. Development of Auto Rigging for insects (butterflies)
12. Developed many Auto Snake Rigging tools based on situation

Auto Skinning R&D - (Art & Technic)


Python Scripting : Modular Rigging

1. Developed this tool to reduce the skinning process up to 75% after default skinning by measuring the bone length along the skin.
2. Right now it works for biped rigging.
3. Shortly Am doing for Quadruped also.
4. Art & Technology combined.

Modules Used
eRig & eMath

Coming More Features
1. 2 Bone Skinning
2. Angular Skinning
3. Pose Skinning

Python Scripting : Snake Kit -Auto Snake Rigging

Modular Rigging System : as_SnakeKit - Auto Snake Rigging Tool

1.Selection Of Control Shapes
2. Selection Of No. Of Joints or No. Of Controls
3. Flexibility At Ends
4. Selection Type: Curve Or Top Joint
5. Control Type: Grouped Or Cluster Control
6. Control Parent: Individual or Parent To Next Control
7. Random Control Colors
8. Path Animation: Easy Snake Animation
9. Crawl Rig: Sine Movement For Snake In Motion

Due to request from many animators, I am releasing this Snake Rig done by me with as_SnakeKit (Python Scripting) for practice purpose only. It is now available from my website:

Subbu Addanki