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Anime pose in Maya

Doll Character Constraint Rigging (No Bone Rig)
By Chandra Kusuma

This project explores an alternative rigging method for stylized characters without using traditional joint-based skeletons. Instead of a bone rig, I utilized constraint-based controllers and deformer-driven mesh manipulation to achieve clean and flexible poses suitable for stylized or doll-like animations.

Ideal for 3D illustration, product display, or semi-static motion, this technique allows for efficient posing and animation with simplified technical setup—perfect for projects where high-end skeletal deformation is not required.

The model features:

Lightweight topology for stylized forms

Controller-based posing system (without joints)

Efficient for rapid pose iteration and presentation

Built and tested in Maya

This experimental rig is part of a research approach for a lightweight animation pipeline for toon-style games, fashion dolls, or interactive 3D experiences.