Arsam Ali
Pipeline Developer · Toronto

Tools behind the shots

I build the Python, Maya and USD tooling that gets artists' work from scene to screen. Ten years in VFX and animation, most recently as Senior Pipeline Developer and Lead Support Developer at Pixomondo on House of the Dragon, Star Trek and The Boys.

Python · Maya API (OpenMaya) USD · Alembic Rez · Deadline · ShotGrid PySide · Pyblish

Credits

Shows and films I supported as a pipeline developer recently.

Pipeline systems

Studio systems I developed over several years and dozens of releases, used daily across departments and sites. The code belongs to the studio, so these are written as case studies.

Asset representation system

Problem

Heavy environments and crowds made layout, animation and lighting scenes slow to open and painful to swap.

Built

A custom Maya plug-in node and command set that holds every representation of an asset (proxy, render, GPU cache, Alembic, USD, renderer standins) and switches between them per department, with an asset manager UI and attribute editor templates.

Maya APIUSDAlembicPySide
Read the case study →

Maya and USD scene I/O

Problem

Assets, animation caches and shading moved between Maya, Houdini and the farm in different formats, and every handoff was rebuilt by hand.

Built

The studio's import/export layer: chunked Alembic and USD export with custom mayaUSD chasers, scene rebuilds from USD data, and a DCC-neutral library that generates per-asset and per-shot USD stages with references, payloads, variants and shading overrides.

USD / SdfmayaUSDOpenMayaAlembic
Read the case study →

Playblast and review pipeline

Problem

Animators and layout artists spent time setting up cameras, overlays and color for every review, and results varied by artist.

Built

A playblast system with per-camera capture, HUD overlays, color-managed output and a queue of post actions: multiview comps through Nuke, encoding, publishing a Version to ShotGrid and opening it in RV for review.

MayaOCIOShotGridRVNuke
Read the case study →

QC render and turntables

Problem

Assets and caches were approved without being seen under real lighting, so problems surfaced late in shots.

Built

An automated QC render pipeline that assembles a scene from published caches and USD standins, sets up render layers for Arnold, V-Ray or Maya Software, submits to Deadline and publishes the results back to ShotGrid.

Render SetupArnoldDeadlineShotGrid
Read the case study →

Open source

Maya and USD tools I build and maintain in the open, tested and ready to drop into a studio pipeline.

Scene Harvest

Batch-extracts mesh, rig, material and dependency data from Maya and USD scenes into Parquet datasets, with checkpoint and resume, a desktop app and charts.

mayapypandasPySideUSD
View on GitHub

Slash Trail

Glowing motion and sword-slash trails for any animated object in Maya, fitted to the motion, with a Qt window and drag-and-drop install.

OpenMaya 2.0PySideShading
View on GitHub

Rep Switch

Custom Maya transform node and command for switching asset representations, with undo, a context resolver, a panel and a right-click menu.

OpenMayaPySideUSD
View on GitHub

Rig Kit

Skin-weight proxy cutting, IK/FK matching, an mGear component and rig validation, on a Maya shelf.

RiggingmGear
View on GitHub

Asset Gate (in progress)

Validate-then-publish checks for Maya assets, ending in a USD asset with LOD variants and materials. A rethink of tools like Pyblish.

Work in progressUSDValidation
View on GitHub

Experience

2022 – 2026

Pixomondo

Lead Support Developer and Senior Pipeline Developer. Maya and USD asset pipeline, publish and validation, render farm automation, and leading pipeline support.

2019 – 2022

Snowball Studios

CG Supervisor and Pipeline Developer.

2016 – 2018

Keyframe Digital

Pipeline Developer and Rigging TD.