Phase 1 / May 2026

PXLsuite, the PXL toolkit family

A coordinated VFX toolkit family.

Forged on Thresholds, built so other VFX teams can use them. 20+ years of supervision, the pipeline I always wanted on a real show, finally shipping. AI closed the gap between knowing exactly how this should work and writing the code, without me pretending to be a pipeline TD.

3
Production tools
11
DCC tools
v2.0
Shared data schema

From script to shot

Shared data contract v2.0.0. Sequence and shot IDs follow the bible. Asset names are PascalCase.

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Why PXLsuite exists

I'm not a coder. I'm just a supervisor with a clear vision, powered by AI.

Over the last years I've shifted focus from shot work to workflow optimization and pipeline development; the tools, the workflows, the UX a VFX team actually needs. Claude Code and AI made it possible to build all of it. Before, the gap between “I know exactly how this should work” and “I can ship it as production software” was a five-person engineering team. Now it fits inside one supervisor's head and a weekend of work.

My strength

Workflow analysis, workflow optimisation, pipeline design. Twenty years on the floor, as a VFX & CG Supervisor and former 3D Generalist, spent watching exactly where pipelines hurt, where producers struggle, where clients lose patience. I know what a CG department needs, what a VFX department needs, what's important and what isn't.

What I'm not

I'm not trying to replace pipeline TDs or production engineers. I don't have their coding background. What I have is the supervisor's view of where the workflow actually breaks, and now, thanks to Claude Code, the ability to prototype and ship the fix without waiting for engineering bandwidth that never comes.

The result

Three tools, built by the person who uses them, refined by the producer who depends on them. PXLbid -> PXLflow -> PXLtools, end-to-end, one data contract. Not a product looking for a market, the pipeline I always wanted, now hardened enough to drop into someone else's show.

01 Script breakdown & bidding

Drop a script in. AI agents, trained as a Producer and a VFX Supervisor, read it, scope it, decompose it into departments, and emit the same v2.0 JSON that PXLflow ingests natively. Re-bidding a revision becomes a delta diff, not a redo.

PXLbid landing screen, drag-and-drop a script to begin

How it works

is simple as 1-2-3

Phase - 1: Surface scope, in a few minutes

Counts shots, sequences, assets. Flags complexity. Enough to know whether the project is a 50-shot commercial or a 400-shot feature before you call the client back.

Check, give feedback, change what's needed and proceed to Phase 2, while the tool learns from you.

Phase - 2: Department breakdown

Continue from Phase 1. The AI re-reads in depth and decomposes every asset and shot into detailed department tasks (model, texture, lookdev, rig, muscle, CFX, etc). Honors your bible, your folder structure, your naming convention, and gives you back a file that you can ingest directly into PXLflow.

A complete department-level breakdown the producer can plan against, not a spreadsheet skeleton you still have to fill in by hand.

Phase - 3: Bidding (in progress)

Visual interface, company-cost-driven, editable numbers.

The bid generated can be shipped in different formats (XLS or PDF) but the real power is when you ingest it directly into PXLflow as scheduling, not as a static file the producer has to re-type into the planner.

An entire production planned for you, under your supervision.

Compare scripts: old vs. new

Client revision lands. Re-run the new script and compare against the old one.

At-a-glance graphs of complexity delta, shot count change, what got added, what got cut and warnings are available for you to review them. Re-bidding now becomes a five-minute conversation.

02 Asset review & tracking

Took inspiration from ShotGrid and ftrack for the review side. From Notion and Monday for the planning side. Threw out everything that felt like it was built by someone who'd never sat in a dailies room. What's left is the tracker I always wanted.

PXLflow shots view with thumbnails and task tracking

Built on the floor, refined by the producer

I use it daily as the supervisor. My producer uses it daily as the producer. Every feature in there got fought for in a real review, hardened by a real schedule, killed if it didn't earn its place. No one's writing tickets from a roadmap they imagined.

Dependency-aware tracking

Tasks know what they depend on. Move a deadline, the schedule reflows. Approve a concept, the downstream modeling task wakes up. The kind of behavior that should have been default in production trackers a decade ago.

Annotated frames, daily session logs

Per-asset notes, frame-by-frame markup, daily review sessions captured automatically. The dailies room conversation becomes a permanent record without anyone having to write the minutes.

Zero-server architecture

Electron desktop app. Google Sheets and Drive backend. Client-side OAuth. No server to maintain, no SaaS lock-in, no monthly bill that scales with seats. RV integration on Windows. Auto-update via Cloudflare R2.

03 Production toolkit

Every tools' development comes from a real production need on the floor. Each one fixes something the DCC should have done out of the box.

Built for Maya 2025 (PySide6) and Nuke 15 (PySide2), versioned releases, install procedures, file headers, and a shared dark UI. Each tile opens to the longer story.

TB3DTT turntable scene rendered in Maya Maya
Maya, turntable scene + AOVs
TB3DTT turntable composited in Nuke Nuke
Nuke, composite, contact sheet, deliverables

Multi-DCC · 3,000+ downloads · Released 2024

TB3DTT, The Best 3D Turntable Tool

The natural evolution of the turntable scene I released on Gumroad two years ago and that downloaded over 3000 times from artists worldwide.

Now wrapped in a full easy-to-use UI on both Maya and Nuke, end-to-end.

Production-grade quality at a glance.

In Maya: import an asset, load the tool and run an easy-to-follow setup.

You end up with a production-grade turntable in the viewport, with Macbeth chart, reference balls, six perfectly balanced HDRIs (plus 2 free slots for your own HDRI). Render layers come pre-configured with embedded AOVs and shader.

In Nuke: the Maya export drops in cleanly.

The Nuke side handles asset name, side reference, background colour, and output whatever passes you want: colour, beauty, wireframe, all driven by a compact UI and because one render layer (from Maya) contains all the AOVs needed.

Build a client-ready turntable for any assets in a few minutes, not hours/days.

One tool, across two DCCs.

One seamless workflow, hardened on real client work, and the foundation of every other PXLtool that grew around it.

mAIa Claude for Maya interface Maya Prototype

mAIa

The first prototype of Claude integrated directly inside Maya. Drive repetitive tasks by prompt.

Animatic Builder interface Maya Beta

Animatic Builder

Turn a script into a Maya Sequencer build, sequences, shots, frame ranges, ready to previs.

OBJ Exporter interface Maya

OBJ Exporter

Bulk-export a master model split into hundreds of pieces, each as its own OBJ, in one click.

Legacy Render Layer Creator interface Maya

Legacy Render Layer Creator

Generate dozens of render layers from selection, auto-named from your group and object hierarchy.

Camera Matchmaker interface Maya

Camera Matchmaker

Camera matching for Maya, because Maya never shipped one.

Advanced Batch Renamer interface Maya

Advanced Batch Renamer

A complete, robust batch renamer. Simple where it should be simple, deep where production demands it.

About

Built by Cristian Spagnuolo.

VFX & CG Supervisor for over twenty years. Former 3D Generalist. Now also a pipeline-optimization consultant: studios that have outgrown their workflow bring me in to look at it the way I'd look at my own.

PXLsuite is the practical answer to a problem most VFX teams run into eventually. The pipeline grows organically, every project bends it a little, and after enough years the workflow no longer fits the way the team actually thinks. The pre-made tools made certain assumptions a decade ago and never revisited them. The team has the experience to fix it but not the engineering bandwidth.

That gap is what changed for me with Claude Code and modern AI. The same supervisor who knows exactly where a tracker should hurt now also has the ability to build the fix in a weekend, harden it on real client work, and ship it as production software. PXLsuite is the proof. Three tools, built by the person who uses them.

If your studio's pipeline used to fit and now doesn't anymore, that's usually a workflow problem dressed up as a tools problem. I look at pipelines the way I look at my own; 20+ years of supervision behind the audit and the ability to build the fix, not just write the slide deck. The door is open.