Upon coming onto the Magic: Legends team, there was a decent amount of technical debt. Many of the characters and animations were being manually exported at the time so organization was very much a second thought. Furthermore, some artists were working in Maya, and some worked in Max, so creating a pipeline that could move easily between them was crucial.
I built quite a few batch scripts to organize these files into folders based on their skeletons and part slots, and worked with the character team to batch through and standardize a naming convention that would be more scalable.
To support this endeavor, I also designed and built out these tools in both Maya and Max 2018 (python) to allow artists to seamlessly move assets between these programs and into engine within seconds. Both were also integrated with source control to reduce how much artists needed to peek under the hood.
FBX Export tool allows artists to quickly export selected assets to folders based on an established naming convention.
There's built in detection for errors in naming, modeling errors such as ngons)
FBX Import tool allows artists to quickly search and import multiple fbxs onto a skeleton in scene. This let character artists quickly make adjustments or additions, and also let animators quickly visualize how their animations look with different models
Bone Scaling tool mimics a similar tool already built within the game engine. This allowed outsourcing and animation to visualize how their work would look in game without having to access the engine.