Two Characters in Maya and How to Fix Deformation Conflicts

Published on January 08, 2026 | Translated from Spanish
Comparison in Maya showing two characters: one with correct deformation and another affected by rig conflicts

When Your Characters in Maya Start Fighting (and You Lose) 🤼‍♂️💥

You were animating peacefully until you added that second character and now it looks like a horror scene: joints stretching like taffy, torsos spinning 360°, and faces melting. Relax, this drama has a solution.

The Origin of the Problem: the Namespace War

Maya treats all objects by their name, and when two rigs share:

The result is like putting two actors on stage with the same name - the poor director (Maya) doesn't know who to address.

Definitive Solution Step by Step

1. Smart Import

  • Use File > Reference instead of Import
  • Enable Use Namespaces (automatic unique names)
  • Assign clear names (e.g.: hero_, enemy_)

2. Verification in Outliner

  • Look for prefixes in names (you should see something like char1:spine_01)
  • If there are no namespaces, use Namespace Editor to create them

3. Keyframe Cleanup

  • Check the Graph Editor for ghost keys
  • Use Select All Keyframes per character
  • Delete any key on the wrong character

Common Mistakes That Make the Situation Worse

"A good multi-character setup in Maya is like a party: everyone must have their personal space defined to avoid conflicts"

Professional Workflow

  1. Prepare each rig with unique names from the origin
  2. Import as reference with namespace
  3. Group each character in its own hierarchy
  4. Animate with Auto Key disabled by default
  5. Use selection sets to avoid wrong clicks

Crucial Tip: If the problem persists, try File > New Scene and import only the problematic characters to isolate the conflict. Sometimes Maya needs a "relationship reset".

And remember: when those characters behave like rebellious teenagers, take a deep breath. Even AAA studios go through this... they just don't admit it in public. 😅