Category Archives: Python

New Tool: ml_deleteKey

New on the tools page, ml_deleteKey is the counterpart to ml_setKey. Most people set keys with the “S” hotkey, and it’s always made sense to me to have a hotkey that deletes keys in a similar way. I use this tool … Continue reading

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New Tool: ml_copyAnim

Added one more tool! ml_copyAnim is a relatively simple script, it copies animation curves from one node to another. It also works on hierarchies, independent of namespace, so you can copy animation from one whole puppet to another in the … Continue reading

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New Tool: Camera Depth Dragger (Plus Tool Update)

I’ve added a new tool to the Tools Page: ml_cameraDepthDragger is another script that uses the dragger context, in this case to move an object directly toward or away from the viewing camera. This effectively changes the size of an object … Continue reading

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Tool Updates

Following up that last post, I’ve updated ml_hold and ml_worldBake. ml_worldBake got a pretty significant update, so if that’s something you use I’d recommend upgrading. Basically how it worked before is that it directly constrained animated nodes, and then baked … Continue reading

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New Tool: Arc Tracer

I’ve uploaded two new scripts to the tools page. ml_arcTracer.py is basically to imitate the benefits of drawing on your screen with a dry-erase marker. Its similar to creating a motion trail, but you can create it as an overlay … Continue reading

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MEL, Python and PyMEL, Part 2

After my post yesterday, a friend emailed me to remind me that coding with PyMEL isn’t always sunshine and rainbows: I read your post about PyMEL, and just wanted to add that we’ve found some cases where PyMEL is *very* slow … Continue reading

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MEL, Python and PyMEL

I just wanted to pass along a link that popped up on Rigging Dojo’s Twitter feed. Jason Parks from Sony Online Entertainment did what must have been a great talk at the GDC about MEL vs. Python and PyMEL. You … Continue reading

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Simplifying Animation Curves using NURBS Rebuild

This was a bit of a fun exercise, but I’m not sure that it’s actually that practical. Since I’ve been working with a lot of baked animation from mocap data, I wanted a better way to reduce the number of … Continue reading

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Getting Keyed Attributes from AnimCurves

Does anyone know of a better way to do this? With the addition of animLayers (which are great) I haven’t found a simple maya command for finding the channel driven by an animation curve node. In the simplest situation, you … Continue reading

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Tech Tip Tuesday: Unload Selected References

I missed New Zealand’s Tuesday, but it’s still Tuesday elsewhere. This is just a way to unload references without going through the reference editor. Sometimes it can be annoying to try to find the right reference in a big long … Continue reading

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