Showing posts with label script. Show all posts
Showing posts with label script. Show all posts

Thursday, June 27, 2013

Roadkill UV Tool v1.1

Roadkill

If a good proportion of your life is spent texture mapping polygon meshes, then you should probably install Roadkill. The latest version is a standalone application that can be called from Maya, 3DS Max and now Softimage XSI (link is currently dead).

Have a look at the first Roadkill example movie to get a good idea of it's usage. If you find this software useful please tell us and provide links to example images. You could also mirror some of our example movies. Roadkill is free software released under the GNU license.



Stand Alone Application.


Load and Save OBJ files, Live Unwrap, Live Pin and Pull, Show Polygon Stretching, Topological and Loop Edge Selection.

Roadkill 1.1 Manual by Andy Swann (please mail me if you spot any errors)
http://www.box.net/rssdownload/116822313/rk1.1-manual.zip

Roadkill workflow with Poser by English Bob
http://www.morphography.uk.vu/contact.html
http://www.morphography.uk.vu/uvmapping.html

Downloads For Windows

Maya

Update 26/06/2013
Roadkill 1.1 Tested on Maya 2013 and 2014 running on Windows 7
https://www.box.com/s/sefdd1de1jal0jxdfua9

Roadkill 1.1 (RC2) PC Source Code
http://www.box.net/shared/static/gqlk7hi5ia.zip

Installation

After downloading unzip all the files to a directory. Close Winzip or whatever program
you use to extract zip files. DO NOT click on install program from within Winzip.
Double click RoadKill Install and click Install.

Copy RoadKill.mel from the installation directory
C:\Program Files (x86)\Roadkill1_1
and paste into your user's Maya script folder
e.g. C:\Users\your_user_name\Documents\maya\2013-x64\scripts

RoadKill the stand alone app will now be under Start -> Programs -> Roadkill 1.1

Typing RoadKill (capital R and K!) on the command line of Maya will bring up the control box.

You will also find a lovely pdf instruction manual in the installation directory.

3DS Max plug-in v1b

Now has the ability to paste the incoming RoadKill UV's onto any of Max's UV channels.

http://www.box.net/shared/static/t9ustpav1c.ms

Please set up your Max OBJ importer and exporter as in the image below.



Massive thanks to Stefan Kamoda for the Max plug-in!

Softimage XSI

http://www.kim-aldis.co.uk/drupal-6.1/node/6

I'm guessing this just for windows at the moment. Thanks to Kim Aldis.

Big disclaimer: It's probably not wise to convert this app to other operating systems until it's out of Beta.

This tool is provided under the GPL license. Please respect it.

http://www.gnu.org/licenses/gpl-faq.html

Movies

Uncle Frankie takes you through the basics: (36mb)
http://www.box.net/public/static/iun1bpnu6h.avi

Swanny quickly runs through the live unwrap features (no sound yet)
Cutting and Welding (4 mb)
http://www.box.net/public/static/m3649fu3sx.avi

Edge selection, loop and topological (5 mb)
http://www.box.net/public/static/p6a38ktquo.avi

Pinning basics (6mb)
http://www.box.net/public/static/auhvubxyvi.avi

Pinning advanced (8mb)
http://www.box.net/public/static/6ovfez64pm.avi

Monday, September 17, 2012

Nightshade UV Editor 1.1.6 (maya script)





Nightshade UV Editor extends the default functionality of Maya's native UV Texture Editor and comes with the following tools:
-Orient UV shells: Orients UV shells so that their bounding box is as small as possible. Almost always results in straight shells.
-Stack UV shells: Stack UV shells on top of each other.
-Center UV shells: Places UV shells in the middle at 0.5u 0.5v
-Spread UV shells: Performs a UV shell layout that does not scale your shells or rotate them in a weird way.
-Rotate 90/180 degrees: Rotate shells CW or CCW 90/180 degrees.
-Tear off faces: Converts a face selection into a UV shell.
-Calculate UV utilization: Fast Python script by Guido Neumann that calculates how much space your UV shellscover (0->1 U and V).
-Measure pixel distance: Select two UVs and measure the distance in pixels between them. Excellent when youneed to pack your shells tightly but want to avoid having to do a million snapshots.
-Powerful aligner: Aligns UV shells to the right, left, button, top or average U/V
-Push/Move UVs to average U or V: Maya has the tools for pushing UVs to the furthest right/left/bottom/top by default but it does not have the tool for pushing them to the average U or V. Now you have that option.
-Advanced UV manipulator: For quickly manipulating UV coords without having to type in new field valueslike a maniac all the time. In fact, you can do it entirely with just the mouse.
-Measure UV distance: Measure the U or V distance between two UVs.
-Retain component spacing checkbox: Now you no longer have to go into the Tool Settings window to toggle this.
-Integrated UV Set Editor: All the functionality of the default UV Set Editor is integrated. Also comes witha snapshot button.
-Texel density control: For quickly scaling UV shells so that they have the same texel resolution.

Wednesday, August 1, 2012

Water Drops 1.0.0 (maya script)

Download Here

This script makes water drops and sweat. It is indispensable to work with objects which UVs are laid down because the drop movement is based in Goal Objects.

Tutorials:

http://www.marianoantico.blogspot.com/


Thursday, July 26, 2012

RigBox_Reborn Curves Tool 1.0.0 (maya script)

Download Here

A Maya tool to help with control icon creation and other basic rig construction tasks.





















This is but a small part of a much larger project I am nearing the completion of. Rigbox Reborn is a revamped version of my own, personal tool box for rig construction. RigBox_Reborn_Curves is one tab from the overall tool. The Curves Tool script contains commonly used features such as:

- Control icon creation

- Colorizing options

- Preset and custom attribut creation

- Control clean up options

A video tutorial demonstrating the functionalty of this script can be found at the link below.

https://vimeo.com/45206205

How to run:

import rr_main_curves
rr_main_curves.window_creation()

Monday, July 23, 2012

Light Switch Script 1.0.0 (maya script)























This is a pretty simple tool that a friend asked me to create to easily key frame the visibility of lights within her Maya scene. Below is a link to a demonstration of the script.


While this particular script creates a list of light objects, with a few modifications to the code the textScrollList could easily display anything you want. If you find that this tool would work well for a different selection of objects, feel free to change the script. : )

How to run:

import light_switch_script
light_switch_script.window_creation()

kk_dp 0.0.1 (maya script) "easy way to parent objects in animation process"


dynamic parent (kk_dp)
fast and easy way to parent objects in animation process.
how to use:
1: copy the "kk_dp" script in "C:\Users\name\Documents\maya\2013-x64\scripts"
2: start maya and in command line type "kk_dp" and hit enter. the kk_dp window should appear.
3: select parent object in your scene and in "kk_dp" window press parent text field button, the name of your selected object should appear in text field.
4: select child object in your scene and in "kk_dp" window press child text field button, the name of your selected object should appear in text field.
5: press parent button to parenting child object to parent.
6: animate parent object and after done you can press unparent button to bake result. by pressing unparent button another window which is contain two buttons should appear. they called bake and drop. by pressing bake button all movement on child object convert to keys. but by pressing drop button the relationship between parent and child should break.

Eyeon Fusion 6.x small Studio setup for Windows 0.0.1


I came up with this tiny tool that lets your resource accessible from within your Fusion and by adding few bookmarks to your directory you can access the content quickly.

Download: setup.py Beta Version: 0.0.01

[save it in root directory where Fusion is installed i.e. "E:\Program Files\eyeon\Fusion 6.1\"]

The task of this script is to keep you organised and provide quick access to assets an artist need.

In this article, I will go over how you can install this python based tool for Eyeon Fusion in your studio on multiple computers. 

next type import setup

Figure 2. Type setup.install()
1
Figure: 3a, Browse for the path
If you selected 2nd option and choose to configure old file and folders. The Window Figure 4a will appear. specify the paths relevant to them and press ok. The scripts folder will be added to system path so that if you want to run scripts you can directly run from their through the console.
2

Figure: 4a

after you choose [ new setup ] click ok in Figure 3a. you will get the description of the task performed. by the script.

Figure.5I have provided pictorial description of howto install and run so that even an non technical person can implement it. I have used enough of Exception handling techniques in the code but if you get kicked out at the installation time with some error in the red please let me know, I would love to listen if you like it or not, please comment and provide suggestion. I can tip you for next update.(its multi- lingual support, other updates I would keep surprise)

Its still in the development phase and I would need your input that you would expect it should have and whats it is missing.

Thursday, July 19, 2012

Simple Greeble for Maya 0.0.2 (maya script)

Download Here

This is first Beta Version of a Greeble 'Script' for Maya. Please read the Read Me file attached. As it states all the instructions for the script.

It only works for polygonal surfaces, and not NURBs. Please save your work regularly.

It is not as good as the Greeble for Max plug-in, but with some effort you can get the same results.
Maya has a feature called paint geometry. Which is better, but feel free to use this script.

Sunday, July 8, 2012

Final Gather map builder 2.0.0 (maya script)

Download Here

This tool can be used for storing and reusing the final gather map for your scene. It can be done on local machine or through the network.

for more information please visit:
Store and reuse Final Gather results

How to install:

After downloading the file, you have two options to run the script:
1- Copy ‘fgmapbuilder’ to My Documents > Maya > Script, then run Maya and type ‘fgmapbuilder’ in Mel command line.

or
2- Open the ‘fgmapbuilder.mel’ on the notepad and copy/paste the contents to script editor and execute.

More helps:
http://www.creativecrash.com/maya/tutorials/using-tools-scripts/c/loading-scripts-in-maya-101

How to use:

Rendering on local machine:
1 - Specify what frames you need to make Final gather map for your animation



2 - Press 'Path/name FG_map' button and Specify the path and name for Final gather map. Note that FG map rebuilt option will be automatically set.



3 - Press 'Generate FGmap' to begin process and the progress bar will show you the entire progress.



5 - At the end of the process the word 'Complete...' will be appeared in the text field.



*The script will change some settings during the process. If you interrupt the procedure, please press 'Reset' button to set them back to normal.

Note that In order to save time, render mode will be set to 'Final Gathering only' and render view will be black. After the process completed, it will set back to normal rendering.

Rendering Through network:


1- specify the frame number(s) and path as above and set the manager name.

2- Click on submit to Backburner button and save your file.



Please open render setting window and click on indirect lighting tab before running the script.

Pivot Changer 1.0.0 (maya script)

Download Here























This scripts gets the values of bounding box information of an object and makes you able to move its pivot point to that bounding box's specific points. (corners, min and max values in any exis).

1) The first frame in UI is for corners. Imagine you are looking in top view in maya; buttons refer to corners from top view. 

2) Second tab is for min max values of bounding box. 
CP = center pivot;
WO = World orbit.

3) IF you select a vertex of THE OBJECT, you can move pivot to this vertex by clicking "Snap to this Vertex!" button. If you select multiple vertices, it will move the pivot to their average center.

4) You can also save current position of the pivot (World Space). Then you can go back to that position by clicking ">" next to the button you have assigned. there are 6 buttons, so you can save only 6 different positions for any object in THAT SCENE.

Deo's Camera Control 2.1.4 (maya script)

Download Here:






















Deo's Camera Control it's a little tool for Maya, in where you will have a fast list of the entire cameras of your Maya Scene, and you will be able to switch between them very fast, also you will have basic settings as:

Resolution Gate
Near/Far Clip Plane
Open AE

1. Window > General Editors > ScriptEditor
2. Load de Script "DeoLights.mel"
3. Execute it (Play)

Sunday, June 24, 2012

Kyle's Editable Context Marking Menus 2.0.0 (maya script)

Download Here

Overview
The days of switching through shelves or hunting through the file menu are over. These scripts allow the user to maximize their workflow in Maya by providing them with the means to build their own customized and quickly accessible context sensitive marking menus, so that they can quickly access the tools they use the most.

Details
I have modified maya's marking menu editor so that it can also edit the context sensitive marking menus that I provide. The previous version of my marking menus (the More Good'r menus) were not editable and weren't much more than a personalized version of yashu's menus which provided additional functionality for features like nurbs and subdivs. I thought that was awesome and I wanted to incorporate those menus into my menus, so I did. Big Thanks to yashu for those menus btw :)

Basically all I did was create a script that copies all of the menu data from a standard editable marking menu in the 'prefsmarkingMenus' folder to a context sensitive marking menu of the same name in the 'scripts' folder and adds appropriate script to it so it can be called as a context sensitive menu by maya. I then modified the contextPolyToolsMM.mel file to call those menu scripts instead of the defaults.

Usage
To customize a context menu, just edit the appropriate klh_mmTools menu in maya's marking menu editor. You may get a warning your first time loading the marking menu editor after installing the scripts. Just accept the menus. Save your changes with the regular save button when you are finished customizing them how you like. A message will be printed in the feedback line confirming that the context menu has been updated.

DO NOT RENAME ANY OF THE MENUS. Doing so will break the script and make you sad. If you accidentally rename one you can try changing the name back, but I'm not making any promises. You may have to reinstall the scripts or manually edit the broken ones yourself.

Tuesday, June 5, 2012

Thursday, May 24, 2012

Wednesday, May 23, 2012

Duplicate Along Path 1.2.2 (maya script)

This script gives the user the ability to duplicate multiple objects along a path in maya while retaining attachment to the path, a function that does not fully exist in default maya as a modeling tool. This tool updates when you make a change to any of the options.






Friday, May 18, 2012

abAutoRig 5.6.0 (maya script)

Download Here

abAutoRig is a simple to use skeleton builder and autorigger that builds a fast, animator friendly, bipedal rig. Features include:

  • Entirely node based rig.
  • Fully scaleable.
  • Stretchy IK/FK legs and arms.
  • Combo IK/FK spine with up to 18 joints.
  • Knee and elbow snap to pole vector control. 
  • Standard foot controls including footRoll, footBreak, toeRoll, toeTwist, ballTwist.
  • Space switching on all major control curves (including a tool to copy control positions across space switches).
  • Support for upleg, upArm, and foreArm split joints (up to two each).
  • FK/IK head controls.
  • FK/IK fingers.
  • FK/IK and IK/FK matching on the legs and arms.
  • Auto align on relevant FK controls.
  • A skeleton builder.
  • A library of control curves and an interface to modify them.
  • A rig remover to quickly strip rigs from your skeleton (leaving your weighting intact) and reapply them, if desired.
  • A tool for easy creation of a scaleable, stretchy IK spline joint chain (complete with FK controllers) from a curve.

Array for Maya 1.2.1 (maya script)

Download Here

nfluenced by the 3ds Max Array tool


Quick Create Photometric Light 1.0.0 (maya script)

Download Script Here


Creating a Photometric light in Maya is unnecessarily complex. There are quite a few steps and that process can get old real quick. This script will create the whole setup in just one click.
This creates an Area Light and converts it into a spherical shaped mental ray Area Light (but you can make whatever changes you want after its created) and it attaches an mia_photometric_light node to the light shader and photon shader and sets it up for 80cd intensity (standard light bulb).
It is recommended to use an exposure control when using the mia_photometric_light node because it always uses an inverse square (quadratic) decay rate.