The Setup Machine 2.0: http://www.anzovin.com/products/tsm2maya.html
This really should be included in Maya as well. It helps take away some of the repetitive tasks out of rigging.
LevelTools 3.5 (available on the Area but you need to be logged in)
A bunch of things that are helpful for cataloging props and placing them. I wouldn't think about doing a level in Maya without them.
I still use some of the tools in MJpolyTools, actually. Maybe I'm the only one though
Shameless plug, but I also just released my first go at saving component selections. A free, but presently slower alternative to one of the many features in NEX.
FBsaveSelection is a script that tries to mimic the behaviour of 3ds max and retain component selections.
because I like reviving threads AND shameless plugs, I finally came back to a 'Make Planar' script for Maya and finished it up.
FBpolyPlanarize will make selected poly components planar along world XYZ, object XYZ, along with a "Best Plane" and a couple more options
but seriously, does noone else have any other useful scripts they use?
Might have been superceeded by newer Maya's, but I can't live without this one.
That's about it, there's more but they're more rendering orientated.
Edit: MJPolyTools is severly outdated and should be retired, many actions have been superceeded by OMToolbox and default Maya anyway. MJPolytools can create some nasty nodes hidden in your scene so I recommend not to use this anymore.
I finally came back to a 'Make Planar' script for Maya and finished it up.
FBpolyPlanarize will make selected poly components planar along world XYZ, object XYZ, along with a "Best Plane" and a couple more options
I am having a lot of fun with this funky Bunnies,
( mimicking mudbox scrape brush and making UV planar paint states ) :thumbup:
Hey Ghib would you mind posting a screenshot of them? Just to know what they are about.
I personally use one big marking menu, and kb shortcuts for all the instant modelling tools (bevel extrude aso)
Will post mine soon
Hey Pior, I thought I had posted the image also but maybe my html was wrong. (why isn't there a pretty icon for insert images on these boards dagnabbit)
.. what the image doesn't show; the hidden submenus on some of them..
-dup_tools I made simple scripts for each axis to duplicate instance or not and delete history and freeze.
-UVs > move > selected uvs up/down/left/right exactly 1 UV quadrant so they're in exactly the same place but outside of the 0-1 texture space.
- hide show; selected/all
hope that's not too confusing. the submenus can be a bit fiddly at 1st but of course you don't need to wait for the menus to show so once you memorize the hand movements it's fast, as I'm sure you're aware.
Just hoping to keep this thread going, it's not new but i made a deformer to bones script a while back. Basically, if your engine only supports bones, this will convert any maya deformer (blendshapes, wraps, wires etc.) and parent them to your existing skeleton.
Funkiebunnies, that remember component selection is awesome nice work. Any limitations to the scene size it works with? Does it start to slow down at all? Remember selection is one of the 3 things I like about max.
there shouldn't be an issue with the scene size. Basically it just stores a list of all the selected components for each component type. So with large amounts of components it's remembering, the scene size might get slightly larger.
But you can clean it all up with the 'cleanup' option in the menu.
there can be some slowdown on really large selections, though, so you can set a tolerance so it won't run if you have more than X components selected.
Replies
http://highend3d.com/maya/downloads/mel_scripts/modeling/misc/1540.html
Adds a bunch of core features that should have been included in Maya a long time ago. Their tools try to give you a "preview" whenever possible. Really cuts down on the trial/error/frustration.
The Setup Machine 2.0: http://www.anzovin.com/products/tsm2maya.html
This really should be included in Maya as well. It helps take away some of the repetitive tasks out of rigging.
LevelTools 3.5 (available on the Area but you need to be logged in)
A bunch of things that are helpful for cataloging props and placing them. I wouldn't think about doing a level in Maya without them.
I still use some of the tools in MJpolyTools, actually. Maybe I'm the only one though
Shameless plug, but I also just released my first go at saving component selections. A free, but presently slower alternative to one of the many features in NEX.
FBsaveSelection is a script that tries to mimic the behaviour of 3ds max and retain component selections.
FBpolyPlanarize will make selected poly components planar along world XYZ, object XYZ, along with a "Best Plane" and a couple more options
but seriously, does noone else have any other useful scripts they use?
Mine:
BasePivot
A handy tool to set the pivot(s) base of the objects(you can select more than one)..
Run the script you then can use LevelTools so you can snap something like a million fence posts to a hilly ground.
Stairs Creator
Randomize Shader / Randomize Object
HKLocalTools
Killer script. Must have, maya should have something like this by default
File Texture Manager
Also a must have script. Very easy to mass control texture paths, image formats.
ArchiTool
Extremely useful for scaling objects precisely (by edge width, similar to rescale that is used in SketchUp).
Measure Angle Tool
Digital protractor.
Ya Selection Manager
Should be default with Maya.
Unfreeze location transform
Detatch Seperate Mesh
Might have been superceeded by newer Maya's, but I can't live without this one.
That's about it, there's more but they're more rendering orientated.
Edit: MJPolyTools is severly outdated and should be retired, many actions have been superceeded by OMToolbox and default Maya anyway. MJPolytools can create some nasty nodes hidden in your scene so I recommend not to use this anymore.
I am having a lot of fun with this funky Bunnies,
( mimicking mudbox scrape brush and making UV planar paint states ) :thumbup:
link
I bound these to the a, s & d keys for quick access
I personally use one big marking menu, and kb shortcuts for all the instant modelling tools (bevel extrude aso)
Will post mine soon
if you sign up for the forums you will have access to the beta download
http://tools3d.com/news.php
Hey Pior, I thought I had posted the image also but maybe my html was wrong. (why isn't there a pretty icon for insert images on these boards dagnabbit)
anyway here's a link
http://www.polymort.com/perm/marking_menus.jpg
.. what the image doesn't show; the hidden submenus on some of them..
-dup_tools I made simple scripts for each axis to duplicate instance or not and delete history and freeze.
-UVs > move > selected uvs up/down/left/right exactly 1 UV quadrant so they're in exactly the same place but outside of the 0-1 texture space.
- hide show; selected/all
hope that's not too confusing. the submenus can be a bit fiddly at 1st but of course you don't need to wait for the menus to show so once you memorize the hand movements it's fast, as I'm sure you're aware.
I'm not an expert, but sometime I try some stuff with mel script, I'll be happy if it help you!
http://boards.polycount.net/showthread.php?t=54126
If you have some mel script request, send to me a message! ...
http://www.highend3d.com/maya/downloads/mel_scripts/animation/Mesh-Deformer-To-Bones-4016.html
there shouldn't be an issue with the scene size. Basically it just stores a list of all the selected components for each component type. So with large amounts of components it's remembering, the scene size might get slightly larger.
But you can clean it all up with the 'cleanup' option in the menu.
there can be some slowdown on really large selections, though, so you can set a tolerance so it won't run if you have more than X components selected.