most python libraries install pretty easy if you got pip installed in python, and easy_install. For the most part with how python libs are packaged it is simply just running
pip install <pacakgename>
in console, or downloading the package and uses easy_install
Thanks. But how would that work out for the end-user?
I mean, if I can't just copy a module to the python folder (under the Maya installation) but am required to run pip in order to get things working, doesn't the same apply for the end-user?
The second thing on my mind is that not everyone is comfortable having their modules repacked/distributed by a third-part. I mean, if a Python script has a lot of module dependencies I would have to repack those together with any future tools and scripts I want to release.
Ya what I do is make a virtualenv with the same python version as my Maya install, install all the shit I need with pip or easy install, than I create a Maya modual to put my script in, and the site packages from the python virtual env in.
Than I can distribute that modual.
Also you can easily tell Maya to look in any folder you want for moduals by using the site.addsitedir() command.
I can make you a sample of how it all works when I get home on Monday.
Ya what I do is make a virtualenv with the same python version as my Maya install, install all the shit I need with pip or easy install, than I create a Maya modual to put my script in, and the site packages from the python virtual env in.
Than I can distribute that modual.
Also you can easily tell Maya to look in any folder you want for moduals by using the site.addsitedir() command.
I can make you a sample of how it all works when I get home on Monday.
not currently working on but rather finished it !
I worked on this for the last 1,5 year and called it done recently.
GMH2 a script to help user convert polygon meshes to Maya Hair with 1 click :
not currently working on but rather finished it !
I worked on this for the last 1,5 year and called it done recently.
GMH2 a script to help user convert polygon meshes to Maya Hair with 1 click :
Updated my ZBrush plugin with some more stuff. Notable updates are Color Blending and some Subtool Group Hiding/Unhiding/Organizing. Also updated Batch Rename so that its considerably faster. The Quick Load subtools now update their buttons to the subtools name (but only after you restart Zbrush.) And lastly a small set to scripts that save your Brushes/Alphas/Mats/Textures to the startup folder so you don't have to browse every time.
Hello everyone, I want to share python script for maya 2014.
Makes the entire window transparent.
This can be used for modeling with reference on the background, like ZBrush.
Thanks to Jos Balcaen!
I have been working on a perforce checkin/out/add for photoshop. I can't take credit for the whole thing, the batch file construct is based on an older script by Vlad Dumitrascu, but I modified it for CS6 as well as added a few cosmetic additions and some cleanup commands
Only problem I ran into was that your computer name and workspace client name have to be the same.
I am by no means a good technical artist but after banging my head against HLSL for two days I finally managed to get this scope shader to work as I wanted it. It does distortion by using the screen UV as a "normal map":
Here it is in overdrive:
Big props to Drew++ for helping me learn HLSL bit by bit
New stuff in the works for Krita. Nothing super interesting or sexy, just a plugin to do edge padding for UV borders.
This image shows the result of a first pass in a two-pass algorithm to find the Euclidean distance transform of a binary image (which I get from the image's alpha channel.) I'll use the result of this and the second pass to get the location of the pixel on the UV border for each transparent pixel in the image.
Of course, the jury is still out as to whether I can make it go fast enough. I expect that I'll need to do some optimization for cache locality after I get everything together.
Working on a new way of installing scripts for Maya, called mayaZip
It's a script package system, very similar to the 3ds max .mzp file, that lets the user install scripts simply by just dragging the .mz file to the viewport.
Install Screen, displays after .mz file is dragged to viewport.
Package Manager screen, lets the user view and remove installed mayaZip packages
Uninstall screen, displays what files are part of a mayaZip package and lets the user uninstall the package.
I've written an app to show my effects working in realtime. It allows the user to spawn multiple particle systems and cycle through all of the effects available.
I sell assets for Unity and I would often be asked "Does it work on mobile?" Now, I can let people download directly to their mobile device and see for themselves.
This is written so that I can easily drag-and-drop new effects and add them to the list of available effects.
Dude I will use that ALL THE TIME if you release it. It would be awesome if you add a mode to straighten the line (average direction vector, or something) so you can use the grease pencil almost like a gesture drawing. Or if you could snap those lines to world space too that would also be sweet.
For straight lines, Blender allows you to draw straight gpencil strokes by holding Ctrl+D (instead of just D).
For world space snapping (assuming you mean snapping to geometry?), that's also possible by setting the gpencil mode to Surface. If you need to align stuff in 3D world space, I'd check out the Gstretch tool in the LoopTools addon. It does a lot of stuff that I will not attempt to do, to reduce overlap between the two.
Hi, because Photoshop has a lot of default hotkeys, leaving the user with little or complicated options for defining other custom keyboard shortcuts, I've made a little UI Script for Photoshop, inside witch the user can create custom buttons with their own keyboard shortcut that can trigger some actions or scripts.
something I worked on a while back, was blessed for open-sourcing by legal department now. Using Lua as shader effect file format and generate some code automatically.
OMG! I was looking for this for a long time. Thank you very much. It looks amazing! But it doesnt work with Maya 2015. Can you check please? When i select an object and click "Placement tool start" it gives me "Error: RuntimeError: file <maya console> line 58: Target __Placement_Tool__ not valid. Targets must be of type surfaceShape." error. Whats the problem?
Made a texture splitter and a texture compiler for Dota 2.
Allows to work on separate textures and compile them into final textures.
(How to use is in READ ME(mostly drag and drop))
I read the entry on your blog hannes to find out more about your bend script and it's pretty fascinating! I never knew this was an issue before now! Thanks for writing that up.
What it does, is take the layerSet mask of the currently selected layerSet and copy it too all layerSets with the same name. I find this usefull for working with a PBR workflow in PhotoShop, since i work on my metallic, roughness and albedo map all in one PhotoShop file, with layerSets that are named after materials in each group. So i can do things like have a group called brass that is part of my roughness, metallic and albedo maps, than paint its mask on the albedo group for it, and have it transfer to the other groups with 1 click.
Havent had a chance to clean up the code and add errors, but should just work, as long as you only use it on layerSets(aka groups).
That is a fantastic script passerby. It's going to be very handy!
It would be awesome to have a version that updates the masks to all OPEN docs. There are a few maps I tend make in separate files.
I also noticed that the names don't match if there is a space at the end of one of the names. I just wanted to mention this because its really easy to do by accident so maybe there should be a check to ignore the last character if its a space?
That is a fantastic script passerby. It's going to be very handy!
It would be awesome to have a version that updates the masks to all OPEN docs. There are a few maps I tend make in separate files.
I also noticed that the names don't match if there is a space at the end of one of the names. I just wanted to mention this because its really easy to do by accident so maybe there should be a check to ignore the last character if its a space?
Thanks again and great work!
Thanks for the input!
Ya that was my first draft at it, before i post a topic for it, I'm thinking of having it ignore spaces, and also having helpers scripts to go with it, such as one that creates a layerSet of a chosen name in all the top level layerSets, like the albedo, roughness, and metallic layerSets.
So with your suggestion of working on all open docs, do you have your layerSets named the same in those open docs? That feature could be possible in the future.
gave your script a spin because it could save me a lot of meaningless work - however I get this error when I have a "BRONZE" group selected within one Toplevel group, and another group called "BRONZE" existant within another Toplevel group.
Here's a first look at tool I'm developing for ZBrush. The goal was to make brush selection and modification quicker and easier. I wanted to streamline the experience and keep our pens on the canvas. It can be viewed as a gestural selection menu of sorts. You click to open the menu and then motion to a brush, which auto-selects it and closes the menu. It's nice not having to leave your work to pluck brushes from the screen margins. It also saves the last two brushes used, and you can swap between them with a double click.
The brush modification part uses the same button as the menu - which can be assigned to any key or mouse button. If you hold the button down it will enter a dynamic sizing mode. Vertical is focal shift. Horizontal is draw size. Modifier keys, Alt, Ctrl and Shift, can be assigned to enter dynamic sizing modes for the Z and RGB intensities as well.
Everything is user configurable as well, from the menu size, shape, button styles and selection feedback, to assignable behaviors per item allowing for toggles and incremental buttons.
Replies
Thanks. But how would that work out for the end-user?
I mean, if I can't just copy a module to the python folder (under the Maya installation) but am required to run pip in order to get things working, doesn't the same apply for the end-user?
The second thing on my mind is that not everyone is comfortable having their modules repacked/distributed by a third-part. I mean, if a Python script has a lot of module dependencies I would have to repack those together with any future tools and scripts I want to release.
Than I can distribute that modual.
Also you can easily tell Maya to look in any folder you want for moduals by using the site.addsitedir() command.
I can make you a sample of how it all works when I get home on Monday.
Written in Python.
Download: http://www.creativecrash.com/maya/script/nightshade-blockout
I worked on this for the last 1,5 year and called it done recently.
GMH2 a script to help user convert polygon meshes to Maya Hair with 1 click :
infor page :
GMH2 BY THUNDERCLOUD
would you mind doing the same for max? ^^
More Info and DL:http://www.polycount.com/forum/showthread.php?p=2015500#post2015500
[ame="http://www.youtube.com/watch?v=kKg53SuCL8U"]Nicks Tool's New Features Update 1.11 - YouTube[/ame]
Makes the entire window transparent.
This can be used for modeling with reference on the background, like ZBrush.
Thanks to Jos Balcaen!
[ame="http://www.youtube.com/watch?v=JvktUZdhgfQ"]:)[/ame]
all game is about lights, very fast movements and hi-tech stuffs, i need some ideas for this floor, anyone can help me with tips ?
thanks .
Reginaldo
Bunker Team
Only problem I ran into was that your computer name and workspace client name have to be the same.
Here it is in overdrive:
Big props to Drew++ for helping me learn HLSL bit by bit
New stuff in the works for Krita. Nothing super interesting or sexy, just a plugin to do edge padding for UV borders.
This image shows the result of a first pass in a two-pass algorithm to find the Euclidean distance transform of a binary image (which I get from the image's alpha channel.) I'll use the result of this and the second pass to get the location of the pixel on the UV border for each transparent pixel in the image.
Of course, the jury is still out as to whether I can make it go fast enough. I expect that I'll need to do some optimization for cache locality after I get everything together.
Made with Shader Forge.
It's a script package system, very similar to the 3ds max .mzp file, that lets the user install scripts simply by just dragging the .mz file to the viewport.
Install Screen, displays after .mz file is dragged to viewport.
Package Manager screen, lets the user view and remove installed mayaZip packages
Uninstall screen, displays what files are part of a mayaZip package and lets the user uninstall the package.
Download here:
http://www.creativecrash.com/maya/script/nightshade-materializer
Thread:
http://www.polycount.com/forum/showthread.php?t=132896
I sell assets for Unity and I would often be asked "Does it work on mobile?" Now, I can let people download directly to their mobile device and see for themselves.
This is written so that I can easily drag-and-drop new effects and add them to the list of available effects.
Written in Unity using Playmaker and NGUI.
PC version: https://www.dropbox.com/s/nmderu4y9exp39x/ParticleDemo_RyanB.zip
Android version: https://play.google.com/store/apps/details?id=com.ryanjamesblanchard.particlepreviewera
iOS version is submitted and waiting for review.
[ame="http://www.youtube.com/watch?v=UL5d-cmAd6o"]Maya Script - Placement Tool - YouTube[/ame]
https://github.com/safronov3d/SAF_PT/blob/master/SAF_PT.py"]SAF_PT.py
In the process of adding support for whole objects, bones, curve points, pretty much anything that it can be useful for.
[ame="http://www.youtube.com/watch?v=r0Hpu16PN7o"]http://www.youtube.com/watch?v=r0Hpu16PN7o[/ame]
Read through the BlenderArtists thread for some info on todos and current limitations.
Download link
BlenderArtists Thread
For straight lines, Blender allows you to draw straight gpencil strokes by holding Ctrl+D (instead of just D).
For world space snapping (assuming you mean snapping to geometry?), that's also possible by setting the gpencil mode to Surface. If you need to align stuff in 3D world space, I'd check out the Gstretch tool in the LoopTools addon. It does a lot of stuff that I will not attempt to do, to reduce overlap between the two.
Here is a video to explain it better:
[ame="http://www.youtube.com/watch?v=2_x1LerZfek"]extUiHelp - YouTube[/ame]
You can download it here: http://buliarcatools.blog.fc2.com/
Implemented support for Mental Ray and V-Ray shaders.
A big "thank you" goes out to Vlado Koylazov of Chaos Group for providing me with a free license of V-Ray!
something I worked on a while back, was blessed for open-sourcing by legal department now. Using Lua as shader effect file format and generate some code automatically.
http://on-demand.gputechconf.com/gtc/2014/presentations/S4379-opengl-44-scene-rendering-techniques.pdf
http://on-demand.gputechconf.com/gtc/2014/presentations/S4385-order-independent-transparency-opengl.pdf
also available wiz ze audio http://www.gputechconf.com/gtcnew/on-demand-gtc.php?searchByKeyword=kubisch&searchItems&sessionTopic&sessionEvent&sessionYear=2014&sessionFormat&submit&select
Very cool, thanks !
OMG! I was looking for this for a long time. Thank you very much. It looks amazing! But it doesnt work with Maya 2015. Can you check please? When i select an object and click "Placement tool start" it gives me "Error: RuntimeError: file <maya console> line 58: Target __Placement_Tool__ not valid. Targets must be of type surfaceShape." error. Whats the problem?
Allows to work on separate textures and compile them into final textures.
(How to use is in READ ME(mostly drag and drop))
Get it here: https://drive.google.com/folderview?id=0B3ie3Ew-CdkeZlYtb1BLVDlfbUU&usp=sharing
download and How to use at:
http://www.creativecrash.com/maya/script/troglo-autorig-for-biped-game-characters
you can choose the final width and snap to a grid (great for making modular arcs in udk)
https://www.scriptspot.com/3ds-max/scripts/advanced-bend-modifier
edit: updated presentation with gifs
http://hannesdelbeke.blogspot.se/2014/05/modular-bend-fix.html
psMaskSync
What it does, is take the layerSet mask of the currently selected layerSet and copy it too all layerSets with the same name. I find this usefull for working with a PBR workflow in PhotoShop, since i work on my metallic, roughness and albedo map all in one PhotoShop file, with layerSets that are named after materials in each group. So i can do things like have a group called brass that is part of my roughness, metallic and albedo maps, than paint its mask on the albedo group for it, and have it transfer to the other groups with 1 click.
Havent had a chance to clean up the code and add errors, but should just work, as long as you only use it on layerSets(aka groups).
It would be awesome to have a version that updates the masks to all OPEN docs. There are a few maps I tend make in separate files.
I also noticed that the names don't match if there is a space at the end of one of the names. I just wanted to mention this because its really easy to do by accident so maybe there should be a check to ignore the last character if its a space?
Thanks again and great work!
Thanks for the input!
Ya that was my first draft at it, before i post a topic for it, I'm thinking of having it ignore spaces, and also having helpers scripts to go with it, such as one that creates a layerSet of a chosen name in all the top level layerSets, like the albedo, roughness, and metallic layerSets.
So with your suggestion of working on all open docs, do you have your layerSets named the same in those open docs? That feature could be possible in the future.
Yea the group names are the same in the other open docs!
here is a quick and dirty script to make the named material groups
createMat.jsx
should help with naming problems since it takes human error out of it, and is quicker.
Trying to learn about panels, and will work out other features during the week, so i can bundle it all into a panel in the photoshop UI.
gave your script a spin because it could save me a lot of meaningless work - however I get this error when I have a "BRONZE" group selected within one Toplevel group, and another group called "BRONZE" existant within another Toplevel group.
CS5, by the way
Will try to add in more descriptive error messages as well.
Here's a first look at tool I'm developing for ZBrush. The goal was to make brush selection and modification quicker and easier. I wanted to streamline the experience and keep our pens on the canvas. It can be viewed as a gestural selection menu of sorts. You click to open the menu and then motion to a brush, which auto-selects it and closes the menu. It's nice not having to leave your work to pluck brushes from the screen margins. It also saves the last two brushes used, and you can swap between them with a double click.
The brush modification part uses the same button as the menu - which can be assigned to any key or mouse button. If you hold the button down it will enter a dynamic sizing mode. Vertical is focal shift. Horizontal is draw size. Modifier keys, Alt, Ctrl and Shift, can be assigned to enter dynamic sizing modes for the Z and RGB intensities as well.
Everything is user configurable as well, from the menu size, shape, button styles and selection feedback, to assignable behaviors per item allowing for toggles and incremental buttons.