Hello! My name is Jason Holm and I am a Maya rigger and animator available for freelance. I am also skilled at creating custom Mel scripts. Please view my website at www.jasonart.net and let me know if you have any questions! My rates are very reasonable. Thanks, -Jason
You should be able to copy the keyframes over, though it'd be kind of a pain. Someone could write some MEL for you I am sure. You might also want to look into Trax in case you haven't, as that would allow you to easily organize different animations.
Could use a getAttri / setAttri mel script which gathers all the attributes for loc and rot from the left side of the rig and applies them to the right side, would require writing bone names into a script, but if you intend on doing alot of mirroring it would save a lot of time.
I am happy already, that you code your tools in mel as there are so many plug ins coded in Python which is the other huge restriction with LT… Maybe you can find a work around / an alternative for the LT users, even if is not as advanced as the implemented cables. ;) Thanks, cheers!
I tried the script, in both 2014 and 2016, but no window is displayed. What could I possibly be doing wrong? I copypasted the whole text into the MEL box of a new shelf button. I tried running it (I tried the command line as well) Python returns incorrect syntax
Just wrote my very first MEL script, its super simple and I basically just stitched together a few commands but I would probably go insane unwrapping all this hair without it :D Also: Sneak peak of the redesign of Amelie, our main character :)
Hmm could bound a shortcut key to mel command like this: float $gridSpacing = 32;float $gridDivisions = 1;float $gridSize = 2048;grid -size $gridSize -spacing $gridSpacing -size $gridDivisions; $gridSize would be the length and width $gridSpacing would be grid lines every $gridDivisions is the divisions.
I don't know about quick select sets. It's sounds pretty likely they would include this function, but I've been out of the Maya game for a little while. It seemed like what he was describing was pretty easily accomplished with a script. Mostly I was just in the mood for a little MEL ;)
I would also like to add that you should assign the same material that the target mesh is using, select all and export. This way Unreal won't throw up those **No material** errors on build. If you're in Maya, I made a mel that makes the process a lot more bearable.
I could easily write the MEL for it. But I don't really see what it does. CB? Looks like it takes an edge selection, anchors the end points, and moves the internal points to be linear with the ends? What length does it try to maintain, or is it a projection of the point onto the linear edge?