heres PyQt4 for maya 2012 x64, also a x86 version in the comments section
http://nathanhorne.com/?p=322
Friday, 21 October 2011
Monday, 19 September 2011
handy script
just found this script whilst looking for a way to write maya's scriptEditor output to a file (scene kept crashing, couldn't make out errors etc)
its damn useful, cant believe i've never used this before! (as it writes history as its going)
its damn useful, cant believe i've never used this before! (as it writes history as its going)
Tuesday, 23 August 2011
alembic
my god... Alembic.mp4
good on houdini, would love autodesk to now use the alembic research, not just support, but proper integration, i really dont think they can afford not to...
just look at those speeds!!!
http://www.sidefx.com/index.php?option=com_content&task=view&id=2005&Itemid=66
good on houdini, would love autodesk to now use the alembic research, not just support, but proper integration, i really dont think they can afford not to...
just look at those speeds!!!
http://www.sidefx.com/index.php?option=com_content&task=view&id=2005&Itemid=66
Thursday, 18 August 2011
Updating...
phew... far too much has happened to post it all but...
Few weeks into new job at Red Wire Media, down Cardiff Bay and I haven't stopped :)
Started with a compact animation toolset, then onto rigging the main characters (with some lovely work on the faces, even if i do say so myself), now onto setting up the maya and deadline to shotgun api, which is surprisingly easy actually. Just abit more practice on a dummy project and should be up and running soon.
Got so many scripts to upload at some point, so started with a modified version of David Lightbown's 2006 "dlUtils_Profiler.mel" (www.davidlightbown.com) which allows you to compare the difference in speed between two mel scripts (example used, compares difference in speed between multiplication and division in maya - multiplication is about 30% faster from what I remember - so instead of using a /2, use * .5 instead! - added bonus, use to avoid / by 0 errors!)
link:
http://www.creativecrash.com/maya/downloads/scripts-plugins/utility-external/c/mel-python-speed-profiler
I use it fairly often, from comparing simple procs to deciding the best/quickest file management solution, and even started to use it to compare the difference in speed between connected multiple nodes, constraints and expressions (I do also use the fps, but it can vary too much).
Few weeks into new job at Red Wire Media, down Cardiff Bay and I haven't stopped :)
Started with a compact animation toolset, then onto rigging the main characters (with some lovely work on the faces, even if i do say so myself), now onto setting up the maya and deadline to shotgun api, which is surprisingly easy actually. Just abit more practice on a dummy project and should be up and running soon.
Got so many scripts to upload at some point, so started with a modified version of David Lightbown's 2006 "dlUtils_Profiler.mel" (www.davidlightbown.com) which allows you to compare the difference in speed between two mel scripts (example used, compares difference in speed between multiplication and division in maya - multiplication is about 30% faster from what I remember - so instead of using a /2, use * .5 instead! - added bonus, use to avoid / by 0 errors!)
link:
http://www.creativecrash.com/maya/downloads/scripts-plugins/utility-external/c/mel-python-speed-profiler
I use it fairly often, from comparing simple procs to deciding the best/quickest file management solution, and even started to use it to compare the difference in speed between connected multiple nodes, constraints and expressions (I do also use the fps, but it can vary too much).
Sunday, 10 July 2011
Nearly over...
Here it comes... about to start the final week on Iconicles, my first contract for Dinamo.
I could never have guessed how rewarding an experience it would be, being in the industry. Also, how lucky we were, getting a year-long contract to (pretty much) build from the ground up a TV show for the BBC straight out of uni.
What I've learnt in the last 12 months has been staggering, and as sad as I am to be leaving, I'm also excited to put everything I've learnt back to start something from scratch again.
Main job will be rigging the characters, props etc then onto animating again but initially I'm guessing I'll be writing the pipeline and animation tools alongside Milan, which will be cool, its pretty rewarding actually, and I'm hoping to start posting up more of my findings as I go along this time, which tbh will probably just be during the first couple of months.
I could never have guessed how rewarding an experience it would be, being in the industry. Also, how lucky we were, getting a year-long contract to (pretty much) build from the ground up a TV show for the BBC straight out of uni.
What I've learnt in the last 12 months has been staggering, and as sad as I am to be leaving, I'm also excited to put everything I've learnt back to start something from scratch again.
Main job will be rigging the characters, props etc then onto animating again but initially I'm guessing I'll be writing the pipeline and animation tools alongside Milan, which will be cool, its pretty rewarding actually, and I'm hoping to start posting up more of my findings as I go along this time, which tbh will probably just be during the first couple of months.
Sunday, 27 March 2011
recorder
matt simpkins showed me a neat little node in maya on friday, and asked for an interface for it.
it turned out pretty awesome, when you set it up and start recording, any movements you make on the objects, on almost all attributes (even most custom ones) get recorded in real-time, and gives you an almost mo-cap-like set of keys on those attributes.
theres a few issues with re-recording or keyed object, but hopefully when i get some time, i'll tear into the command scripts and see what i can do.
time permitted, i think i could get a very simple rig set up, animatable with this command, being able to literately animate in real-time :)
that's a looong way off yet, and probably not even possible (otherwise some bright git would've done it by now) but in the mean time, this has probably got the potential to be as useful as the greasePencil tool, but in 3d.
it turned out pretty awesome, when you set it up and start recording, any movements you make on the objects, on almost all attributes (even most custom ones) get recorded in real-time, and gives you an almost mo-cap-like set of keys on those attributes.
theres a few issues with re-recording or keyed object, but hopefully when i get some time, i'll tear into the command scripts and see what i can do.
time permitted, i think i could get a very simple rig set up, animatable with this command, being able to literately animate in real-time :)
that's a looong way off yet, and probably not even possible (otherwise some bright git would've done it by now) but in the mean time, this has probably got the potential to be as useful as the greasePencil tool, but in 3d.
mel. using the "eval" command
just quick note:
using mels "source" command can be a pain in the backside when your trying to combine it with "internalVar" or something.
I noticed this before in scripts but didnt bother trying myself so here goes:
using mels "source" command can be a pain in the backside when your trying to combine it with "internalVar" or something.
I noticed this before in scripts but didnt bother trying myself so here goes:
//get user script directory.
string $SCRIPTDir=(`internalVar -usd`+"SCRIPT/") ;
//create string with source command and script path
string $sourceSCRIPT=("source "+"\"" +$SCRIPTDir +"scripts/SCRIPT.mel"+"\"") ;
//eval string
eval $sourceSCRIPT ;
//run sourced script
SCRIPT ;
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