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Advanced Scripting in Maya

In Advanced Scripting in Maya, we will use a real-world issue as a teaching case while developing automation and support an FBX exporter.  In the first module for this course we will discuss some basic philosophies about software design before we start writing our code. We will then begin our script by starting on some basic lower level functions and ending with the creation of our FBX export nodes. From there we will continue our script by designing all the procedures needed to handle exporting of rigged characters, setting our animation export settings, and managing anim layers per animation. We will also show how to set our FBX export settings and will end the second module with writing the actual calls to the FBX exporter using our animation. Next, we design our main UI, so all our export code will be easier to use. We will build a tabbed window so we can switch between model and animation export, and include such options as pop-up menus when we right-click for power users.  To wrap things up, we will add the functions needed to make our UI work;  we will create procedures that will automatically populate the UI depending on what is selected, procedures to support our pop-up menus, and eventually calling our export code.

  • Software: Maya
  • Author: Chad Morgan
  • Skill Level: Advanced
  • Video Length:
Chapter 1 - Intro
01:33
Chapter 2 - Defining the Problem
08:48
Chapter 3 - Design Principals
10:29
Chapter 4 - Low Level Procedures
14:40
Chapter 5 - Tagging Meshes Procedure
13:29
Chapter 6 - Find Objects Procedure
12:11
Chapter 7 - Find Blendshapes Procedure
13:43
Chapter 8 - Clear Garbage Procedure
08:25
Chapter 9 - Export Node Procedures 01
17:29
Chapter 10 - Export Node Procedures 02
16:44
Chapter 1 - Intro
00:56
Chapter 2 - Model Procedures
15:17
Chapter 3 - Animation Procedures
14:25
Chapter 4 - Copy and Connect Skeleton Procedure
11:58
Chapter 5 - Transform to Origin Procedure
12:31
Chapter 6 - Anim Layer Procedures
12:27
Chapter 7 - Set Anim Layers From Settings Procedure
09:18
Chapter 8 - Export Procedures
09:05
Chapter 9 - Export FBX Animation Procedure
16:32
Chapter 10 - Export FBX Character Procedure
10:58
Chapter 11 - Errata and Conclusion
04:05
Chapter 1 - Intro
00:59
Chapter 2 - Creating the Main Window
19:35
Chapter 3 - Creating Animation UI Elements
18:23
Chapter 4 - Setting up Animation Form Layout
07:21
Chapter 5 - Creating Model UI Elements
11:05
Chapter 6 - Setting up Model Form Layout
08:32
Chapter 7 - Pop-up Menus
03:54
Chapter 8 - Populating the Root Joint Panel
13:34
Chapter 9 - Populating Actor Panel
08:05
Chapter 10 - Help Menus
10:38
Chapter 1 - Intro
01:08
Chapter 2 - Defining the UI Behavior
02:31
Chapter 3 - Tag for Origin Button
11:27
Chapter 4 - Populate Model Export Nodes Panel
14:21
Chapter 5 - Populate Geometry Panel
15:36
Chapter 6 - Update Model Export Settings
16:25
Chapter 7 - Export Buttons
05:32
Chapter 8 - Filename UI
19:09
Chapter 9 - Popup Menus - Select and Delete
13:30
Chapter 10 - Popup Menus - Rename
09:53
Chapter 11 - Conclusion
10:29
Chapter 1 - Intro
00:57
Chapter 2 - Populate Export Nodes Panel
15:17
Chapter 3 - Create New Export Nodes and Popup Menus
08:19
Chapter 4 - Update UI Settings
19:38
Chapter 5 - Export Node From UI
18:43
Chapter 6 - AnimLayer Buttons
13:50
Chapter 7 - Export Buttons and Popup Menus
07:51
Chapter 8 - Debugging Animation Tab
17:27
Chapter 9 - Debugging Model Tab
11:45

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