In this repository I saved my pipeline development work in case I lose all my work.
Home repository of projects that I work from home. I code with OpenMaya 1.0 because it is closer to Maya C++ style of coding.
I have encapsulated the OpenMaya.MScriptUtil module in a class object so that I can easily source pointer objects.
Lots of rigging utility modules to help me solve problems relating to the projects I work on better.
Unlike the standard C++ of return 0 which denotes as return of no problems.
In here, each function returns bool True for success. and bool False for failure. This is to signify that the function has been called and run successfully. This is useful for unit test purposes.
In this directory I store anything relating to manipulation of Maya objects inside the scenes.
- animation_utils -- Animation data tools, manipulating animation settings.
- attribute_utils -- Attribute module for finding, creating and setting transform attributes.
- file_utils -- Creating and reading file objects, as well as manipulating the maya files.
- math_utils -- Standard math functions and manipulating vector operations.
- object_utils -- Manipulating and traversing the Maya scene objects and connections.
- transform_utils -- Transform module for finding, creating and setting attributes
- ui_utils -- Maya interface tools.
- curve_utils -- MFnNurbsCurve utility functions.
- follicle_utils -- Follicle creation module.
- mesh_utils -- Mesh data tools.
In this directory I store anything relating to the utility of rigging.
- control_utils -- Creation of kNurbsCurve control objects.
- joint_utils -- Creation of kJoint objects.
- name_utils -- Getting and retrieving nomenclature data.
In this directory I manipulate the deformers within the Maya application.
- skincluster_utils -- Querying, getting and setting skin-cluster information.
All of the utilities I wrote are to support a variety of available tools:
- agRigBuilder -- Creation of rig modules.
- agBlendConnect -- Connection of available blendshapes using attributes.