You’ve got red on you
I have been spending the last little while learning Maya, and have just finished up my first Maya rig. You’ll recognize the character as Shaun, from Shaun Of The Dead. Modeling was done by Stephan Perreault – www.stephanperreault.com
I kept the rig somewhat simple, working just with rigging methods I already knew from working with Max and Maya. The rig is just a body rig at this point in time, although I plan on creating a facial rig for it in the future as well.
Read MoreSkinning Quickies
This is a collection of macros for completing quick tasks while skinning. Most of these are just simple tasks found in the modify panel for skin which did not have macros already available, but there are still some custom ones in the mix. I decided to put this together when starting to use my new Wacom tablet for skinning, as it was annoying to always have to go to the UI to accomplish some of these tasks.
Macros include:
Read MoreMaterial Manager
Here is another tool I made back in college which has been useful over the years. The reason I made this tool is because I was annoyed with the limit of only 24 material slots in the material editor, and the inefficiency of getting those materials in and out of the editor. If you wanted to get 24 materials into the material editor, you’d have to go pick them one at a time.
This tool gives you mass batch processing over your materials. You can press a single button and get a list of all the materials in your scene, select 24 all at once, and then press another button and they all are instantly transferred over into the material editor for you to work with.
Read MoreQuick Layer Organizer
Current Version: v2.0 – August 4, 2010
I made this tool back in college when first learning MAXScript. It was just a good easy script to quickly organize entire scenes based on object and layer naming conventions.
How the tool works is it cycles through each layer in the layer manager, collects any nodes in the scene which contain the layer’s name in their object name, and then adds those nodes to the respective layer. Doing a lot of rigging, this made it possible to sort the entire rig into layers at the click of a button. Set up a layer called “Character_HLP” and then prefix all helper objects in the rig with “Character_HLP”. When the tool is called on, all of those helper objects will go into the “Character_HLP” layer.
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