Maya Mel
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Contents
- 1 Maya Mels Scripts
- 1.1 Octane Render Baking group id - Assign id to multiple objects shapes
- 1.2 Maxwell Render - Particles sequence - Force .abc file
- 1.3 Maxwell Render - Specify object ID color
- 1.4 Redshift - Add blend attribute and set random value for objects selection
- 1.5 Redshift - Set Primary visibility off for selection (layer override)
- 1.6 Convert Motion trail to curve
- 1.7 Quantize keyframes for selection
- 1.8 Loop image sequence for texture
- 1.9 Symmetrize - Duplicate & merge object
- 1.10 Mirror object
- 1.11 Group each object and rename
- 1.12 Change path in an Attribute
- 1.13 Change opacity mode on V-Ray shaders
- 1.14 Change color space on selected fileTextures
- 1.15 Redshift - custom Tesselation on selected objects
- 1.16 Change color on selected shaders
- 1.17 Change Filter Type on selected Files Textures
- 1.18 Clean Render Layers
- 1.19 Change Filter Type on selected Files Textures
- 1.20 Select by name
- 1.21 Display color on shapes
- 1.22 Geometry Constraint on multiple selection
- 1.23 Set bump multiplier on multiple V-Ray shaders
- 1.24 STOP/START viewport
- 1.25 Select curves by name
- 1.26 Noise expression
- 1.27 V-ray - Make curves renderables
- 1.28 Get object type
- 1.29 Render layer override on specific object type
- 1.30 V-ray - Make lights invisible
- 1.31 V-ray - Select Rect Light
- 1.32 V-ray - Rect Lights - Directional Preview - Always for all
- 1.33 Randomize rotation on selected objects
- 1.34 Quit Maya
- 1.35 V-ray - Import list of Alembics through Proxys Import
- 1.36 V-ray - Change path to VRayMesh for selected proxies
- 1.37 Delete image planes
- 1.38 Merge alembic from set
- 1.39 Replace animated objects with V-Ray proxies
- 1.40 Select all meshes in a group
- 1.41 Select shot camera
- 1.42 Get list of frames with keys on all transform objects
- 1.43 Multi snap
Maya Mels Scripts
Octane Render Baking group id - Assign id to multiple objects shapes
// 0 is for Red, 2 for Green, 4 for Blue
// 3, 5 and 6 for Cyan, Magenta and Yellow
// Replace the number "0" by the number of your choice
// Baking group id is also avalaible in Attribute Spreadsheet Editor
for ( $object in `ls -sl -l` ) {
print($object+"\n");
setAttr ($object + ".octBakGrId") (0);
}
Maxwell Render - Particles sequence - Force .abc file
//This expression force Maya to reload an Alembic particles file at each frame - there is no other way in Maxwell Render to read a particles sequence in .abc
global int $current_frame;
$current_frame = `currentTime -query`;
print $current_frame;
{
setAttr -type "string" maxwellRFRKParticles1.file ("/YOUR_PATH/YOUR_FILE" + $current_frame + ".abc");
}
Maxwell Render - Specify object ID color
// Specify object ID color
for ( $object in `ls -sl -l` ) {
print($object+"\n");
setAttr ($object + ".mxSpecifyObjIdColor") (1);
setAttr ($object + ".mxObjIdColor") -type "double3" 1 0 0;
}
Redshift - Add blend attribute and set random value for objects selection
// Useful for blending between colors with RedshiftUserDataScalar
for ( $object in `ls -sl -l` ) {
print($object);
addAttr -ln "blend" -at double -min 0 -max 1 -dv 0 $object;
setAttr ($object + ".blend") (rand(1));
}
Redshift - Set Primary visibility off for selection (layer override)
// Go in right render layer and select objects
for ( $object in `ls -sl -l` ) {
print($object+"\n");
setAttr ($object + ".rsEnableVisibilityOverrides") (1);
editRenderLayerAdjustment ($object + ".rsPrimaryRayVisible");
setAttr ($object + ".rsPrimaryRayVisible") (0);
}
Convert Motion trail to curve
// Select the motion trail first
{
$selected=`ls -dag -et snapshotShape`;
for ($obj in $selected){
$pts=(getAttr($obj+".pts"));
$size=size($pts);
$curve=`curve -d 1 -p $pts[0] $pts[1] $pts[2] -p $pts[4] $pts[5] $pts[6] -k 0 -k 1`;
for($i=8;$i<$size;$i+=4)
curve -os -a -p $pts[$i] $pts[$i+1] $pts[$i+2] $curve ;
}
}
Quantize keyframes for selection
// Snap keys on frames for objects selection
for ( $object in `ls -sl -l` ) {
print($object+"\n");
snapKey $object;
}
Loop image sequence for texture
// On File texture, check Image sequence, and edit expression file1.frameExtension=((frame%8)+1);
Symmetrize - Duplicate & merge object
// Select half object first
for ( $object in `ls -sl -l` ) {
print($object+"\n");
xform -piv 0 0 0 $object;
duplicate -rr;
setAttr ($object + ".scaleX") (-1);
select -add $object ;
polyPerformAction polyUnite o 0;
polyMergeVertex -d 0.0001 -am 1 -ch 1;
DeleteHistory;
rename ($object);
}
Mirror object
// Select object first
for ( $object in `ls -sl -l` ) {
print($object+"\n");
DeleteHistory;
makeIdentity -apply true -t 1 -r 1 -s 1 -n 0 -pn 1;
xform -piv 0 0 0 $object;
duplicate -rr;
setAttr ($object + ".scaleX") (-1);
DeleteHistory;
}
Group each object and rename
// Select objects first
for ( $object in `ls -sl -l` ) {
string $name = ($object);
select $object ;
doGroup 0 1 1;
rename ($name + "_GRP");
}
Change path in an Attribute
// Here the Attribute is ".filePrefix" - Select objects first
for ( $object in `ls -sl -l` ) {
string $path = getAttr ($object+".filePrefix");
$path = `substitute "//OLD/PATH/" $path "//NEW/PATH/"`;
setAttr -type "string" ($object+".filePrefix") ($path);
}
Change opacity mode on V-Ray shaders
// Select shaders first
for ( $object in `ls -sl -l` ) {
if (attributeExists("omode",$object)) { //check if attribute exists
CBunlockAttr ($object+".omode"); //unlock opacity mode
}
if (attributeExists("opacityMode",$object)) {
setAttr ($object+".opacityMode") 1; //set opacity mode in Clip - 0 pour Normal
}
}
// Alternative
for ( $object in `ls -sl -l` ) {
if (attributeExists("opacityMode",$object)) {
setAttr ($object+".opacityMode") -l false; //unlock attribute if locked
}
if (attributeExists("opacityMode",$object)) {
setAttr ($object+".opacityMode") 2; //set opacity mode in Clip - 0 pour Normal
}
}
Change color space on selected fileTextures
// Useful to automatically convert Quixel Megascans by example from sRGB/Raw to ACES color spaces
string $object_selection[] = (`ls -sl`);
for ($object in $object_selection) {
if(`getAttr ($object+".cs")` == "sRGB"){
setAttr ($object + ".cs") -type "string" "Utility - sRGB - Texture";
}
if(`getAttr ($object+".cs")` == "Raw"){
setAttr ($object + ".cs") -type "string" "Utility - Raw";
}
}
Redshift - custom Tesselation on selected objects
// Select objects first
for ( $object in `ls -sl -l` ) {
print($object+"\n");
setAttr ($object + ".rsMinTessellationLength") (0.1);
setAttr ($object + ".rsMaxTessellationSubdivs") (2);
setAttr ($object + ".rsOutOfFrustumTessellationFactor") (4);
}
Change color on selected shaders
// Select shaders first
for ( $object in `ls -sl -l` ) {
print($object+"\n");
setAttr ($object + ".color") -l false;
setAttr ($object + ".color") -type "double3" (0.18) (0.18) (0.18);
}
Change Filter Type on selected Files Textures
// Select files textures first - 0 means Off
for ( $object in `ls -sl -l` ) {
print($object+"\n");
setAttr ($object + ".filterType") 0;
}
Clean Render Layers
// In MEL fixRenderLayerOutAdjustmentErrors;
Change Filter Type on selected Files Textures
// Select files textures first - 0 means Off
for ( $object in `ls -sl -l` ) {
print($object+"\n");
setAttr ($object + ".filterType") 0;
}
Select by name
// Select objects with "toto" select -r "toto*";
Display color on shapes
// Select objects
for ( $object in `ls -sl -l` ) {
print($object+"\n");
setAttr ($object + ".displayColors") 1;
setDisplayColorChannelAttribute ($object + ".displayColorChannel");
polyColorPerVertex -r 1 -g 0 -b 0 -a 1 -cdo;
}
Geometry Constraint on multiple selection
// Select objects to constrain
string $objectBase = "surfaceName";
for ( $object in `ls -sl -l` ) {
select -cl;
select $objectBase;
select -add $object;
geometryConstraint -weight 1;
select -r "*Constraint*";
doDelete;
}
=== Speed up smokes rendering with V-Ray ===
<pre>
// Select smokes first
for ( $object in `ls -sl -l` ) {
print($object+"\n");
setAttr ($object + ".rendStep") 160;
setAttr ($object + ".shadowStep") 400;
}
Set bump multiplier on multiple V-Ray shaders
// Select shaders
for ( $object in `ls -sl -l` ) {
if (attributeExists("bumpMult",$object)) {
setAttr ($object + ".bumpMult") -1; //set bump multiplier at -1
}
}
STOP/START viewport
// As seen on https://www.toadstorm.com/. - Put it in your shelf paneLayout -e -manage false $gMainPane paneLayout -e -manage true $gMainPane
Select curves by name
// Select objects first - Replace "toto" by what you are looking for select `ls -type "nurbsCurve" "*toto*"`;
Noise expression
// Replace "pCube1" pCube1.translateX=sin(time*20)*0.01*noise(time*10); pCube1.translateY=sin(time*4)*0.01*noise(time*10); pCube1.translateZ=sin(time*12)*0.01*noise(time*10);
V-ray - Make curves renderables
// Replace VRayLightMtl1 at the end by your material
$selected=`ls -dag -et curveShape`;
for ($object in $selected){
// Add V-ray Extra attributes
vray addAttributesFromGroup $object vray_nurbscurve_renderable 1;
vrayAddAttr $object vraySeparator_vray_nurbscurve_renderable;
vrayAddAttr $object vrayNurbsCurveRenderable;
vrayAddAttr $object vrayNurbsCurveMaterial;
vrayAddAttr $object vrayNurbsCurveTesselation;
vrayAddAttr $object vrayNurbsCurveStartWidth;
vrayAddAttr $object vrayNurbsCurveLockEndWidth;
vrayAddAttr $object vrayNurbsCurveEndWidth;
setUITemplate -pst attributeEditorTemplate;
// Activate renderable
setAttr ($object + ".vrayNurbsCurveRenderable") 1;
// Replace VRayLightMtl1 by your material
connectAttr -force VRayLightMtl1.outColor ($object + ".vrayNurbsCurveMaterial");
}
Get object type
// Replace toto with the object whose type you want to know objectType toto;
Render layer override on specific object type
// Replace "Node" by the object type on which you want to act
$selected=`ls -type "Node"`;
for ($object in $selected){
// Create layer override on Primary Visibility attribute on current renderLayer
editRenderLayerAdjustment ($object + ".primaryVisibility");
// Set Primary Visibility - 0 or 1
setAttr ($object + ".primaryVisibility") 0;
}
V-ray - Make lights invisible
$selected=`ls -type "VRayLightRectShape"`;
for ($object in $selected){
setAttr ($object + ".invisible") 1;
}
$selected=`ls -type "VRayLightSphereShape"`;
for ($object in $selected){
setAttr ($object + ".invisible") 1;
}
$selected=`ls -type "VRayLightDomeShape"`;
for ($object in $selected){
setAttr ($object + ".invisible") 1;
}
V-ray - Select Rect Light
select `ls -type "VRayLightRectShape"`;
V-ray - Rect Lights - Directional Preview - Always for all
$selected=`ls -type "VRayLightRectShape"`;
for ($object in $selected){
setAttr ($object + ".directionalPreview") 1;
}
Randomize rotation on selected objects
// As posted on CGTalk by NaughtyNathan
// "just set the vector values to the maximum random x,y,z rotations you want to apply to the selected transforms."
vector $rndRot = << 0,0,90 >>; // x,y,z rotations
for ($object in `ls -sl -tr`){
rotate `rand ($rndRot.x)` `rand ($rndRot.y)` `rand ($rndRot.z)` $object;
}
Quit Maya
// Brute force method
$i = `getpid`; //application ID
system("taskkill /PID " + $i +" /f");
// In a gentle way
evalDeferred("quit -f");
V-ray - Import list of Alembics through Proxys Import
// List of Alembics files - Replace by the name of your Alembics
string $alembicsParts[] = {"part1","part2","part3"};
// Replace the PATH of your files - Scale by 100 for Houdini Alembics - <frame04> for sequences
for ($alembicsPart in $alembicsParts){
vrayCreateProxy -node $alembicsPart -existing -dir ("C:/YOURPATH/"+$alembicsPart+".<frame04>.abc") -createProxyNode;
setAttr ($alembicsPart+"_vraymesh.animType") 1;
setAttr ($alembicsPart+".scaleZ") 100;
setAttr ($alembicsPart+".scaleX") 100;
setAttr ($alembicsPart+".scaleY") 100;
}
V-ray - Change path to VRayMesh for selected proxies
// Change path with your own .vrmesh
$selected=`ls -type "VRayMesh"`;
for ($object in $selected){
setAttr -type "string" ($object + ".fileName2") "//DISK/PATH/YOUR_VRMESH.vrmesh";
}
// If you want to change Geometry type - 4 for GPU mesh - add following in the loop
// setAttr ($object + ".geomType") 4;
Delete image planes
// Delete image plane if exists.
$selected=`ls -type "imagePlane"`;
select $selected;
for ($object in $selected){
doDelete;
}
Merge alembic from set
// Select objects in a set called EXPORT_SET select -r EXPORT_SET ; timeControl -edit -forceRedraw $gPlayBackSlider; // Create list of objects from EXPORT_SET string $assetParts[] = `ls -sl`; $assetPartsList = stringArrayToString($assetParts," "); // Merge alembic with these objects AbcImport -mode import -connect $assetPartsList "//DISK/PATH/alembic.abc";
Replace animated objects with V-Ray proxies
// First select animated objects to replace
// For each object create a proxy then constrain then bake simulation then delete constraint
for ( $object in `ls -sl -l` ) {
vrayCreateProxy -node assetName -existing -dir ("//DISK/PATH/your_asset.vrmesh") -createProxyNode;
select -r $object ;
select -add assetName ;
doCreateParentConstraintArgList 1 { "0","0","0","0","0","0","0","0","1","","1" };
parentConstraint -weight 1;
bakeResults -simulation true -t "1000:1100" -sampleBy 1 -oversamplingRate 1 -disableImplicitControl true -preserveOutsideKeys true -sparseAnimCurveBake false -removeBakedAttributeFromLayer false -removeBakedAnimFromLayer false -bakeOnOverrideLayer false -minimizeRotation true -controlPoints false -shape true {"assetName"};
select `ls -type "constraint"`;
select -add $object ;
doDelete;
select -cl ;
rename "assetName" $object;
}
Select all meshes in a group
// From cmadsenAniden on forums.autodesk.com // Replace group1 by the name of your own group select -r group1 ; string $selection[] = `ls -sl`; string $polyGons[] = `filterExpand -sm 12 $selection`; select -r $polyGons;
Select shot camera
// CREATE VARIABLE FOR SHOT CAMERA AND SELECT IT select `ls -type "camera"`; select -d sideShape frontShape topShape perspShape; $camerashot = `ls -sl`; string $shotcamera = $camerashot[0]; print $shotcamera; select $shotcamera;
Get list of frames with keys on all transform objects
$selected=`ls -dag -et transform`;
float $arrathy[] = `keyframe -query $selected`;
float $sorted[] = python("import pymel.core as pm; list(set((pm.getMelGlobal(\"float[]\", \"$arrathy\"))))");
print $sorted;
Multi snap
// Replace a list of objects by another with bake of animation. Replace FSTART and FEND with your own padding.
///////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////
/*
type the command MS()
*/
///////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////
source "generateChannelMenu.mel";
global proc MS ()
{
global string $sourceObjects;
global string $destinationObjects;
// If the window exists already, delete it.
if (`window -exists multiSnapWindow`)
{
deleteUI multiSnapWindow;
}
// Build the window.
global string $man_window;
string $man_window = `window -title " MULTI SNAP" -sizeable 0 -w 300 multiSnapWindow`;
frameLayout -label "Snap source objects on destination objects.";
rowLayout -width 540 -nc 2 -cw4 10 20 20 100;
// Source objects section
frameLayout -label "Source objects";
$sourceObjects = `textScrollList -width 600 -height 300`;
rowLayout -width 240 -nc 2 -cw2 120 120;
button -label "Add selected" -command "MS_addObjects ();" -width 120;
button -label "Remove selected" -command "MS_removeObjects ();" -width 120;
setParent ..;
rowLayout -width 240 -nc 2 -cw2 120 120;
button -label "Remove All" -command "MS_clearObjects ();" -width 240;
setParent ..;
setParent ..;
rowLayout -nc 3;
button -label "Create" -command "VRAYCONNECDO() " -width 140 -align center;
button -label "Close" -command "DAC_CloseUI() " -width 140 -align center;
setParent ..;
setParent ..;
// Destination objects section
frameLayout -label "Destination objects";
$destinationObjects = `textScrollList -width 600 -height 300`;
rowLayout -width 240 -nc 2 -cw2 120 120;
button -label "Add selected" -command "MS_addMM ();" -width 120;
button -label "Remove selected" -command "MS_removeMM ();" -width 120;
setParent ..;
setParent ..;
rowLayout -nc 3;
button -label "SNAP IT" -command "VRAYCONNECDO() " -width 140 -align center;
button -label "Close" -command "DAC_CloseUI() " -width 140 -align center;
setParent ..;
setParent ..;
// Show the window.
showWindow multiSnapWindow;
}
global proc string[] getShaders(string $from)
{
// get the shapes from the input
string $shapes[] = ls("-o", "-dag", "-s", $from);
// give me the connected "shadingEngines"
string $shadingEngines[] = listConnections("-type","shadingEngine", $shapes);
// list the connected materials (shaders) from that
string $materials[] = ls("-mat", listConnections($shadingEngines));
// remove duplicate occurrences.
return (stringArrayRemoveDuplicates($materials));
}
//Add selected objects to list.
global proc MS_addObjects ()
{
global string $sourceObjects;
string $selectedshapes[] = `ls -sl -l`;
//print $selectedshapes;
int $count = 0;
if ($selectedshapes[0] != "")
{
for ($i in $selectedshapes)
{
$count ++;
textScrollList -edit -append $i $sourceObjects;
}
}
}
//Add selected objects to list.
global proc MS_addMM ()
{
global string $destinationObjects;
string $selectedshapes[] = `ls -sl -l`;
//print $selectedshapes;
int $count = 0;
if ($selectedshapes[0] != "")
{
for ($i in $selectedshapes)
{
$count ++;
textScrollList -edit -append $i $destinationObjects;
}
}
}
// Clear objects from list.
global proc MS_clearObjects ()
{
global string $sourceObjects;
textScrollList -e -ra $sourceObjects;
}
// Remove selected object from list.
global proc MS_removeObjects ()
{
global string $sourceObjects;
int $index [] = `textScrollList -query -selectIndexedItem $sourceObjects`;
if ($index [0] != 0)
{
textScrollList -edit -removeIndexedItem $index [0] $sourceObjects;
}
global string $sourceObjects;
}
global proc VRAYCONNECDO()
{
// UI Elements
global string $sourceObjects;
global string $destinationObjects;
// Define user selected objects
string $selected_objects[] = `textScrollList -query -allItems $sourceObjects`;
string $meshMaterial[] = `textScrollList -query -allItems $destinationObjects`;
int $i = 0;
// SET PADDING
string $FSTART = "1";
string $FEND = "100";
print $FSTART;
print $FEND;
string $PADDING = $FSTART + ":" + $FEND;
//Progress bar
global string $gMainProgressBar;
// Start the progress bar and adjust its max value for this operation.
int $steps = size($selected_objects);
progressBar -edit -beginProgress -isInterruptable true -status "Connecting shaders to mesh material ..." -maxValue $steps $gMainProgressBar;
for ($i = 0; $i < size($selected_objects); $i ++)
{
parentConstraint -n parentConstraintMS $selected_objects[$i] $meshMaterial[$i];
select -r $meshMaterial[$i] ;
bakeResults -simulation true -t $PADDING -sampleBy 1 -oversamplingRate 1 -disableImplicitControl true -preserveOutsideKeys true -sparseAnimCurveBake false -removeBakedAttributeFromLayer false -removeBakedAnimFromLayer false -bakeOnOverrideLayer false -minimizeRotation true -controlPoints false -shape true {$meshMaterial[$i]};
select -cl ;
select -r "*parentConstraintMS*";
doDelete;
// Update the progress bar.
progressBar -edit -step 1 $gMainProgressBar;
}
// End the progress.
progressBar -edit -endProgress $gMainProgressBar;
}