Posts tagged MEL

Autoload Mental Ray Plugin Shenanigans

I don’t think I will ever truly know why, but for some reason my laptop ALWAYS loads Mental Ray. But at work it turns into a guessing game, an incredibly annoying guessing game. So what can you do when you never know if the Mental Ray plugin will load after you click that beautiful [...]

winds of change

So, I have been working on so many programs lately other than Maya that this was inevitable. In the spirit of the new year I am going to expand the scope of this little blog here to take into account the various other programs I have grown to love over the last year. Firstly, I have [...]

long time… so here’s a sweet script I found!

Absence makes the heart grow fonder. Right? Am I right? If that’s the case you must be madly in love with me or have skipped back around the curve to pure unadulterated hate. So to try and make up for the loss of time I bring you an exceptionally good UV unwrapping script/tool I was [...]


A curious little preference, that is not turned on automatically, came to my attention recently. The command is known as popupMenuSelection, but in the Selection area of Maya’s preferences it is a check box labeled Pick Chooser. Once turned on it allows you to pick a [...]

Fun with Maya

I had the pleasure to be at Duncan Brinsmead’s Fun with Maya talk at SIGGRAPH this last year in New Orleans. If you don’t know who he is, he is the man behind many of Maya’s great features, including Nucleus, among others. He basically went through questions he received [...]

MultiAttr has Arrived!

I had to do it, it was bugging me terribly. I took the setAttr on Multiple Objects expression below and turned it into a full on procedure. Save this little mel script into the scripts folder. multiAttr.mel Open up your script editor and type… source [...]

Noise is God

node.attribute = noise((frame / A) + B) * C; A = Frame divided by a number will smooth the noise out over that many numbers of frames. B = If you think about a regular 2D noise texture, this noise expression samples upwards in the Y direction. So if you add the same [...]

SetAttr on Multiple Objects

This little expression allows you to change an attribute on multiple objects without having to go into the Channel Controller and enabling the attribute to be keyable in the Channel Box. The expression is actually quite simple… It first creates an array of all the objects [...]
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