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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 will 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 popup menus, and eventually calling our export code.
(Students - please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)
More about the Instructor:
Chad Morgan started his career at LucasArts where, as a newbie to the industry, was fortunate enough to work with some very talented mentors who taught him how to use Maya. Ever since then, Chad has been trying to pay it forward by sharing what he has learned, first by giving lectures at Autodesk Master Classes, then publishing an article in #d world Magazine, posting tutorials on YouTube, and finally teaming up with 3dmotive. Chad Morgan currently lives in Lake Forest, CA with his wife Carol and his son Xander.
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|Section 1: Introduction to Basic Scripting Functions|
Download Course Files Here!
Introduction to the CoursePreview
Defining the Problem
Low Level Procedures
Tagging Meshes Procedure
Find Objects Procedure
Find Blendshapes Procedure
Clear Garbage ProcedurePreview
Export Node Procedures 01
Export Node Procedures 02
|Section 2: Animation and FBX Basics|
Copy and Connect Skeleton Procedure
Transform to Origin Procedure
Anim Layer Procedures
Set Anim Layers From Settings Procedure
Export FBX Animation Procedure
Export FBX Character Procedure
Errata and Conclusion
|Section 3: Learning to build the UI and Menus|
Creating the Main Window
Creating Animation UI Elements
Setting up Animation Form Layout
Creating Model UI Elements
Setting up Model Form Layout
Populating the Root Joint Panel
Populating Actor Panel
|Section 4: Improving the UI, Export Settings, and Popup Menus|
Defining the UI Behavior
Tag for Origin Button
Populate Model Export Nodes Panel
Populate Geometry Panel
Update Model Export Settings
Popup Menus Select and Delete
Popup Menus Rename
|Section 5: Building and Refining the Export Functions and Animation Features|
Populate Export Nodes Panel
Create New Export Nodes and Popup Windows
Update UI Settings
Export Node From UI
Anim Layer Buttons
Export Buttons and Popup Menus
Debugging Animation Tab
Debugging Model Tab and Course Wrapup
Bonus Lecture: Further Learning with 3dmotive
3dmotive is High Quality 3d and Game Art Training by Industry Pros! Whether you are brand new to the world of Game Art, 3d, Architecture or Film - or maybe just interested in brushing up your techniques for intermediate or advanced levels of 3d with a focus on video games, 3dmotive is your one-stop-shop for all your 3d and Game Art related tutorials! Got questions? Interested in a new course topic? Let us know!