boSmear 2.0.1
small bug fix - the loop connecting verts to lattice points would sometimes be offset incorrectly
If you have access to boSmear go ahead and grab the update!
Monday, March 22, 2010
Saturday, February 27, 2010
Frame Checker
I had a util in previous versions of boUtilities that found missing images in a sequence. Super helpful! except it only worked with 4 frame padding and a strict image.#.ext format. So I've updated boUtilities and provided a much more flexible python version of the frame checker. The new version allows automatic or controlled frame ranges and padding. It works with a much wider range of sequence naming formats and provides some useful output such as frame range summaries on both found and missing files. It was a fun lesson in more advanced reg exps (like using lookahead assertions), and there are still ways it can be improved, but for now... feel free to grab!
bohdon.com/scripts/boUtilities.mel (2.3)
bohdon.com/scripts/boFrameChecker.py
bohdon.com/scripts/boUtilities.mel (2.3)
bohdon.com/scripts/boFrameChecker.py

Tuesday, February 23, 2010
Updates
So I've been updating things silently, and realized it'd be best if I post what and when I update on this blog. Here's some recent things:
boUtilities 2.2:
Added new utils!:
Lock File Texture Paths
Unlock File Texture Paths
Find PSDs
Find Multi-Shader Geo
Render Stats
Z Depth Shader
nCloth Preroll Utility
Changed the layed to be tabbed, for space reasons (it was growing)
Separated some larger utilities into companion scripts (currently 6)
Check the description for all required/companion mel scripts
Triggers 1.3.9:
Referenced objects can now be trigger objects
Mac compatible
Ghosting 1.5
Selected time range is used to create multiple ghosts at once
Selected keys are also used
(ghosts are created at each selected keyframes time)
As always, updates are available on my scripts site!
boUtilities 2.2:
Added new utils!:
Lock File Texture Paths
Unlock File Texture Paths
Find PSDs
Find Multi-Shader Geo
Render Stats
Z Depth Shader
nCloth Preroll Utility
Changed the layed to be tabbed, for space reasons (it was growing)
Separated some larger utilities into companion scripts (currently 6)
Check the description for all required/companion mel scripts
Triggers 1.3.9:
Referenced objects can now be trigger objects
Mac compatible
Ghosting 1.5
Selected time range is used to create multiple ghosts at once
Selected keys are also used
(ghosts are created at each selected keyframes time)
As always, updates are available on my scripts site!
Monday, February 8, 2010
Z Depth with Maya and Nuke
So large environments just don't look right without atmospheric depth, and z depth outputs are usually the easiest way to get such an effect. I figured I'd make the whole process easier by automating the creation of z depth shaders in a scene.
The shaders use samplerInfo nodes so they're compatible with pretty much any renderer in maya. The other advantage is that you get motion blur, depth of field, and the same antialiasing as the beauty passes rendered into the z output, so the results are very accurate. There are also a lot of nodes for tweaking falloff such as a remapValue and blendColors node, so you may want to look for them to get more precise control.
Anyhoo... with one button you'll be able to apply z depth shaders to all objects, while preserving displacement shaders as well as materials with transparency. Give it a try and let me know if it helps. I've also put together a 15 min tutorial on how to use it, as well as comping the outputs in nuke, so check it out!
bohdon.com/scripts
The shaders use samplerInfo nodes so they're compatible with pretty much any renderer in maya. The other advantage is that you get motion blur, depth of field, and the same antialiasing as the beauty passes rendered into the z output, so the results are very accurate. There are also a lot of nodes for tweaking falloff such as a remapValue and blendColors node, so you may want to look for them to get more precise control.
Anyhoo... with one button you'll be able to apply z depth shaders to all objects, while preserving displacement shaders as well as materials with transparency. Give it a try and let me know if it helps. I've also put together a 15 min tutorial on how to use it, as well as comping the outputs in nuke, so check it out!
bohdon.com/scripts

#1 Continued
So after more testing with the whole pound one thing (#1) I've discovered that its use goes far beyond checkboxes. In fact I think every GUI control can use it, from floatSliderGrps to textFields. It simply returns that control's value (usually the -v flag). So for instance you can use a floatSliderGrp to change an attribute by making the -dc or -cc flags "setAttr someObject.someAttr #1". Here's a really simple example that you can run in the script editor.
window;
columnLayout;
textField -cc "print #1";
showWindow;
Wednesday, December 23, 2009
boSliders

So I haven't had much time to write obviously, but I wanted to get this one out there. I'm sure there are tons of methods of creating a facial rig, but the method I'm most familiar with is Jason Osipa's blendshape and slider setup. boSliders is a nice tool for quickly making sliders and quickly setting them up. It's main purpose was speed, so I designed it to use marking menus to make things quicker. Feel free to grab it off my scripts site and give it a try! There's a small amount of documentation (mostly unfinished) found at bohdon.com/scripts/docs. The one thing I was sure to finish is the explanation of the major Corner Interpolation types and how their useful. I'll get to finishing it sooner or later, but in the meantime just know that everything is in the right click menus. There's a lot of features, so just try to poke around.
You'll need boRightClickManager to use the script too, so grab that if you haven't!
Tuesday, September 15, 2009
boRandomizer 1.1
So I realized that the channel randomizer in this script was only grabbing the main attributes (attributes directly on the object that is selected). I've modified it so that you can select attributes in the channel box from both the main object, shape, inputs and outputs. This is mainly so I can easily randomize values for things like blendShapes and poly operations... update's available on bohdon.com/scripts
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