prIMOA [Maya Version]

Article / 30 April 2020

# Documentations (prIMOA for Maya)

store 1 link

store 2 link


*must read

register and migrate tool (link1)

or

register and migrate tool (link2)


# Minimum Requirements:

- Autodesk Maya (2018 - 2020)

- Internet Connection


# prIMOA (PT)

Author    : Prana Ronita

Website  : https://prsfx.net

Email      : prana.ronita@gmail.com | prsfx.net@gmail.com


# Preview



# About

Animation tool for animator. (Single Workstation License). Click Icon to reload interface.



# Features:

- Dock Dock Go widgets:

    . Let your most used tool to stand outside from the main widget.



- Dummy locator and dummy box curve creation:

    . To assist some pose or placing custom parent object .



- Graph editor and adjust curves tangent tools: 

    . Toggle to show Curve/Graph Editor and adjust animation tangent.



- In-Between Key tools (I.B.K.):

    . Most used tool. Add in-between key from first key and second key from range 0% to 100% to adjust.



- Set Key tools:

    . Set your key to normal or as a breakdown key.



- Snap Pose tools:

    . Let your controller stay for selected frame range. When we said stay, they must stay.



- Library tools:

    . Controller: Store your controller selection, so next time you don't have to select it one by one again.

    . Animation: Store your selected animation in FBX format, next time you can re-use it for another project.

. Controller Library:

. Animation Library:



- Move Key by Integer tools:

    . Switch your selected key to move by number(Integer) value. Most used case is when you drag selected keys is heavy, so this tool will do it with fewer clicks.



- "Parent" tools:

    . Constraint parent first object to second object sometime is pain in the ass, specially when I become animator longggg time ago. So this tool will adjust to parent/attach it from selected frame, then you can detach it on another frame.



- Viewport tools:

    . Pause: Pause your viewport. Yes, sometimes it's heavy. Use it if you know which keys you want to move then you can unpause it.

    . Ghost: Boo! View ghosting animation from your selected object.

    .  Trails: View motion trail from selected object.

    .  Unghost: What?! It's obvious to unghost your ghosting object. Don't call Constantine or Ghostbuster.



# System, API and availability

System:

  - Linux       [√]

  - Windows [√]

  - MacOS     [√]


API:

  - Python 2.7


Availability:

  - Maya (2018 - 2020)



# Installation:

- Extract "PrSfx" to some location. *For Windows, don't put it on "Program Files" or "Program Files  (x86)" some Windows Home user can't access that folder.

- Boot up your Maya. 

- Locate "prIMOAinstall.py" from PrSfx/prsfxTools/Maya .

- Select your Maya shelve.

- Drag and drop "prIMOAinstall.py" to Maya viewport.

- Click icon on the shelve.

- Ready to use.

prCLSRU [Maya Version]

Article / 30 April 2020

# Documentations (prCLSRU for Maya)

store 1 link

store 2 link


*must read

register and migrate tool (link1) 

or

register and migrate tool (link2)


# Minimum Requirements:

- Autodesk Maya (2018 - 2020)

- Internet Connection


# prCLSRU (PT)

Author    : Prana Ronita

Website  : https://prsfx.net

Email      : prana.ronita@gmail.com | prsfx.net@gmail.com


# Preview



# About

Quick Look Dev tool for create camera, lights and shaders. (Single Workstation License). Click Icon to reload interface.


# Features:

- Dock Dock Go widgets:

    . Let your most used tool to stand outside from the main widget.


- Camera tool:

     . Create custom camera with show far clip and near clip, color checker and shader ball in camera attribute.


- Lighting tools:

    . Instantly add light from your favourite render engine (Arnold, VRay and Redshift).


- Quick shading tools:

    . Add quick shader to selected object from your favourite render engine (Arnold, VRay and Redshift).



- Render layer tools:


    . Add most common or complex render layer. Basically it used to seperate FG, MG and BG for compositing.


- Object Render Stats tools:

    . Toggle your selected object render stats.


- Utilities

    . Common tools used to objects.


# System, API and availability

System:

  - Linux       [√]

  - Windows [√]

  - MacOS     [√]


API:

  - Python 2.7


Availability:

  - Maya (2018 - 2020)


# Installation:

- Extract "PrSfx" to some location. *For Windows, don't put it on "Program Files" or "Program Files  (x86)" some Windows Home user can't access that folder.

- Boot up your Maya. 

- Locate "prCLSRUinstall.py" from PrSfx/prsfxTools/Maya .

- Select your Maya shelve.

- Drag and drop "prCLSRUinstall.py" to Maya viewport.

- Click icon on the shelve.

- Ready to use.


# Interface



prsfx-tools [Maya Version]

Article / 22 April 2020

# Documentations (prsfx-tools for Maya)

#tba1

#tba2

*must read

https://prsfx.net/blog/pLz0/register-tool-and-migrate-tool-for-prsfx-tools-maya 

or

https://www.artstation.com/prsfx/blog/pLz0/register-tool-and-migrate-tool-for-prsfx-tools-maya


# Preview



# Minimum Requirements:

- Autodesk Maya (2018 - 2020)


# prsfx-tools (FT)

Author    : Prana Ronita

Website  : https://prsfx.net

Email      : prana.ronita@gmail.com | prsfx.net@gmail.com


# About

This is launcher for my tool development.


# System, API and availability

System:

  - Linux       [√]

  - Windows [√]

  - MacOS     [√]


API:

  - Python 2.7


Availability:

  - Maya (2018 - 2020)


# Installation:

- Extract "PrSfx" to some location. *For Windows, don't put it on "Program Files" or "Program Files  (x86)" some Windows Home user can't access that folder.

- Boot up your Maya. 

- Locate "prsfxToolsInstall.py" from PrSfx/prsfxTools/Maya .

- Select your Maya shelve.

- Drag and drop "prsfxToolsInstall.py" to Maya viewport.

- Click icon on the shelve.

- Ready to use.

or

- Drag and drop "prsfxToolsShelfSetup.py" to Maya viewport.

- Ready to use.


# Interface



# Details:

- Files Tab:


- Object Tab:


- Naming and Editor Tab:


Register Tool and Migrate Tool for prsfx-tools Maya

Article / 22 April 2020

# Register Tool

This is Register Tool. Each tool that I made include with this form. To get update from one of my tool. You need to register to your product. And this is your privilege.

# Information:

- path folder:

    Some module need to be place/force. You need to add your Maya version path to this field. 

- tools:

    Each time you launch from one of my tool. This form will automatically detect current plugins.

- your data:

    You email information and tool password will be use to get update from me.


# Note:

You only receive product information from "prsfx.tools@gmail.com". This email only doing this task.

For information and update tool, you will receive from "prsfx.net@gmail.com" or "prsfx.cloud@gmail.com".

PT version required registration to activate module and features.

You can skip this if you are using FT version if you want.


#

- This one of example if form can't detect your Maya folder. 


#

- After you finished filling the form. The modules will check and register your product. Which email you used and product tool will be inform to your email.


##########################################################################################################


# Migration Tool

- this is an example if one of the PT version product doesn't valid.


#

- and this is when key is valid and your workstation is registered.

Artist Playblast [Maya Version]

Article / 22 April 2020

# Documentations (Artist Playblast for Maya)

store 1 link

store 2 link


*must read

https://prsfx.net/blog/pLz0/register-tool-and-migrate-tool-for-prsfx-tools-maya 

or

https://www.artstation.com/prsfx/blog/pLz0/register-tool-and-migrate-tool-for-prsfx-tools-maya


# Preview


# Minimum Requirements:

- Autodesk Maya (2018 - 2020)


# Artist Playblast (FT)

Author    : Prana Ronita

Website  : https://prsfx.net

Email      : prana.ronita@gmail.com | prsfx.net@gmail.com


# About

Looking for custom playblast with custom artist name and project title?

Back in the day, I looked for custom playblast for previs or preview for supervisor/client/else.

I found it.. But, yea I hate to say "but.."

I can't add custom artist name. Sometime (many time?), artist work in different workstation. Or prolly my search suck.

Here you and it's free.. Feel free to donate...

Enjoy....


# System, API and availability

System:

  - Linux       [√]

  - Windows [√]

  - MacOS     [√]


API:

  - Python 2.7


Availability:

  - Maya (2018 - 2020)


# Installation:

- Extract "PrSfx" to some location. *For Windows, don't put it on "Program Files" or "Program Files  (x86)" some Windows Home user can't access that folder.

- Boot up your Maya. 

- Locate "artistPlayblastInstall.py" from PrSfx/prsfxTools/Maya .

- Select your Maya shelve.

- Drag and drop "artistPlayblastInstall.py" to Maya viewport.

- Click icon on the shelve.

- Ready to use.


# Interface


# Details:

- Camera Tab:


- Option Tab:


- Display Tab:


Dock Custom Tool Window for Maya by using *.ui file

Tutorial / 24 December 2019

# Maya Window Dock Example

    This example project is to create Maya tool. By binding *.ui file.

Example Window:



Example Dock:


## Why

    Binding *.ui file for the tool is way more faster. So by usin this method,

    I believe it will more faster.

    

    This method wasn't the right or wrong. But till now, this method is suit for me so damn well.


    There's no fully correct or bad method for programming/scripting.

    Which one is suit you well will cut timeline for development.


## About

    This feature added for Autodesk Maya 2017++


    By default. Most of your module for tool is placed on script folder

    or from maya version script version.


    Default Script Maya Folder:

        Windows10   :   username\Documents\maya\scripts


        MAC         :   $HOME/Library/Preferences/Autodesk/maya/scripts


        Linux       :   $HOME/maya/scripts


    So if you want add more control tools for different version, you can go to:

        Windows10   :   username\Documents\maya\mayaVERSION\scripts


    You can place "myMayaTool" folder to that location


See polygonTool.py for more detail.


## Note

    Basically we're just create 2 class for 2 window.

    The main core class is to build the function.

    And second class is to bind it with Maya window.

Example project: Maya Dock Tool Window



### Example Code

# -*- coding: utf-8 -*-


#-----------------------------------------------------------------------------------#


_PROJECTNAME_       =       "MayaDockWindow"
_AUTHOR_            =       "Prana Ronita / prsfx"
_TOOLFUNCTION_      =       "Create Polygon fron dropdown list nad open node editor."
_TOOLNAME_          =       "PTDW"
_TOOLVERSION_       =       "v0.0"


#-----------------------------------------------------------------------------------#


#How to use it?
    #In Maya script editor/shelf command tab, use:
'''
from myMayaTool import PolygonTool
PolygonTool.main()
'''


#-----------------------------------------------------------------------------------#


# import module
import os, sys
sys.dont_write_bytecode = True


# import tool name
import myMayaTool
import PolygonTool
reload(PolygonTool)


# import other/custom module
from config.LoDb import *
from config.LoDb import loadUiType
from config.LoDb import wrapinstance
''' You also can used default PySide2 or any other module here '''


from xml.etree import ElementTree as xml
from cStringIO import StringIO


# import maya module
from maya import mel as mel
from maya import cmds as cmds
from maya import OpenMayaUI as omui
from maya.app.general.mayaMixin import MayaQWidgetDockableMixin


#-----------------------------------------------------------------------------------#


# custom and function
''' get path '''
myPath              =   os.path.dirname(__file__)


''' get maya window '''
def mayaMainWindow():
    mainWindowPtr   =   omui.MQtUtil.mainWindow()
    return wrapinstance(long(mainWindowPtr), QtWidgets.QWidget)


''' check if it's Maya '''
def isMaya():
    try:
        cmds.about(batch=True)
        return True
    except ImportError:
        return False


#-----------------------------------------------------------------------------------#


# PolygonToolDockWindow ui file setup a.k.a. ptdw
''' look up for ui file '''
ptdw_form, ptdw_base    =   loadUiType(myPath + "/layout/ptdw_interface.ui")


# Maya mixin window tool name
''' naming your tool '''
PolygonToolDock_WindowName   =   "PTDW " + _TOOLVERSION_


# ptdw window class
class ptdwUI(ptdw_form, ptdw_base):
    def __init__(self, parent=None):
        super(ptdwUI, self).__init__(parent)
        self.setupUi(self)

        #show status bar message
        self.statusbar.showMessage("Hi, I'm PTDW " + _TOOLVERSION_)
        #set node editor icon

        neIco = QIcon(myPath + "/icon/nodeEditor_icon.png")
        self.nodeEditor_pbttn.setIcon(neIco)

        #_INPUT_METHOD_#
        ''' this section is to input your method before signal it to Maya '''
        # create polygon fromlist
        self.createPoly_pbttn.clicked.connect(self.__createPolyFromList)
        # show node editor
        self.nodeEditor_pbttn.clicked.connect(self.__showNodeEditor)




    #_OUTPUT_METHOD_#
    ''' output function from input method '''
    # create polygon fromlist
    def __createPolyFromList(self, *args):
        # first, let's assign our combo box
        polyList = self.polygonList_cmbbx.currentText()
        '''
        you also can use .currentIndex() if that suit you
        '''
        if polyList == "Sphere":
            #do this
            cmds.polySphere()
        elif polyList == "Cube":
            #do this
            cmds.polyCube()
        elif polyList == "Cylinder":
            #do this
            cmds.polyCylinder()
        elif polyList == "Cone":
            #do this
            cmds.polyCone()
        else:
            #give warning message
            cmds.warning("There's no such thing like that.")


    def __showNodeEditor(self, *args):
        mel.eval("NodeEditorWindow;")


    def closeEvent(self, *args):
        self.parent().close()


#-----------------------------------------------------------------------------------#


''' Okay, so now we want to able to dock it inside maya window '''
# ptdw mixin class
class ptdwMixinDock(MayaQWidgetDockableMixin, PolygonTool.ptdwUI):
    ''' mixinWindowName(MayaQWidgetDockableMixin, TooName.ToolUIname) '''


    ptdw_toolName = PolygonToolDock_WindowName


    def __init__(self, parent=None):
        # create delete instances
        self.deleteInstances()


        super(ptdwMixinDock, self).__init__(parent)


        # get maya window
        mayaMainWindow()
        # set window name
        self.setWindowTitle(PolygonToolDock_WindowName)
        # set window flags
        self.setWindowFlags(QtCore.Qt.Window)
        # delete the pointer when widget closed
        self.setAttribute(QtCore.Qt.WA_DeleteOnClose)






    # trigger close event
    def dockCloseEventTriggered(self, *args):
        self.deleteInstances()


    # delete instances
    def deleteInstances(self, *args):
        for obj in mayaMainWindow().children():
            if str(type(obj)) == ptdwMixinDock:
                if obj.widget().objectName() == self.__class__.ptdw_toolName:
                    print 'Deleting instance {0}'.format(obj)
                    mayaMainWindow().removeDockWidget(obj)
                    obj.setParent(None)
                    obj.deleteLater()


    # delete control workspace
    def deleteControl(self, control):
        if cmds.workspaceControl(control, q=True, exists=True):
            cmds.workspaceControl(control, e=True, close=True)
            cmds.deleteUI(control, control=True)


    # now set how to run it
    def run(self):
        self.setObjectName(PolygonToolDock_WindowName)
        workspaceControlName = self.objectName() + "WorkspaceControl"
        self.deleteControl(workspaceControlName)
        self.show(dockable=True, floating=True)
        # raise window to top
        self.raise_()


#-----------------------------------------------------------------------------------#


''' do right here to launch the UI '''
def launch():
    # let's import about log from function folder
    import function.aboutPolygonTool as abpt

    abpt.about()
    ptdwMixinWindow = ptdwMixinDock()
    ptdwMixinWindow.run()

    return ptdwMixinWindow


def main(*args, **kwargs):
    if PolygonTool.isMaya():
        launchPTDW = launch()
    return launchPTDW


if __name__ == "__main__":
    with PolygonTool.app():
        PolygonTool.main()

So there you go. Build HUGE interface might be pain in the ass. For me, this is way more faster and suit me.


Good luck...

Don't ask your "parent", though....