Artist Playblast [Maya Version]

Article / 22 April 2020

# Documentations (Artist Playblast for Maya)

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*must read 


# Preview

# Minimum Requirements:

- Autodesk Maya (2018 - 2020)

# Artist Playblast (FT)

Author    : Prana Ronita

Website  :

Email      : |

# 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...


# System, API and availability


  - Linux       [√]

  - Windows [√]

  - MacOS     [√]


  - Python 2.7


  - 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 "" from PrSfx/prsfxTools/Maya .

- Select your Maya shelve.

- Drag and drop "" 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 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


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

# import tool name
import myMayaTool
import 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 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():
        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)

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

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

        ''' this section is to input your method before signal it to Maya '''
        # create polygon fromlist
        # show node editor

    ''' 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
        elif polyList == "Cube":
            #do this
        elif polyList == "Cylinder":
            #do this
        elif polyList == "Cone":
            #do this
            #give warning message
            cmds.warning("There's no such thing like that.")

    def __showNodeEditor(self, *args):

    def closeEvent(self, *args):


''' 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

        super(ptdwMixinDock, self).__init__(parent)

        # get maya window
        # set window name
        # set window flags
        # delete the pointer when widget closed

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

    # 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)

    # 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):
        workspaceControlName = self.objectName() + "WorkspaceControl"
        self.deleteControl(workspaceControlName), floating=True)
        # raise window to top


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

    ptdwMixinWindow = ptdwMixinDock()

    return ptdwMixinWindow

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

if __name__ == "__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....