Maya created controls dev log
describe the wrapping of an existing mel plugin, and the issues i ran in.
First I created a repo from the Maya plugin template
I wrote a README and added credits and image, before testing the code.
I assumed it would work since it was released.
Then I realized I should test it first. So I follow the instructions and find out there are some bugs in the code. I fix the bugs
- Y & Z procs are just copy pasted from X, but not renamed
- there is some clipping in the UI
- When I try run it from python or using
source
in mel, i notice the non global procs don’t work. I convert them to global. - When I add the file in the maya script path, and run it from mel with the script name, it doesn’t work because there’s a
.
in the name. convert this to_
fixes that.
I now have the plugin working and it can be run from a command.
And this mel code runs the script if directly under a Mayascripts
folder
I hook the mel script up to a python plugin with maya.mel.eval()
.
But I realize I have 2 files, and a Maya plugin only supports a single Python file.
So let’s convert this package to a Maya module.
I use my Maya module template to make a new repo.
After hooking up my module to maya with a local env var edit to add the path to MAYA_MODULE_PATH
, the plugin shows in maya, adds a menu entry. And clicking it launches the tool.
But the icons are missing, and the fbx-es dont spawn when clicked.
Something is wrong with the path.
Turns out the mod file env var was not correctly set.
now works and launches. packaging done.
Backlinks¶
- Maya created controls
- see Maya created controls - dev log
this is a Maya module, not just a plugin
- see Maya created controls - dev log