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I like incremental saves but one thing I don’t like about Maya’s incremental save is that your renders still comes out with the basename of the original file. Instead of file01.exr, you get file.exr for all increments. I like to keep my older renders around to see the progress or potentially roll back to a previous iteration so I wrote a new incremental save that increases the end number by 1 and saves that new file. Save this to your shelf and use it any time you want a new incremental save with a higher number and any new renders will have the number appended to the name:
string $filenamer = `file -q -sn`;
string $filenamerBn = `basename $filenamer ""`;
tokenize $filenamerBn "." $bufferN;
string $noSuffixed = `match ".*[^0-9]" $bufferN`;
int $numericSuffix = `match "[0-9]+$" $bufferN`;
int $newNum = ($numericSuffix + 1);
string $padded = `python ("'%02d' % "+$newNum)`;
file -rn ($noSuffixed + $padded);
file -f -save;
Important: the script assumes that your file name has no extra periods in it and that the two end numbers are the only numerals in the name – for example: dabbiedoobie03.ma or Gabbie_Googoo_24.mb are fine.
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I am just moving my work to a new Lacie 2big Thunderbolt enclosure and wanted to save myself annoying task of migrating all my existing work to link to the new disk in place of my old one. There are nice utilities like FileTextureManager for Maya and Nuke has a find/replace that do this on a per-scene basis but this seemed slow since I would be doing the exact same replacement for all future files.
So I made an Automator workflow that reads plain text files and substitutes my “dullard/WORK_mbp” path in the file with “lackey/WORK” and then creates a new file next to the old one so nothing is clobbered. Since Maya ASCII and Nuke files are plain text, the script can use the Unix utils awk and sed as if it were just working on a big (and quite boring) essay.
See it in action:
Grab the Automator workflow here. Obviously, you’ll need to edit the workflow in Automator to substitute your paths instead of mine:
The text between the % are the find and replace terms. The script doesn’t overwrite any files but just for the sake of legalese, it comes with no guarantees.
So, I have this shell script “hammeroutimages” that sends an image to Nuke for batch processing with all my .cube LUTs for a quick image treatment gallery and I have been wanting to make it an Automator action. But then I thought “I have all these one-off shell things that I do on files—why not just make the command itself a variable with input?” So I found out how to do that with a combination of existing Automator know-how with this handy tip, which shows how to pass multiple variables to an Automator workflow for use in a shell script. And I made this bad boy:
What does it do? Anything you throw at it, actually:
If you want an explanation of how it works, read the linked post above. Basically, it takes your text input and assigns it to variable $1 (this is the command) and variable $2 is your file so it sends those to echo and makes a shell script that the Terminal then opens it in Terminal.app. I could have it do it sans file but I like to see the output for some commands in a window.
Open the Automator file and change the default command to something you do often and you’ll also probably want to change the script file path to something other than your desktop.
You could probably edit the Automator workflow to use selected text as an input so that you could use something like awk in your text or HTML editor. That might get a little hairy with encapsulation of stuff though, so I’m not positive how well it would work for deep text scripting. Anyway, I hope you get some use out of it.
Just did a few fixes and small additions to V-Ray Tuner. Changelog lady:Tumblr is all bunged up so read the changelog on the Creative Crash page.
I was doing some work yesterday and discovered that, if you try to use GoP to send a rigged/skinned mesh to Photoshop from Maya 2014, PS won’t be able to open the file. In the last version of GoP, I switched the export format to COLLADA (.dae) to get camera support so I’ve updated version 2.1 to include the option to send OBJs if you need to – OBJ will work in these skinned-mesh cases. Just keep in mind that OBJ doesn’t support cameras so you can’t use it for workflows like this:
Here’s the download link for GoP.
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V-Ray Tuner 3.4.1 posted for download. There’s not too much new here but there’s an important fix for the Optimize button script for Maya 2014. Maya 2014 has a bug that returns the wrong number for RAM amount for “memory -phy” so, if you’re running 2014, the script asks you to enter your memory amount in GB. Otherwise, the only other new addition is that I’ve added Point Light support to per-light render script.
Michael Comet’s Pose Deformer Mac Maya 2014 build can be downloaded here. I am using the latest updated source that David Johnson has tweaked to fix an issue with compiles on 2014. The Windows version is available on his djx blog here. I’m bundling the Python version of the Pose Reader plug-in but it seems to have an issue where it complains about a missing connection but everything works fine. I’m looking into it.
This is not a huge update to V-Ray Tuner but it brings a few fixes and features that affect various things. Here’s 3.4 changelog:
I do a lot of composites of similar images or render passes, so I like to have the document name as the layer name so it’s clear which document was used for the layer. I don’t know much about scripting Photoshop but I managed to piece together a very basic AppleScript to do exactly that, so grab it here if you want to:
The original AppleScript is here: Rename Front Doc with Document Name AppleScript.
Here it is in action:
I use this script so often that I ended up putting the script into an iKey hotkey so I don’t need to the AppleScript Editor to run it manually. I highly recommend iKey if you want a keyboard automation app for OS X. I also used it to map command-shift-z to command-y for Nuke’s redo function and it does a bunch of other auto-typing stuff for me.
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Yesterday, I plugged (nyuk) iDeform, Ingo Clemens’ free Maya plug-in for real-time displacement previewing. If you look around Ingo’s blog, you’ll find a bunch of other great scripts and plug-ins and iCollide definitely warrants a mention. It’s basically L3Deformer’s collision deformer for free:
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