View Full Version : Tweak for Maya

03 March 2003, 09:04 PM
Due to the constant begging of King_Mob on the #cgtalk channel, I created tweak mode for maya. This is similar to the tweak mode for Wings 3D ( . This was a break from my normally scheduled Hair project, but a couple things from this simple little tool will work it's way back into my big project. Enjoy

It's linux only right now, but it's BSD Licensed, so do what you will with it. If you do port it (and I'm sure someone will) let me know. I'll go ahead and host it on my page.

Tweak for Maya (

Oh, and in my on-going effort to pimp myself, I am looking for work. So if anybody out there is hiring, feel free to look me up (my email is in my profile).

03 March 2003, 09:14 PM
Someone compile it for windows please :bounce: , i cant wait!!

Taos you rock! :buttrock:

03 March 2003, 09:22 PM
Forgot to mention something. I still don't have an icon for this thing on the shelf, so here's a little mini competition. Post your 32x32 icon here, and I'll pick one and put it in the plugin.

I don't have any prizes to give away, but um... I'll buy the winner a beer if we ever meet. Provided you're of legal drinking age. :)

03 March 2003, 09:28 PM
ummmm sounds cool.....but what does it do exactly?

03 March 2003, 09:41 PM
yeah, i've never used wings, what's the tweak node do?

03 March 2003, 09:42 PM
iin lightwave its called Dragnet

In XSI its Move points tool

Its basicly a tool that enables you to move points around without selecting them. Its a huge timesaver and speeds up your modelling workflow incredibly.

You guys can dl wings and check it out also ;)


03 March 2003, 10:26 PM
Did someone say beer?

03 March 2003, 10:30 PM
Iīm using "Preferences/ Selection/ Click Drag Select" configuration and itīs working just as you said about Dragnet, Sheep Factory.
Iīve also shown it to one hardcore LW user who was asking for dragnet version in Maya and he was quite surprised.

03 March 2003, 10:40 PM
dmcgrath: looks good.

syntetik: that's very similar to what I made with magnet mode off. (something feels slightly odd about it though.. I can't quite place it). The magnet ability is the big part of this. It really helps out on dense mesh's where you need to move a bunch of points at the same time.

03 March 2003, 10:41 PM
click drag select does not have the magnet falloff function though.

<edit> taos beat me to it :)

03 March 2003, 10:44 PM
oh, well :p

03 March 2003, 02:58 AM
ahh cool, cool!

so this is proportional modification (aka max' soft select, wings' magnet) right?

if so, i best stop the non-api propMod tool im currently working on!

someone, _please_ compile for NT, please! :)

ahh, yeah, it obviously is just this!

oh god, please, someone. else im learning api.

03 March 2003, 03:48 AM
Well tho I do not have it for NT yet I will do a premature

:bowdown: :bowdown: :bowdown:

Someone port this quick!!!

Taos you da man! someone hire him!

03 March 2003, 03:57 AM
There's king. Thank you king, hopefully someone will be kind enough to compile it for windows. Shouldn't be difficult at all. Doesn't require any external libraries and avoids gcc specific features (a trap I've fallen into on my hair project).

Little side note. I found a nasty little bug (a decrement counter went too far) that was causing maya to crash when working with flat surfaces (why only flat surfaces, I don't know. Go figure). I've fixed it and put it up on the site. If you have already downloaded this, please go download it again.

03 March 2003, 04:28 AM
I will talk to my Animation Systems Specialist buddy tomorrow morning. I am almost certain he will compile it to Windows for us all. :)


03 March 2003, 04:48 AM
Originally posted by bentllama
I will talk to my Animation Systems Specialist buddy tomorrow morning. I am almost certain he will compile it to Windows for us all. :)


:bounce: Ahhh!! Talk to him please don't forget:p

03 March 2003, 07:54 AM
ohh, merry merry! forget christmas, no need for it now!

very appreciative Taos, bentllama (+buddy), and kingMob (for the instance!).

a suggestion for development - something i was jigging into my setup is to be able to exclude pnts from the transformation, even if they are in range. very, very handy. and fall off feedback, interactive for a drag. v.easy to implement that: if not in api, easy enuf w a draggerContext and a circle (can send you mel if your interested). another thing i was playing at was modificatn w or w/o depth ... whether transformations to pnts are only those on the surface/superficial (from origin drag pnt) or goes skin deep to all pnts w/i dropoff range regardless or topology.

cheers, ahhh, i think this befits an emitocon :beer:

03 March 2003, 10:42 AM
*bump until it gets compiled* :blush:

03 March 2003, 01:56 PM
my boss just wanted to compile it but unfortunately he told me that there were used a lot of win32 keywords in there and he does not have the time to fix that right away..


maybe later


03 March 2003, 02:54 PM
'nother stupid little fix. Who do I have to kill to get a smooth launch of this plugin?

alexx: If you would be so kind, could you get your boss to email me with the words I should avoid? I need to learn that anyways since most of my stuff will be ported to windows in it's lifetime. Or even better, just have him send me the compile errors straight out of VC++.

03 March 2003, 07:55 PM
it is quite tricky getting my boss by hand..
maybe someone else can jump in and compile it..

i will try to ask him tomorrow to send the error log at least..
but that is definitely something i can not ensure :(


taos: THANX a lot for sharing that plugin with us..
i appreciate that a lot.



03 March 2003, 08:20 PM
that's a great addition to maya's tool set

and now we need someone to recode the bevel functions of wings3d (it's on sourceforge) and maya's poly set will be more than complete for my taste

03 March 2003, 10:19 PM
Cool work! :applause:

ps. i second the need of a *working* bevel tool...


03 March 2003, 10:49 PM
stunndman, TF:
I looked at the maya bevel vs. the wings bevel and I don't see too much difference. Although, I don't use bevel that much. If it's just the flow of the interface, something could probably be hacked up in mel pretty easily. What is it you desire? Give me a good description and I might take a look at it.

For those of you that download and use this, please, do not hesitate to suggest improvements. One thing I already want to fix is the lack of undo and the vert selection function could use a little tweaking to behave more to my taste.

Consider it a critique of C++ :)

03 March 2003, 11:23 PM
Originally posted by Taos
stunndman, TF:
I looked at the maya bevel vs. the wings bevel and I don't see too much difference. Although, I don't use bevel that much. If it's just the flow of the interface, something could probably be hacked up in mel pretty easily. What is it you desire? Give me a good description and I might take a look at it.

windgs3d bevel just seems to work - hard to say - e.g. maya's bevel tool does not evenly space the bevel along a simple stepped edge (create a cube - extrude a face and inset it a few times so you get a stepped edge)

i can post an image showing the difference if my explanation isn't clear

anther thing i just realised is that when i inset a surface with wings3d it does keep an even spacing to the surrounding edges (unlike maya which does scale it proportionally) - a nice feature that can speed up modelling too

i just seem to fall in love with wings3d for poly modelling - wtf

03 March 2003, 11:26 PM
guy I know to compile it is out of the office today...maybe tomorrow...

:cry: :cry: :cry:

03 March 2003, 11:55 PM
mayas bevel makes a mess...plain and simple.

wings is a very clean bevel..and is you said it just works.

llama: taht would be awesome if you could, I hope he is in there tomorrow for sure!!!

03 March 2003, 12:13 AM
Why not send it to alias see if they will do it and maybe include it in version 5 who knows it a long shot but hey its worth a try.

03 March 2003, 01:41 AM
the problem is that maya's bevel adds a lot of extra edges if you try to bevel edge loops that are not straight. (which is the case most of the time)

you have to delete the extra edges and merge the vertices by hand, which is a real pain and a major showstopper!! :thumbsdow

it seems only to work ok on edge borders (ie. a cube)

would be cool to give maya the new modeling "wings" it deserves!


03 March 2003, 01:44 AM
MAYA BEVEL: yes I found it too almost useless. First I thought it could help me with preparing edges of low polys before subdividing, but I have to use Split Polygon T. to make it, cause that Bevel just canīt be used :thumbsdow

03 March 2003, 02:53 AM
well, looks like I know what I'm doing during my next break from the hair project. If you haven't noticed, I'm also working on a pretty major hair plugin. This tweak tool was something just to give me a little break for a week. Wrote a nifty little data structure (K-d tree) for it that I will use in the hair plugin too. So, I will work on the hair project for a few more weeks and then take a look at this bevel issue.

Probably the best way to go about it is to post some maya files that I can test out on and as a specific example for me to look at.

Kabab: That's one of the reasons I release my stuff as BSD licensed -- So A|W can incorporate it if they want. I'd like to know if they do this. 1) so I can beg them for a job and 2) just to give me a warm fuzzy feeling. It also prevents any legal hassles with prospective employers if they wish to use the plugin for their purpose.

03 March 2003, 03:14 AM
Your hair plugin looks really great!
And thanks for releasing the tweak tool, of course!

keep the good code flowing! :buttrock:


03 March 2003, 05:17 PM
*bump* Where is our windows version ? :cry:

03 March 2003, 08:23 AM
talked with my coding homeboy this morning. he is very busy, but said he would take a peek at it.

I will update you all tomorrow...

...and stop crying Ali, that is just sad. :p


03 March 2003, 08:42 PM

Well its tomorrow here already....where is da tweak? :)

Soeren Nielsen
03 March 2003, 03:26 AM
/me gives Sheep a bucket :P

03 March 2003, 03:49 AM
I'm walking someone through compiling it by way of ICQ right now. VC++ sucks by itself. Doing it this way is just painful. (what is the deal with these compile errors? Is the VC++ compiler really that bad?)

03 March 2003, 04:43 AM
my colleague said he would look at it today. a busy man.

if you don't get it compiled by the person you are talking with in ICQ, let me know Taos...I will try to make it worth my colleagues time to do him lunch or something... :)

03 March 2003, 07:09 AM
Taos is now officially part of the Promise Production team. Welcome, Taos! :D

You better stick with us after you get hired at some fancy new job. ;)

03 March 2003, 12:13 PM

I've tried to compile it in linux (RedHat 8.0) for Maya 4.5, but it doesn't compile... maybe because it's RedHat 8.0...

Can anyone upload the plugin compiled for Maya 4.5?

Thanks in advance.

Btw, your hair pluggin rocks!!

03 March 2003, 02:22 PM
Got it compiled for NT with 4.5 as a payback for nice people answering my questions, but since I'm not really sure what it's for I don't know if it's working or not. I select a poly surface and then enter the command setToolTo tweakContext; and get back Error Object not found: tweakContext.

I'll try to get back to it a little later today, but please let me know if I'm doing something wrong procedurally with the command.


S. J. Tubbrit
03 March 2003, 02:32 PM
Have you put both the melscripts inside your scripts folder?

03 March 2003, 02:46 PM
setToolTo `tweakContext`

The backticks are very important. tweakContext is actually a command, not an object. I reccomend attaching this to a key so you can get to it quickly. How you actually use it is up to the user. Can you send me the VC++ project please? That will help me out immensely.

Oh, and the mel files are really nothing more than the interface stuff.

03 March 2003, 11:56 PM
Thanks, I was using the wrong tick. It works! Pretty cool!

I'm posting the tar with the binary, my makefile, and a readme for the changes. Let me know when you have it so I can remove the web page.

03 March 2003, 12:33 AM
hmmm, i'm getting some odd behaviour with the plugin - there's no manipulator showing up and i can't seem to decide what part of my mesh gets deformed

and i get this error message when i open the tool's options

// Error: file: .../scripts/tweakContextProperties.mel line 42: Object's name is not unique: tweakLayout //

ps: i'm using it on a fresh poly plane - selecting a vertex in the middle - then using the setToolTo `tweakContext`; command - now when i drag in the viewport it goes quite wild - and everytime i drag a different vertex gets moved

sometimes though i can see how it uses the falloff

03 March 2003, 12:53 AM
hehe same here stunndman!

03 March 2003, 01:00 AM
omg, it works, history must be turned on

kickass - now i'm only missing a manipulator that allows me to restrict the movement to an axis - and an undo functionality is missing too

and now it crashed maya (i'll try to reproduce it and post the pattern if i find any)

anyway, great job Taos

03 March 2003, 01:54 AM
My history is on and it still goes psycho for me hehe

Are you starting in component or object mode? How are you using it?

And yeah Maya randomly seems to vanish while using it. Hehe this is fun even though it's not finished for windows yet!

03 March 2003, 02:00 AM
Working pretty good so far here - thanks Taos & sbp :beer:

Now all we need is an interactive adjustment for the magnet radius (ala clay dough)...


03 March 2003, 02:21 AM
Is the vanishing/crashing Maya happening in Linux? I can kind of reproduce it in NT.


03 March 2003, 02:28 AM
on Windows 2000 over here

03 March 2003, 02:31 AM
Jozvex did you freeze if you scaled object?

you can put "ToolSettingsWindow" in hotkey content for
auto open tool window.. or even better tie radius another way..

Big thanks Taos and sbp and bentllama..

sbp I still cant got it to crash.. can u tell me the pattern?

03 March 2003, 03:13 AM
Roughly, If I reload a scene after tweaking a surface, if I activate the tool from the toolbox Maya vanishes.

I had to make a specific change since there are a couple of things you can do in gcc you can't do in microsoft. Since the result should have been the same I don't think it caused a problem, but I'm doing a little code diving to find out. It shouldn't take too long to get sorted out.

03 March 2003, 04:29 AM
I'm using 2000 too (SP3).

Ok, I've been using a poly sphere each time to test the Tweak on. I type:

setToolTo `tweakContext`;

Which works. I then click and drag on the sphere and it works........sorta.

Even if I only drag a tiny bit the Tweak amount is huge! And then, trying to Tweak an area that's already been Tweaked doesn't work, it just moves that same area again.

Opening the Tool Settings the normal way produces this error:

// Error: Cannot find procedure "tweakContextProperties". //
// Error: Cannot find procedure "tweakContextValues". //

But opening it with the command:


Gives me a blank button.

03 March 2003, 04:34 AM
get the original linux distribution (link in first post) and extract the two mel scripts - they are needed for the tool's options to show up - then you can adjust the radius and some other settings

03 March 2003, 04:50 AM
I'll load up maya in the debugger and see if I can recreate that bug. This is surely a problem with my code (unless sbp changed something odd). In the meanwhile...

Jozvex: your scripts are messed up somehow. Make sure your script path isn't fubar. For the amount it's moving, what is your units set to?

Thank you all for your comments on this. I'm working on the odd selection mechinism first, then I'll tackle undo.

Right now, the selection of which vertex you move is the one that is closest to the cursor whose normal is facing forward. The normal is where the problem is. Bad decision on my part. Instead, I need to make it so it looks for a face neighboring the vertex is facing forward. If you don't follow, just expect that to change a little.

I have some stuff to finish up tonight with the hair plugin and I'll get on the issues here.

sbp, take a look at the code and see if you can figure out the crash. But please send me the changes to the code you made. That will make it easier on me so I don't have to find someone to recompile it every time I release a new version. I've sent you my email address in a private message.

03 March 2003, 05:56 AM
Right, I've now downloaded the two scripts and the Tool Settings work. But it still reacts really crazily when I try to use it.

The image I've attached shows what happened to my poly plane with only a few slight mouse drags.

My scale is in centimetres but I tried changing to metres and it didn't seem to affect anything.

03 March 2003, 07:13 AM
heh, cool! :)

whilst i prefer to tweak in screen, and love the absence of manipulator, it would definitely be a good option to be able to use one for doing 'precision work' in wrld/obj (mm, not soo tweaky, but want the prop fall-off). this will require anchoring to mesh, or world, tho i guess?

speed is a bit worrying...i really start to chug after about 2.5k polys. is this the case on 'nix? my scripted setup feels this ~8k.

very promising! keep at it.

much appreciation.

03 March 2003, 07:28 AM
Hi all

I just caught up with this tread
Taos your hair plug-in look interesting!!

For a you who hate the bevel tool ... i agree

I sent this thread to my buddy at AW he's now the Maya Games Product Manager

So all your words just went to the right guy

By the way the code for the bevel is old they rewrote the poly architecture in 3.0 but never the bevel tool

03 March 2003, 12:03 PM
Fixed the problem I was seeing. Site has update.

Taos - I'll get the diffs over to you later today.

03 March 2003, 03:38 PM
Bambam: hey thanks! :)

wrend: I suspected it would do that. I'm on a fairly slow machine and started to notice it chugging around 5k polys or so. What part of the process seems slow for you? Selection? Dragging?

Jozvex: I have *no* idea what is causing that. Truely bizzare.

03 March 2003, 06:48 PM
Good to know you guys got it compiled for NT!

thanks Taos and sbp!

time to go test it out...

03 March 2003, 07:53 PM
lag for both phases im afraid, meeting to the initial drag, and dragging itself, they are very similar in times actually. i find the lag unusable on 70^2 divided plane on a p3 1gigHz. depens on radius, and how many polys w/i that range, obviously.

lots of 'sporadic' crashes, post tool usage also.
might be effecting face selection post tool use.

selection is sporadically upredictable, drag point is displaced from the cursor position (i suspect this is what jozvex is experiencing too?)

noticed you cant have stuff selected in channelBox inputs prior to initiation.

keep at it man, will be a great tool! the community will consecrate you!

03 March 2003, 08:29 PM
1. To declare or set apart as sacred

I had to look that up because it's not a word in my daily use. I don't really see myself as any type of diety, but if you all want to send me your money/food/women, go right ahead :)

Anyways, I just posted 0.2 on the little site for it. This improves the selection issues that some have noticed (including myself). I described the change in an earlier post if you're interested.

Thanks for the issues you have all posted. Keep them coming. This is one of those little tools that is so dependent on personal preference and what makes the tool feel "right" to the user. I'll get on those speed issues too. Unfortunately, I see it slowing down a little because I will be adding the undo capability in the next revision.

Can you describe those post tool crashes? I keep coming across little crashes myself, and fix them as I get to them, but I won't catch them all.

Give me your feedback on this new selection function I wrote and if it feels better to you all. I've emailed sbp to do a quick recompile for you.

Oh, and if someone with Maya 4.5 on redhat 7.3 or 7.2 could compile this and send me after it is done, please private message me. There are a lot of people on RedHat 8.0 that can't compile it because of the new version of gcc on their machines. I am only using Maya 4.0 here, so I can't get them a precompiled version.

Back to emacs

03 March 2003, 08:32 PM
just noticed a whole stack of tweakContexts laying about, due to the continued calling of the tweakContext creating them. thought that was a little strange initially. may explain some of the crashing?

any problems w going about it like this?

if (!tweakContext -ex tweakContext1) tweakContext;
setToolTo tweakContext1;

ensuring only one tool context created.

you might have assumed people would do something similar to this anyway?

03 March 2003, 09:26 PM
good point. Probably the better way to do it. I haven't really done anything on the mel side of this, so yeah.

03 March 2003, 08:37 AM
Originally posted by wrend
just noticed a whole stack of tweakContexts laying about, due to the continued calling of the tweakContext creating them. thought that was a little strange initially. may explain some of the crashing?

any problems w going about it like this?

if (!tweakContext -ex tweakContext1) tweakContext;
setToolTo tweakContext1;

ensuring only one tool context created.

you might have assumed people would do something similar to this anyway?

it was crashing like an epileptic race car driver for me...had to delete pluginPrefs to get Maya back up again...

03 March 2003, 10:58 PM
this is still cooking, aint it baby?

sbp - you had a chance to compile's taos' latest selection modifications?

keep it cooking!


03 March 2003, 11:17 PM
Yeah, I'm still going. I've downshifted back to my hair project for a few days. I'll probably add undo support later this week. Or when my hair plugin otherwise drives me nuts. :)

Right now I have the attention span of a 2 year old.

03 March 2003, 02:39 AM
good good!
in your good time my good man! :)

03 March 2003, 12:07 PM
thanks for the plugin it's great!

03 March 2003, 04:52 PM
how do you install this script? i get 3 files....makefile, readme, and tweak.mll.....the former 2 files do not have any extensions

03 March 2003, 05:05 PM
..and can anyone post a link to the 'definative' or latest version of this cool thing??


03 March 2003, 05:21 PM
The link on my page is still the most recent. I haven't done anything with this recently because I have a ton of stuff on my plate right now. However, I am using it for my challenge entry, so I've come across some problems I would like to improve. Maybe I'll update it some in the next week or two.

The windows version you have downloaded is the most recent version

I have noticed a couple bugs too. Someone posted a complaint that it seemed the tool was moving random verticies. I've figured out that you need to freeze transformations before you use this tool. I know how to fix it though, so I'll look into fixing that. I did get it to crash a couple times too, but I didn't have my debugger open, so I didn't catch what caused the crash.

2byts: it's not a script, it's a plugin. Check the instructions I have provided on the link below.

Oh, and your link (
I have uploaded the windows version that includes everything you need. Just follow the instructions there

03 March 2003, 05:49 PM
Thanks for that...

neat-O-cool ! ! !

04 April 2003, 02:55 PM
I hate to do this, or maybe I'm happy about it, but I have to give up development of this project to someone else. I was recently hired, so I need to cut back some of the public projects I work on. Since this is the lowest priority of my personal projects, I'm ready to hand it off to someone else, or even a team. I'll still be available to port it to Linux if the resulting group needs it, but I just cant spend any more development time on it.

sbp has done some work on it already and is familiar with the code, so I nominate him, or maybe there's someone else out there that wants to learn Maya development. It's up to you all who takes over the lead, discuss amongst yourselves.

05 May 2003, 09:16 PM
I'm not getting functionality that's even close to Wings3D tweak. In Wings3D as you mouse over a vert, edge, face these elements are highlighted so you know what you will be editing.

Is there a way to achieve this effect with this plug in?


05 May 2003, 10:23 AM
I hope this thread does not die. I found this really usefull for making blend shapes for my character and was hoping someone would finish it. If i knew how to do it i would. Thanx a ton Taos for all that u've done. U rock. Cheers - Modi.

05 May 2003, 10:50 AM
It doesn't seem to work on Maya 5. Has anyone got this to work in Maya 5 yet?

05 May 2003, 09:13 AM
Well, Iīm quite impressed with this plugin, itīs great. Iīm not sure if this is a bug or not but, the tool works great with a new scene and retouching a newly created object but, If I want to retouch an existing object (one I had before), plugin doesnīt seem to work at all. I tried to delete history and zeroed transformations but nothing happens either.

Any advises?

05 May 2003, 03:01 PM
Yeah, it needs to be recompiled for Maya 5. I, however, do not have access to Maya 5, so I can't do this. I'm sure someone with the needed tools can re-compile it at some point.

npearson: the functionality is the same, the difference is the interface. That is really what this plugin needs, but since I was recently hired, I don't have time to work on this project anymore. Instead, I need to concentrate my free time on my hair research and devote a little time to Liquid.

It is open source, after all, so anybody can add changes to it. It's a good learning project for anyone looking to get into maya programming. I would be glad to help them out, but I don't have the time to lead the project anymore.

05 May 2003, 01:50 AM
haha last thing I read about this was that you couldnt get it ported to nt..nwo I see it is and I love it man...great wok are the MAN!

Now make a good maya bevel and I'll really kiss your ass :beer:

05 May 2003, 02:16 AM
Are you coming on to me?

05 May 2003, 02:31 AM


but not really.

06 June 2003, 08:16 PM
awsome tool but i can't seem to get the magnet option to work. No matter what I do in the tool settings. (I've got history on)

windows xp maya 4.5:hmm:

06 June 2003, 10:21 AM
no maya 5 yet? this tool is so great with this and mj poly tools wings 3d is...not as great. i guess we gotta keep checking back here until someone who knows what there doing can compile for maya5.

06 June 2003, 09:54 PM
J.C.: wouldn't know what's happening to you with out a little better explination. I think you have to turn history off though.

Levitate: I don't have maya 5 yet (at home or at work). I should have it on my machine at work pretty soon, so I'll at least be able to get a windows compile out for you.

I'm suprised nobody has picked this tool up yet. I don't have time to add any of the new features everybody wants.. I'm just too busy with my hair project these days. It's a great project for someone looking to get into a little maya programming since the framework is all there for you.

06 June 2003, 11:11 PM
Taos, your the best. i have both books on mel "complete maya programming" maya animators, but i have just thumbed through them recently so busy at work. i wish i knew this so i could help you.

06 June 2003, 11:21 AM
I tryied it in Maya 4.01 WinXP, but it doesnīt work. So is it just for Maya 4.5?

06 June 2003, 06:41 PM
"J.C.: wouldn't know what's happening to you with out a little better explination. I think you have to turn history off though."

Seems like i it may be conficting with some other scripts i have loaded perhaps. I've used it on a clean install of Maya 4.5 and it works great!

Ive been asking for this type of script (magnets) in maya for a year and a half now and its great to see someone actually creating a script that works very much like the one in Wings and Mirai. Great Job Taos.

07 July 2003, 06:31 PM
I've talked with the our tools programer over here. He said when he gets some time he'll take a look at it, however, It's crunch time on our game so it might be a while. (fingers crossed).

Has anyone made any developements on this script. I would be a shame to let it go at this point.

At the very least lets get "undo" support.

07 July 2003, 05:41 AM
Cool. Thanks J. Clayton... fact I might even know the programmer you talked with...I have a few friends and former colleagues at MS SLC... will be nice to see this get an undo feature!

07 July 2003, 03:10 AM
my friend is recompiling it right now. for maya 5. he got it recompiled for maya 5 for linux last night. he said he emailed the guys who got this working. i dont know anything about C++ but he said he needed source code or seomthing for him to beable to get it working on maya 5 under windows. does that make sense? so he said he is just waiting on them people to email him back. he said he checked some site on this thread for the code he needs, the site isnt up anymore he said. so if anyone knows what im trying to talk should reply if you know were to get that code he needs. he compiled it for linux really fast. so its just a matterof when he gets that code he needs.

08 August 2003, 06:26 PM
Any news on this?

08 August 2003, 07:59 PM
My friend never got the source code. i dont think the people who made this are ever goign to send to him. right now he is working on IK to make it run like in Mirai. i use this during the meantime.

if (`selectPref -q -clickDrag`)
selectPref -clickDrag false;
selectPref -clickDrag true;

just like Tweak , no falloff though.

08 August 2003, 08:43 PM
Well, i talked to my friend. he said if anyone knows were to download the source code for windows he would still like to get this done. i guess no one has ever emailed him the source code. so that is why he never got around to it. like if someone could find that code today, iknow he would bemore than happy to recompile.

08 August 2003, 09:47 PM
Guess that wasn't you that emailed me for the source. I wrote back to someone where to find it.

Hmm, looks like the link to the source file is dead. Why didn't anybody tell me that? It's been available there all along, at least it should have been. Sorry about that.

You can get it at my home website.
tweak-src (

or at the regular website.

I can't believe all the people emailing me asking for this didn't tell me that the link was dead.

Sorry though. It happens

08 August 2003, 11:01 PM
Does someone have a Visual Studio 6 workspace file for this source code?

I had a programmer here help me hook up one of my sooper basic plugins into the undo que, and if I had a workspace for this, I might be able to get undo hooked up.

No promises, but I'm to stupid in C++ to be able to figure out the workspace myself.

08 August 2003, 01:54 AM
hi taos, that was me who emailed you, "but like i said, i dont even know what the source is" my friend is the one who checked out all the links. i am going to download that and send to my friend, hopefully he will be able to get it done tonight and email it to you guys. "the creators" and then i guess it can be distributed on here. i am also going to ask him if he will put a UNDO feature in. i didnt know it wont undo. i never got to mess with it. but ill tell him once he gets online thanks again TAOS.

08 August 2003, 07:27 AM

This is the first time I ever compile Maya plugins. Anyway, I have just finished compiled this tweak plugin (by Taos) for Maya 5 for Win32.

The plugin is loaded in Maya5, mel scripts are copied to the Maya 5 script directory, then I execute this setToolTo `tweakContext` (remember it's the backquotes `). I then move the vertices around - it seems to work fine. You can also adjust the tool setting for this plugin magnet function.

Go to
user: rock_cgtalker
pass: cgtalker


08 August 2003, 05:55 PM
You guys rock!!! :thumbsup:
Thx a bunch. Now to try this out.:love:

08 August 2003, 09:56 PM
wow rock. my friend who was going to recompile , he is busy tryign to make the IK in maya work like mirai's. so i dont know when he could have gotten to it. i am trying to get the plugin right now. is there a undo feature? i read that it wont undo?

08 August 2003, 10:24 PM
i tried loading the plugin, it is giving me this error.

The dynamic link library MSVCl70d.dll could not be ofund in the specified path

then it names off like...15 paths...most say


does this make anysense toanyone?

08 August 2003, 11:01 PM

1. No, there is no undo in the tweak plugin, as implemented by Taos. Also, as someone mentioned earlier, when you select the vertices to drag or magnet, it doesn't hilight the vertice as in Wings3D. But those are minor - maybe the undo needs to be implemented. I think I can code it, but no time now.

2. I compiled the tweak plugin with shared libraries from Visual Studio .NET 7.0. That's why you are missing those libraries. Let me straighten it out tonight for you and repost.


08 August 2003, 11:18 PM
sweet rock thanks. i had 3 friends email me today telling me this is finnally out for maya 5. but none of us can get it to work though. so that us? or is that the thing your working on? casue we cant get it to work.

08 August 2003, 11:43 PM
I just rebuild a non-debug version. Try to download from briefcase location specified above (tweak.mll). And if you cannot load, let me know the error. And I will get it working for you guys. It works as expected for me.

08 August 2003, 12:26 AM
rock, i still get a dynamic link library msvcl70.dll problem.

08 August 2003, 12:55 AM

I just uploaded 2 Microsoft runtime dll libraries (msvci70.dll and msvcr70.dll) that you should place in your windows system32 directory (e.g. for XP, c:\WINDOWS\system32). It should work then.

Because I compile the tweak.mll plugin with Visual C++ 7 as a dynamic link library, the Visual C++ tool links it with its default Microsoft runtime dll libraries in Visual C++ 7. I could link it statically also so that you would not need those 2 Microsoft dlls, but it's better to have it as dynamically linked.

It's better that you should have these 2 dlls in your windows system anyways, for cases when someone else compiles dynamic code using Visual C++ 7 runtime libraries and he/she doesn't have an installation setup program that copies these 2 system dlls to your windows system32 directory automatically.


08 August 2003, 01:46 AM
thanks again rock. i am going to try it again.

08 August 2003, 09:32 AM
hopefully there is a link for downloading the updated Tweak plug?

08 August 2003, 09:44 AM
can anyone explain how i get it working in maya 5? dont i just type>


in the command line?
i saw a site were it showed tweak for linux, and there was a UI. i guess there isnt one for windows? so do i know if its on or not, and how do i adjust the falloff? is there a blue cirlce just like wings showing my radius? sorrry, i just dont know how this works...

08 August 2003, 11:08 PM
Originally posted by rock
The plugin is loaded in Maya5, mel scripts are copied to the Maya 5 script directory, then I execute this: setToolTo `tweakContext` (remember it's the backquotes `). I then move the vertices around - it seems to work fine. You can also adjust the tool setting for this plugin magnet function.


There you go! :p

08 August 2003, 11:36 PM

You can get the tweak plugin for Maya 5 in the specified yahoo briefcase account.


08 August 2003, 11:49 PM
I'll post this on the main website when I get home from work tonight. That way things won't be spread out all over the place for the different versions.

08 August 2003, 12:38 AM
thanks taos. so there is no UI for this? if i want to change the radius. would i have to adjust that in the mel properties? sorry, dont get how this is suppose to work yet.

08 August 2003, 01:25 AM

You adjust the radius and other properties for tweak in the attribute editor. Here are the steps (it could be easier because it's not so friendly to see those properties in the attribute editor):

1. Create say a polygon sphere.
2. Select it in object mode.
3. Double-click on the move tool to bring to Move Settings in the attribute editor on the right side.
3. In the command line, type setToolTo `tweakContext`; (note that ` is a backquote and not a single quote). Hit Enter.
4. Pick any point on the sphere and move or magnet. You should now also see the tweak settings in the attribute to the right.


08 August 2003, 11:20 PM
sorry rock, ok i got the settings for the tool to be up. but when i start trying to move stuff, it seems to be moving like vertices on the opposite side of were i am clicking...its not moving components that i am clicking on. and im in object mode.

08 August 2003, 11:22 PM
hmmm, i relaized that i think it is moving right. just there is no visual DOME like in wings 3d you have to guess what your moving then?

08 August 2003, 04:52 AM

For me, it moves or magnet as expected in the direction that I pull. I didn't see any inconsistency.

08 August 2003, 05:02 PM
Is there a working version for maya 5 in WinNT now?

If there is, where can I find it?

08 August 2003, 10:19 AM

You can grab it of the yahoo briefcase I created. The address are in a few posts above.

08 August 2003, 08:21 PM
Thanks all.

Thanks rock for taking up the compiling and posting of files and everybody else who contributed to this project in its earlier stages.

Very cool tool to model w/ quickly.


08 August 2003, 11:47 PM
Thanks rock. i guess the problem i was having was with my old videocard. it works fine now. thanks a ton rock.

08 August 2003, 12:07 AM
rock, anyway you could get a UNDO onthis?

08 August 2003, 05:47 AM

I don't have much time at moment to learn the undo from scratch as I am unfamiliar with Maya API. But if someone shows me somewhat what to do or what API to call, I will modify the code, test and redistribute.

If anyone knows if UNDO is easy or what APIs to use, then let me know.


08 August 2003, 09:44 AM
The basic of setting up the undo is to have commands that will run that will set all variables and data to what they were before they were changed. For instance if you had a function that set a value for an attribute called setValue, then before you changed the attribute you could save the value as oldValue, and then in the undo method, run setValue(oldvalue). You would also have to have a variable called newValue, and in the redo make it run setValue(newValue).

I have not tried this, but I believe you can also have all of the doIt() function in the redoIt() function instead, and doIt() just initializes variables, and has a return value of:
return redoIt().

You also have to make sure the undo function is called undoIt(), and redo is called redoIt(). They take no parameters. Finally, you need a third function called isUndoable(), set up like this:

bool isUndoable() const { return true; }

Hope this helps some.

09 September 2003, 02:25 AM

Thanks. I will use what you suggested. However, because of the unpredictability of my schedules, I will do what I can, whenever I can to get this UNDO feature in. I don't need help in C++ or any data structures. But I need to study the tweak code in detail and any Maya API that I may need before anything happens.

09 September 2003, 03:55 AM
well rock, good luck. i showed my friend today that you got it working. he was really impressed with tweak. just like i told him, its kinda hard to use without undo. so, good luck is all.

09 September 2003, 11:32 AM
Hey Rock this is great!
Yes redo/undos would be great but this is a very useful and organic way to model.
Thumbs up to all involved.
Thanks again!

Oh yeah drop it into a Marking Menu for initalizing it faster.

09 September 2003, 03:06 PM
I put this on my marking menu for tweakMagnets

SelectMode -object;


setToolTo `tweakContext`;

now when i click on tweak magnets. a window pops up so i can adjust the radius. its crude i know. i am taking a programming class in school. so in ...years i could do what i want this tool to do. but maybe this will help somone.

09 September 2003, 07:10 AM
Sorry guys, I've been pretty busy, but I finally got around to adding undo to it.

I can only compile for 4.5 on NT, so you'll have to give your TDs or programming friend a bag of cheetos to compile it for you.

It's in 3 flavors.
A binary zip for Maya 4.5 on NT.
A VS6 project. (In case you going to give this to someone else to compile, don't worry about the VS version.)
A tar file for the linux dudes.

When someone get's a binary for a platform, could you pass a message to me on how to get if from you so we can ship everything back to Taos to keep this stuff in one place?


09 September 2003, 07:49 AM
wow sbp thats amazing. rock can you do your stuff? ssssss!

09 September 2003, 12:25 PM
When I get to the office today, I will try and re-compile for Maya 4.0 and 5.0, since those are the versions missing plugins.

It shouldn't be to much trouble.

I'll keep everyone updated.

09 September 2003, 03:52 AM
Let's take what sbp did, test and use it. :thumbsup:

I can recompile on any platform if needed. As for coding, I have too much to do at the moment.

09 September 2003, 10:36 AM
behaving smoothly here (perhaps a few mel issues, but the plug is fine thus far). nice one!

it'd be brilliant to have a 5.0 linux compile, if you could fit it in rock.


09 September 2003, 12:40 PM
I got some time before work, so here's that compile.

Tweak Maya 5 Linux ( 282k

copy the scirpts to your scripts, the plugin to your plugins, and you should be good to go.


09 September 2003, 05:34 PM
wow, this tool i so cool, is there an undo option for it for Maya 5.0?

09 September 2003, 06:29 PM
Sorry I've been so distant, busy times. I think rock emailed me a couple times but I never got around to responding. Anyways, I'm happy to see someone has added undo, that's incredible. I'll have to test it out sometime.

As for where to put this stuff, it might be wise to open up a sourceforge page for this. Since it is gaining popularity, it's better than putting it on my page, which is just running off my DSL. SBC seems to like blocking my http server at random, no matter what port I put it on. (Not to mention I keep forgetting to turn it on after I reboot)

Keep up the good work guys. Back to scripting for me.

Edit: Just tried it out. Very nice work. Works just like I expected it to.


09 September 2003, 12:19 AM
Originally posted by Taos
Anyways, I'm happy to see someone has added undo, that's incredible.


Is there a new version i'm missing? I can't seem to use the undo.
Would be awesome if anyone could point me to the new link.

09 September 2003, 06:00 AM

I will compile the code (with undo that sbp amazingly put in) for Maya 5 very soon. Stay tune.

09 September 2003, 06:13 AM
Ok, tweak for Maya 5 with undo is there in the Yahoo briefcase now. If you have not already, make sure to also get msvci70.dll and msvcr70.dll and place that into your c:\windows\system32 directory since tweak.mll is dynamically linked:

Go to
user: rock_cgtalker
pass: cgtalker

The undo works great. Now we need some gui and installation enhancements, so that tweak will be user-friendly. As of now, we can't see the area affected by the magnet (e.g. visual selected vertex) and also the tweak options is not so friendly to get it into the attribute editor.


09 September 2003, 07:57 AM
thanks again everyone. thanks rock for updating it with the undo. and thanks doogie for putting it on linux, i cant wait to try.

09 September 2003, 08:41 AM

Thanks Taos and sbp for the code. I am learning their code better each time I study it. What I think we should do now is to make a list of what should be improved for this tweak tool so we can create beautiful model faster. Just write your comments where applicable.

What I think we should first are:

1. When a vertex is selected, the familiar manipulator should be displayed and the vertex highlighted. In doing so, it will behave like the move tool, if we wanted to, when we are tweaking.

2. Create an option (button or mel) where we can display the tweak options. Right now, most beginners do not know how to bring the tweak options dialog up.

3. Some manual or instructions on how to use this tweak tool. Bundle this with the source code.

4. Anything that we can think of in the area of visual feedback in the viewport as we tweak. For instance, a visual display of blue, red, yellow zone in the object while we are tweaking so that we know which part are affected and how. Visual feedback for users are very important. If you watch American football on TV today, you see that the TV networks have employed more and more visual display or feedback to help the viewers understand the current play and its state. For example, when there's a penalty (even if it occurs offscreen), the yellow flag indicator is displayed instantly near the score, even before the camera focus on the referee. Or the yellow line is displayed or drawn across the physical field to indicate the first down marker, as the quarterback is in position.

5. A tutorial of how to create something beautiful with this tweak tool. Some professional stuff that demonstrate the power or elegance of this thing.

6. Something like extrude, so that as we tweak we can add more geometry and then more tweak.

09 September 2003, 09:35 AM
hey rock, i donwloaded the new files but it dosen't seem to work, the undo works but the tool dosen't behave as its supposed to. It crashed Maya and is really funky now, it moves points where ever it feels like and it moves it a lot of units. am i the only one getting these errors. Pc - Maya 5.0.

09 September 2003, 09:41 AM
Great idea rock. i hope you can pull all of that off! here are my 6 cents.

1. the + - signs or "your own hotkeky" should be implemented into it. i just tried the tweak with the undo feature. btw really happy to see that working on maya...but i grabbed some of my character and the size was to small. so i had to undo, and then grab again. it would be nice if i could just grab just like in wings, then i could adjust the size whilei have something grabbed.

2. the radius of your tweak is also a must. cause without it your just guessing.

3. what rock said about having it set as a move type tool. that would be really nice. it would be nice to have it so you can scale or rotate with the magnet also. just like in wings. that is all very useful. well that what i think. but i dont know anyprogrammin yet. in class im just learning how to build windows in so it will bea while before i can do anything. sorry, but i hopesomeone can get some new features. and this is what i use o nmy tweakmarking menu.

changeSelectMode -object;
setToolTo `tweakContext`;

This way when i click on my markign menu. a window pops up with the tweak tools. it helps me. just fyi.

09 September 2003, 09:47 AM

It works fine for me. I think I need more description to your problem. It should work fine since all I did is recompile the code for Maya 5. Magnet, Undo works great - no crash for the whole day. Everything seems to move or tweak as expected.

09 September 2003, 10:00 AM
hmm, must be some bad prefs i have or something wrong here then. It just moves points arbitrarily. Your older version worked fine for me but after the undo it just dosen't seem to work. i dunno how else i can explain it.

09 September 2003, 10:06 AM

I just retested it again (the same version in briefcase). Undo, redo numerous of times. No problem - in magnet or non-magnet mode. Just try with a simple polygonal sphere.

Just to remind that since there are a lot of great artist here, someone should do a tutorial of how to create something nice, something professional with this tweak tool - something that LW users will envy.

09 September 2003, 10:23 AM
just deleted my prefs and it worked. u rock. thanks.

09 September 2003, 12:37 PM
as far as Levs requests to get it to look and feel like wings....why not just integrate Tweak into the existing artisan toolset or UI if that is at all possible?

makes more sense actually.....cuz then using the "b" key would be more efficient instead of wasting hotkeys and artisan uses a dynamic UI anyways....

makes a lot a sense actually...if it is even possible to do

09 September 2003, 03:46 PM
I'll try and take these one at a time here:

1) Adding the + - hotkeys can be done already, let me look at what the command is you have to add. Ah, here it is:

string $ctx = `currentCtx`;
float $rad = `tweakContext -q -radius $ctx`;
tweakContext -e -radius ($rad + 1) $ctx;

If you want it to decrease, just change $rad + 1 to $rad - 1.

The trick, however, is that this won't work while you're dragging like you can do in Wings. And, unless you want to do some low level windows programming (I'd prefer you didn't. I'm linux here), you're not going to get that ability. Maya simply doesn't allow for keyboard interrupts while dragging in a context.

2) I'd like to see the visible radius too. Not a clue how. Never took the time to look into it.

3) Scale and rotate shouldn't be hard to implement. The points are all stored in a k-dtree and that is used to determine the distance from the selected vertex. However...

4) If you want to change the tool to work more like a move tool, you'll need to repurpose the code into a MPxManipContainer. It can be done, but they get a bit nasty. I originally wanted this tool to be very quick. Selecting verts that you want to move can be rather time consuming and I wanted it to move really quick. Using a manipulator based interface would slow down the process horribly. This is nothing more than a simple tool. Adding in the persistent selection would just complicate it and make it slow.

5) Tool options button. Second from the right on the status line. Except on mine. It's the fourth.

6) I really like the extrude idea. Please elaborate on it, it sounds like something very unique. Or possibly creating it as another tool that's just packaged with tweak.


09 September 2003, 04:37 PM
yah, if the radius could act justlike artisan. that would be fine also.

09 September 2003, 04:41 PM
Rich, would using the Artisan UI work? ie: for scaling the radius and such....

09 September 2003, 06:57 PM
The suggestion behind extrude (and intrude) comes from the idea of working with clay:

1. You start with a piece of clay
2. Shape or tweak it (with different hand pressure and pull, with different configurable clay wetness, with physical knife or other tool cut - much like tweak with a bunch of options) at any area to give it the general form or shape.
3. Now we need to take away or add more clay and then tweak again at the area of detail. Hence, extrude or extrude inner.
4. Thus, you can create an organic object in free form, without leaving the tweaking environment.

Maybe we just use tweak with other Maya tools to create a feeling of working with clay. I don't know if this is practical yet at the moment.

09 September 2003, 06:58 PM
The suggestion behind extrude (and intrude) comes from the idea of working with clay:

1. You start with a piece of clay
2. Shape or tweak it (with different hand pressure and pull, with different configurable clay wetness - much like tweak with a bunch of options) at any area to give it the general form or shape.
3. Now we need to take away or add more clay and then tweak again at the area of detail. Hence, extrude or extrude inner.
4. Thus, you can create an organic object (like a human figure) in free form, without leaving the tweaking environment.
5. Also, an option to create fluids and splashes. If we want to create like a fluid drops, the tweak tool should helps us create nice rounded curve as we pull or tweak.

Maybe we just use tweak with other Maya tools to create a feeling of working with clay. I don't know if this is practical yet at the moment.

09 September 2003, 12:43 AM
wow taos, that sounds awesome.

that code you typed in, i just add that to one of my mel scripts?
also, has anyone had maya crash after installing? i just had it crash 2 times on me. I am not sure if its the tweak plug in. although that is the only thing i have recently installed. so im curious if anyone had similar happenings.

09 September 2003, 07:55 AM
it crahes a couple of times on mine after i installed the latest version with undo.

09 September 2003, 10:02 PM
I changed a couple of things today that may have been causing a problem, but I don't think they did. After the changes, I used it for about 30 minutes trying combinations to make it break and couldn't do it. If it still crashes, let me know.

09 September 2003, 06:51 AM
Sbp, is there a update for maya 5 yet? i turned off the tweak and maya hasnt closed on me for hours.

09 September 2003, 07:25 AM
Wow, great job on the Tweak tool. I was waiting for the 5.0 implementation and you guys delivered. I'd like to help out getting this to feel more like Wings' Tweak.

One thing I noticed is that it only applies to what appears to be verts. I've tried clicking on faces and edges, but no go. It snaps to manipulating verts. Is this normal?


09 September 2003, 08:56 PM
ntmonkey - it's normal.

Levitateme - Not updated for 5 yet, have to wait until rock or someone else reads this. Did you happen to notice any pattern to the crash or was it just random?

09 September 2003, 09:39 PM
it was random. i was not even using the tool just maya crashed on me all of the sudden.

09 September 2003, 09:37 PM
Hi sbp. like i was saying in my msg to you. im sure its not the tweak plugin. it was my Hard drive, or maya 5. so im going to use 4.5 for a while until i have to reformat someday. and ill try tweak on 4.5 and if i get any regular errors. ill let you know. sorry for the mixup.

01 January 2004, 08:35 PM
please give me link into tweakNT for maya 5
please :D help me

04 April 2004, 08:20 PM

I have attached the plugin which I have compiled for Maya 5.0 on Windows, from the Source code found here... -->

also the zip file contains, the Icon found in a earlier post in this thread, and also the two melscripts... :)



04 April 2004, 08:52 PM
starup, i just tried the tool its perfect. is there no fall off for it? and does it only tweak vertices?

04 April 2004, 09:16 PM
Hi Levitateme,

eh... apparently it only seems to work on polygon objects, and only vertices, not faces or edges...

regarding the falloff, I don't know, I have only compiled the sourcecode... not coded anything on it yet... :)

but it is posible to change the effects range/radius in the tooloption for tweak... if that's what you mean by Falloff... :)



05 May 2004, 04:33 PM
the tool options are showing up blank for me in the 5.0 version for win

edit: nm.. had the scripts in the wrong folder

05 May 2004, 04:55 PM
Maya 6 version please. :)

05 May 2004, 05:00 PM
im pretty sure theres a tool like this already in maya 6
may be wrong tho

05 May 2004, 05:32 PM
ok i ran into another odd problem... when working on things that i have just created... (ex. preset poly sphere).. it seems to work fine.. but when i work on a model i have created previously.. like a full head... the center of movement does not line up with the mouse pointer... ex.. i click on the forehead and it moves the cheek but not the forehead

06 June 2004, 12:11 AM
where is the maya 6 version!?!?!? :P

06 June 2004, 02:22 AM
Be lucky there is no other versions. the plugin barley worked as is.

07 July 2004, 07:07 PM

I have recompiled the plugin for Maya 5, and also renamed it to tweaky... to prevent any problems with Maya's tweaknode if that should happen...

command to activate the tool...
setToolTo `tweakyContext`;

the zipfile also include a plugin for Maya6...

you can download it here... -->

if you don't have the ".NET Framework Version 2.0" installed, you can download a zipfile containing 2 dll's here... -->
which should make it work... just place the dll's in the Maya bin folder... :)

as far as I can tell the tool works quite allright... here is a image of a polysphere I modified with it... -->
just freeze transformation on the polyobject before you begin to use the tool, otherwise strange result may appear... :)



07 July 2004, 08:31 PM
thanks starup, you're right about freezing trans for it to work properly. is there anyway you could improve upon the plugin? like have it just like winsg3d, were you can tweak faces, edges, verts at once, or just one component type at once? sure would be amazing if you did.

07 July 2004, 07:02 AM
Hi Levitateme,

I will try to see if I can get it to work with edges and face, however I won't promise anything... :)

first I have to figure out how, the edges and faces works in the api... and I also need to analyzing Ricks code...
and I don't know if I would have to start from scratch, to make it work either... :)



07 July 2004, 07:38 AM
wow, thanks starup. it would just truly be incredible if maya had wings3d tweak in it. its just essential for modeling imo. keep us updated please.

07 July 2004, 03:11 PM
thanks alot strarup! It works like a charm...forgot the freeze transform to begin with and i got funky results but then i freezed it and now it works perfect.

07 July 2004, 09:36 PM
um im kinda new to do you put it so it works on maya :shrug: im kinda slow on these plug in thing it would help alot to someone starting out thanx.

heres what i got.....
i put the plug in files in the plug in file, and the i dont kno where to put the script files at though...and the other files i think i put it in right but when i try to load the tweaky in maya it says: "Error: No plug-ins loaded - "The specified module could not be found."

what did i do wrong thx in advanced

07 July 2004, 12:12 AM
Window > Settings/Preferences > Plugin Manager

check "loaded" and "auto load" to load the plugin (you can browse for it if it doesnt show up), then run the script (it sounds like you already got that part down)

good luck

07 July 2004, 08:11 AM
Hi LuckyDevil,

eh... have you downloaded the 2 VS8 dll files (, and put them in the Maya bin folder?

if you haven't that is posible the problem, why it needs these two dll files, is because I don't have VisualStudio .Net 2003(VS7.1), so I have used the Visual C++ 2005 Express Edition ( to compile the plugins with...

it's the same if you try these 2 plugins: lagNode & expressoUtils (

just place the dll files in the bin folder, where the Maya.exe file also is... and then you should get rid of the message you are getting, and the plugin should load fine... :)



btw. regarding the scripts, just put them in the script folder... e.g.
~:\Documents and Settings\~user_name~\Documents\maya\5.0\scripts
and the icon in... -->
~:\Documents and Settings\~user_name~\Documents\maya\5.0\prefs\icons

when plugin is loaded just type this command to use is on a polygon object...

setToolTo `tweakyContext`;and remember to freeze transformation... and then everything should be fine... :)

07 July 2004, 10:39 AM
I am having the same module not found problem.. I am using maya 6.0, extracted all the files to where they belong, even the VS files, and still brings up that problem.. is there something I'm doing wrong?

edit: nevermind, got it working! :P

07 July 2004, 04:17 PM
thank you very much, i got to work now!!! :bounce: thanx for the guys rock!!! :buttrock:

07 July 2004, 08:31 PM
have you had any kinda luck starup? just curious if you got any news for us. like i said its one of the best ...imo the best feature about wings3d. to have this in maya would just be unreal .

07 July 2004, 11:07 PM
Hi Levitateme,

unfortunately nope...
there has been some other stuff which has taken the time... :)

but I'm beginning to look into it... :)



08 August 2004, 06:51 AM
hmmmm... I tryed it on both, maya5 and maya6.
I droped the dlls into the bin folder but I always get that
little error :
`Error: line 1: The specified module could not be found`

I guess I tryed it all and according to this thread it should run
fine now. I`m on xp sp1. So if anyone of you guys solved that
problem, I`d really appreciate a little hint.


10 October 2004, 10:33 PM
Great tool!! Thanks a lot! I tested it on Maya 6, after reading through the posts I got it to work. I really needed this tool.

A few suggestions:
- remember settings of the tool
- options to control to certain axis
- support for subdiv's :P

I hope someone will finish this tool, because imo it has great potential.

11 November 2004, 03:37 AM
I can't open the project on visual c# 2005 express, I have some problem with the .dsp file, any Idea?

I use xp (spanish) with service pack 2. And I have instaled frame work 2 and the 2 files .dll copied on maya/bin to.

I haven't installed the maya plugin wizard because I don't have the folders that say the readme file.

With Visual C++ 6, I can open the project perfectly.

I hope this plugin grow up, its one of the most necesited things on maya, at least for me, some kind of soft selection tools. I know there are a proportional softselection now, but I dont like it, i grow up with lightwave. ;)


11 November 2004, 08:55 AM
Hey guys, you can try out my magnet tool, if you like, it does pretty much the same, but it is finished( more or less :) ).

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