Share your secret weapon...!


Bloody hell I wish i’d known that before :beer:


Some tools that are simply too valuable to live without (for me anyways):

-Any batch rename script
-My texel density script for auto-scaling every UV-shell so that the TD becomes the same for them all.
-Xform UV for stacking UV-shells and best of all: orienting UV shells. I can’t believe I spent so much time without a proper tool for orienting UV-shells.
-File Texture manager from Crow Yeh.
-Roadkill UV: It’s an old, abandoned tool but imo it’s really, really awesome. Extremely easy to use, good and fast unwrapper AND it comes with a superb stretch shader for finding pinching and stretching on your models.


This is the discreet rotate toggle, so if you go into the tool setting for the rotate tool you can set this to any number you want, not just 15 degrees


Hi, I want to share a script I wrote, it’s a maya user interface for dualview displays which can wrap all Editors, Panels and Layouts into one maximized window.
(currently without Attribute Editor and Tool Settings)

Comments, suggestions, and bug reports are welcome.


Here’s a lighting tool that I find pretty useful - it puts all your light attributes in one place for easy editing.

It’s similar to the ninja_light tool from ninja dojo:


Does anyone know if there’s a script or tool out there that adds edge loops close to the outer edge for the whole object (making it so you could block out a basic shape, then click and have added enough detail to hold the shape of the object)?

This way you wouldn’t have to go back and add edge loops near the edges manually.


Not a maya secret, but for any windows Vista and 7 users Ctrl + Shift + Esc brings up the task manager right away without that other intermittent screen like Ctrl + Alt + Del used to do on windows XP and below.


Using proxy when modeling!


didnt work for me in maya 2012…put the import maya.cmds part in also…


CTRL + SHIFT + Right mouse button, then select axis.


Or you can also use the manipulator’s hotkey + hold left click to bring up a context marking menu. E.g. ‘e’ + left click is the axis options for the rotation tool.


I made a script recently for Maya which builds shader networks automatically- basically it connects all your file textures for an object into a new shader graph- instead of having to manually assign for eg- ‘apple_d.jpg’, to the diffuse slot, ‘apple_b’ to the bump slot, ‘apple_sg’ to the specular gloss slot, the script does it all with just a couple of clicks.

This can massively speed up material creation if you have lots of objects and existing file textures for them…

The script is working now with the mia_material_x shader, but I will develop it further to support Vray and Arnold shaders as well. There are also some other features in the works-

Hope this is useful to someone-


Custom shelf with built in tools and the following:

sort circle (makes a circle based off of edges or edgeloop)

Gamma Correct script

FGshooter (for final gather flicker reduction in animation)

pipemaker (makes pipes)

FroTools and FroTopo (better than the modeling kit/NEX imo)

Transfer Multiple UVS script (transfer one uv to multiple objects…works every time)

I mostly model environments/props and light,texture, render.


Modeling with a Wacom Tablet+Marking menus

FOR EXAMPLE: I have a marking menu to switch scale modes between feet, inches, meters, and centimeters. Makes building objects to scale super quick.


New Maya user from Softimage (so hopefully can bring another angle to this…)
In the spirit of thanks for the pointers …

This pops up the Attribute editor on the last op, so if I am bevelling and I want all the controls to pop up, I map this to shift+s (I just like using attribute editor and having access to all attributes.)

global proc aed_LastOpInStack(){
//This fills the textScrolllist…
string $his[] = listHistory -leaf true; //show history of shape node.

if( size($his)>1  ){
    error "can't find last operator in stack.";




This is super useful too, couldn’t figure out how to script realigning the pivot, but then found this…
Also modified it by sticking in a CenterPivot; for my own use…

Select a face and run it, so if the orientation of the pivot has gone wayward this will line it up using
a face for reference… This changes the object pivot - not custom axis orientation.


Simple script to combine common operations. Use this every 5 min.

//centre pivot, freeze modelling, move to zero and
//zero out transf.
//map to keyboard c+s+f is my shortcut…

global proc aed_SuperFreeze()
delete -ch;//freeze
move -rpr 0 0 0 ;
makeIdentity -apply true -t 1 -r 1 -s 1 -n 1 -pn 1;
delete -ch;//freeze again.
//Calls another script for screen feedback.
//aed_message “Super Freeze”; // feedback.



Pulled my hair for soo long with the grow selection randomly stopped working.

Solution: press shift + alt to get the keyboard layout go from eng to you native language.


So when you’re uv unwrapping a model, its better to uv little bit of the model at a time then stitching them together than to uv an entire side… that way your texture is going to wrap nicely around your model with little to no stretching.


There are no “right” or “wrong” ways to UV-unwrap something - different people have different methods. I myself start with a rough unwrap of the entire model, applies a checker shader and then goes loose cutting and sewing - doing multiple unwraps along the way.
After everything is unwrapped properly, I set the texel density of my shells, calculate the pixel and unit width needed between shells (which should be 4px to start with, but has to be doubled for each additional LOD-model. So original model +1 LOD step = 8px spacing). The spacing is important to prevent bleeding (which may become a problem on your mipmaps). After that I layout and render out the UV-layout.