RnD: Mastering Maya

Since it is my main program to work with in game development; I worked on several smaller projects, learning the ins and outs of Maya.

Math nodes

Strangely, Maya was lacking some basic vector nodes in its standard Node Editor layout as of Maya 2007.

https://github.com/robertvanduursen/Portfolio/blob/main/class_RVD_mathNodes.py

Vector class

https://github.com/robertvanduursen/Portfolio/blob/main/class_vectors.py

Procedural node nets

During the development of Rigs (see post) we needed a way to recreate the constraints Maya featured (like Point and Aim constraints) in Natural Motion’s Morpheme

https://github.com/robertvanduursen/Portfolio/blob/main/class_proceduralNodes.py

OpenMaya

Skinning Transfer

To speed up processes, like skinning a character mesh, I dove into the OpenMaya API to

https://github.com/robertvanduursen/Portfolio/blob/main/tool_skinMayaTransfer.py

NURBS skinning transfer

Using the procedural nature of NURBS geometry, one can smoothly skin things like cables and sheets quite easily onto a hand-crafted chain of bones

https://github.com/robertvanduursen/Portfolio/blob/main/tool_nurbsSkinning.py