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