April 12, 2017

PyMel completions in Sublime Text

Getting code completions to work can be pretty annoying, but using them can really speed up your work.

Luckily this is surprisingly easy to do in Sublime Text by using the wonderful SublimeJEDI package (easily installed with Sublime Package Control).

As a prerequisite you need to have the Maya devkit 2016 2017 installed as it no longer comes included in Maya by default.

If you have other python related packages installed in Sublime Text, other than SublimeJEDI you should remove or disable them until you get completions working, then add them back in later. This will let you debug if you did something wrong or there is another conflict.

With SublimeJEDI installed, open the Sublime settings file:

In the User settings file on the right-hand side add a few lines:

Make sure you add a comma first if there are already settings in this file. Sublime will highlight pink if there are errors in the settings file, so pay attention!
Set the python_interpreter to the location of mayapy for your machine. Adjust the / to be \ on Windows.
Set the python_package_paths to point to the devkit folder as shown above.

Restart Sublime and get coding!

May 29, 2015

Preview - lcTextureSaver 3.0

Everyone needs to code a Photoshop texture saver, right?
This update is mostly complete but there are some missing features and is currently only for CS6.

This tool will allow you to set up a template for how to layout your PSD and how to use that folder structure for export.

You need to define a template for your project. The Template Editor will help you do that.
Layer Groups are how the PSD is created. You set a Name, an initial visibility, and a base color. If you need to do multi-channel work you can activate R-G-B and A options. (when RGB is active, layer color should be set to None)
Export Sets are how the PSD is exported to TGA's. You set the Layer Group that should be Exported and can override the Alpha Channel for that TGA with another Layer Group. You can also have a custom suffix.
Templates are saved in your personal prefs folder (%appdata% on windows). These can be shared for a team workflow.
Now that you have a Template defined, you can create that PSD. You can choose the size you want too!

After working with your PSD you can export it. The Export window shows the Export Sets you defined in the template. Sets can be exported individualy or batched with the checkboxes and export selected button. You can also scale down by a factor with the resize option.
TGA's are always saved into the save location as the PSD you are working on. But you can also save a copy of the TGA to another location, just set the duplicate option!

Eventulay, the tool will allow the template to be saved into a PSD so a configuration is always available. Also I still need to wrap the tool for Photoshop CC using html5.

You can find this preview version on the Download page.

February 9, 2013

New LCT Scripts Package


I’ve updated the scripts package with new tools and a handy shelf that auto-populates with the scripts.

Here are the new additions:

This is an update to a Mel script I made previously.  It now sports a much smaller interface and handles pathing well.

An update to an old Mel script, now with less bugs.

This tool will let you hide one or more objects based on parts of their file name.  For example, and object named ‘polygon_sphere_geo’ can be hidden by typing the word ‘geo’ in the script window.

This tool lets you make image planes in the orthographic views quickly and can add a control curve to them so they can be moved and scaled.  No more using textured polyPlanes.

Another revision to an old Mel script.  This will rename your fileNodes based on the texture linked to it.  You can also reload all the textures in the scene or only those that have changed since you last reloaded.  You can also repath textures if you move project locations, and open textures in Photoshop.

Also included are the lcRetopoBasic and lcObjTools scripts.

Install Help Video:

November 12, 2012

LCT Scripts Update



I changed some things so undo will work properly after doing a shrink wrap.


Lets you set a path to quickly export obj files.  You can export the selected geometry either combined or each piece individually.  If  you have poly-smooth preview turned on those pieces can be exported with that baked down.  You can also import multiple obj’s at the same time
Note: overwrites without warning.

September 23, 2012

Head Studies

Mendelssohn, Holofernes, and Judith
Rendered in Vray

Click for high-res

September 13, 2012


I’ve been asked about the shadow baking script I was working on.  It made it to the beta form you see here, but I’ve mostly abandoned this project.  The DirectX11 features previewed recently for Maya 2013 address many of my issues, so I’m waiting for that to release new shaders.

This tool is BETA, and I’ll offer NO SUPPORT – the workflow is very rigid, there are bugs.  Extract the ‘lct’ folder to your scripts directory (overwrite as necessary), check the README for run command.



  1. Click ‘Make CGFX’ and assign this shader as necessary – only the shader created using the tool can interact with it – no other shaders will work with this tool.
  2. Click ‘Make or Link Lights’ – this creates a directional light and 3 point lights that are automatically linked to the shaders – you adjust light properties through the light node itself – for point lights the intensity value = attenuation and may have to be set very high depending on your scene scale.
  3. For shadow baking, select ONE mesh and click ‘Setup UV’s’ – this creates a secondary UV set for all mesh’s that share the same shader.
  4. Mental Ray must be turned ON and available.
  5. To bake shadows - select ONE object and click one of the Bake buttons – this bakes shadows for any mesh’s that share the same shader – you do not need to specify a bake path unless you want to.

August 14, 2012

Siggraph 2012

I had the good fortune of being sent by Turbine to Siggraph last week, it was a blast.  The course Practical Physically-Based Shading in Film and Game Production was particularly compelling.  The course notes are very nicely detailed and the section by Brent Burley from Disney was especially interesting.

June 19, 2012

p3d.in test

My friend showed me this website – p3d.in – they let you upload 3d models for embeding into websites.  Its been done before but this implementation is simple, needs no plugins and seems very fast

A test with a wip mesh – 200k tri’s, about 8MB – may take a moment or two to load.

May 14, 2012

WIP–Judith Sketch

Here it is.  For now I’ll move onto something new

May 4, 2012


working form this portion of Judith with the Head of Holofernes by Cristofano Allori