Tools

I have primarily used Python (and some C# and C++) to develop tools for artists in Maya, MotionBuilder, Unity, Unreal and After Effects. I have created entire workflows from scratch, upgraded Maya and large pipelines from older to newer versions, batched processes, removed repetitive tasks and empowered artists with tool requests. Much of my work is under NDA but below are a few samples.

Otoy Artist Tools

  • Created an artist toolbar to speed up the cleanup of high poly photogrammetry head scans. These 3D heads needed to be cleaned up by artists to prepare for an upres process. This involved carving the head into a mask, smoothing spiked geo, closing tiny holes that appeared in the mesh and creating UVs

  • My tool helps find tiny holes in geo that could be difficult to find by eye, automatically patches holes, deletes small floating geo not attached to the main mesh, and creates UVs


Concept Labs Animation Tool

  • Part of a series of toolbar tools used to help animators. This tool helps animators create looped animations by checking to see if all character bones in the scene have the same translation and rotation values at the start and end frames. This prevents user error in a simple and easy to use way

  • The tool allows the user to record data at any frame and read data at any frame to save and compare bone data. If the bones match it displays ‘MATCH’. If there is a bone value that is different, it displays the name of that bone and will display all bones that do not have matching data


Get Latest Textures

  • Maya shelf button to iterate through all texture paths used in a scene and grab the latest textures from Perforce. This ensures that artists have all the textures used in the scene as well as the latest.