Mar 212016

I’m trying to build a system right now that can automatically substitute environment variables for paths on a per-scene basis. When a user opens a Maya file, I want to parse that file and set temporary environment variables called $SHOW, $SEQ and $SHOT that point to the show’s root folder, the sequence’s folder in that show, or the shot in that sequence. The variable names and paths I’m trying to get are pretty specific to the current pipeline I’m working on, but this essentially lets me use relative paths in Maya but WITHOUT using Maya’s outdated and inflexible workspace system. I don’t want an individual Maya project for every single shot and asset in the entire show, and I don’t want all of my Maya scenes to be forced to live within a single workspace, either.

I’ve solved this problem before by using symbolic links to basically force all of the Maya projects generated for every single shot and asset to link to the same place. This makes for a pretty busy-looking file system, though, and symlinks only work on Unix-based servers (i.e. not Windows). This system I’m building now looks a lot more like Houdini’s global variables… as long as I define $SHOW or $SHOT or whatever, I can path a reference or a texture to $SHOT/assets/ and it doesn’t necessarily have to be within a Maya workspace, and it’s also not an absolute path.

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Mar 112016

A while ago I posted about how to manage viewports in Maya in order to prevent the screen from redrawing while doing a bake or Alembic export, which slows things down considerably. It turns out there’s a way easier way to handle this, thanks to a hidden (of course) MEL variable that Maya docs don’t seem to mention anywhere.

The command is:

paneLayout -e -manage false $gMainPane

The variable $gMainPane is a shortcut that just refers to Maya’s main viewport window. You can set the “managed” state of the entire pane to False, which simply disables refreshing it until you set it back to True. Just one line of code!

Here’s another, even easier method, that’s actually part of the Python cmds module:


There’s a catch, though. From the docs on the refresh() command:

Suspends or resumes Maya’s handling of refresh events. Specify “on” to suspend refreshing, and “off” to resume refreshing. Note that resuming refresh does not itself cause a refresh — the next natural refresh event in Maya after “refresh -suspend off” is issued will cause the refresh to occur. Use this flag with caution: although it provides opportunities to enhance performance, much of Maya’s dependency graph evaluation in interactive mode is refresh driven, thus use of this flag may lead to slight solve differences when you have a complex dependency graph with interrelations.

So make sure you test each method with different kinds of bakes before you commit to any one solution.