Entries by Ronald Fong

Obj Sequence to Maya

A quick and dirty way to load an .obj sequence in Maya and have each geometry’s visibility automatically keyed to show up at the frame they are supposed to show up. Wrote this script as an experiment, but don’t have time to make a UI, so I just commented on the two variables to change […]

Reconnect attributes textures and materials

Quick MEL script to quickly re-connect existing texture connections from one slot to another within multiple materials. To use, alter the script to determine the attributes to connect/disconnect, then select multiples materials and run the script. As defaults, the script is set to get the first input node it can find, its outColor attribute, re-connect […]

Houdini Alembic to Maya with Geometry Separation

One way to export multiple geometries from Houdini to Maya and preserve the geometry separation is to make sure that the primitives have individual @name attributes before using the Merge SOP. Thereafter, ensure that the ROP Alembic Output has ‘Partition Mode’ set to “Use Shape Node Component of Path Attribute Value”, and ‘Partition Attribute’ set […]

Quick colors in Maya Ramp

It’s very time-consuming to manually create many ramp entries in Maya’s ramp node, so I wrote a little script. This simple function can be useful to create a procedural circular brushed metal texture where we want a hundred alternating colors. //Author: Ronald Fong //Date: 03 June 2018 global proc rf_zebraRamp(int $count) { $ramp = `ls […]

Houdini Alembic Import Problem

Houdini’s alembic import module, by default installation, doesn’t work well with alembic files on the network. You’ll notice that you can only load .abc files on your local drive, and not those on the network drive. This can be resolved by adding this line to the houdini.env files: HOUDINI_ACCESS_METHOD = 2 In case you’re wondering […]

Maya Wiggle Expression

  Here’s a quick MEL wiggle expression for Maya’s transformation channels. This is similar to After Effects’ wiggle() expression. Step 1. Go to Channelbox > Edit > Expressions… Step 2. Paste the following Step 3. Adjust Frequency, Amplitude and per axis frequency Variant to liking Note: By default, the translate Y and Z frequency has […]