Sunday, June 12, 2016
I've finally completed rolling over to to a new, self-hosted blog platform!
The process took a bit longer than I wanted, mostly because it web development remains a messy, iterative process - at least for me. Since I ended up unifying both the blog and the old Character Rigger's Cookbook as well as on old markdown wiki, I had to do a lot of little scripts to groom the old content into a consistent format and linking strategy. Add in more than a modicum of CSS noodling and whatnot and my 'couple of weekends' project turned into a couple of months.
However all that is behind me now, and all my future updates are going to be coming up at theodox.github.io (you can also use www.theodox.com). If you're subscribed to the current feed, you should switch over to either http://theodox.github.io/feeds/atom.xml or http://theodox.github.io/feeds/rss.xml, depending on your reader; one of the nice side effects of the switch is that the new feeds are much cleaner than Blogger's -- no more CSS gibberish instead of article summaries, thank you very much!)
I'm going to leave this site intact, and I'll try to keep monitoring comments and so on here, but the new site is going to be where all the news stuff comes out. I'm also going to change the blog.theodox.com redirect so it goes to the new site, so if you're using that in a blogroll you won't have to update it.
PS. I had to touch a lot of content during the migration: there are about 150 blog posts, several dozen wiki pages, and a bunch of articles that all had to be repointed and I'd be pretty surprised if nothing odd slipped through. Please let me know using the comments at the new site so I can fix up anything that's confusing or misleading.
So, here one more link to the new site, just in case. Hope to see you there!
Thursday, May 12, 2016
We're looking for one TA with good python chops to ride herd on the python/maya toolkit, and another TA with good shading and GPU skills to help us wring the most out of the Unreal Engine. Details of both positions are in the link above.
Contact me directly or apply via the Undead Labs website!
Thursday, April 28, 2016
I've added a couple of minor features as well. There's a bunch of operators for counting things -- for example you can get the vertex count of meshes with something like
Meshes().get(VertCounts). On a somewhat related note all streams have a
count()function which will return the length of the stream, and a
first()method which will pull the head item from a stream -- which is handy if you expect to narrow down to a single item and don't want a single-item iterable.
Last but not least I'd love to hear from the community about good minq hacks -- I'll be happy to add cool ones to the examples file. I'd also appreciate any bugs you find going into the issues page!
Sunday, April 3, 2016
Wherein our author uses blogger to post a blog post blogging about how much he dislikes blogger.It's late on a Sunday night and I need to get this off my chest.
I really have come to loathe Blogger. The sluggish, overly complicated, JS heavy theme, the sluggish, too-complex-for-speed-but-too-simple-for-interesting-stuff editor, and the way it stuffs stylesheet info into the RSS feed come to mind. but overall... it's just gotten on my nerves.
So, I'm probably going to transition the blog over to something else. My current leading candidate for a site generator is Pelican, a Python based static html site generator which seems to be powerful enough for my not-too-complex needs. Jekyll is another candidate but all things being equal I'd rather stick with a Python-based setup and the final output will be pretty much the same.
I'm a tad nervous about what happens to old links and traffic so I assume that I'll probably transition over gradually with duplicate postings for a while. If any of you have done something similar in the past I'd be curious to hear about how it went.
In the meantime, I'll just add that I've been dealing with the transition in typical TA fashion. I hacked up a script to download all of the existing blog posts as XML, then used the html2text module on the cheese shop to convert the HTML from the posts into markdown text. I'm still going to have to hand-finish every pieces, cleaning up dead links and missing images and so on: I'm sure it'll be a TA-style spit'n'bailing-wire party for a while yet.
In the meantime I'm all ears if anybody has more suggestions for site generators, or a reason to go with something other than a static site on github.io, please let me know in the comments!
update: the new site is here
Saturday, March 26, 2016
For those of you who’ve been using mGui to speed up and simplify your Maya gui coding, there are some interesting changes on the horizon. Although I’m not entirely ready to release the changes I have in mind they are mostly sitting in their own branch in the Github repo.
The upcoming version introduces some new idioms - in particular, it gets rid of the need for explicitly setting keys on new controls to get access to nested properties. In the first version of mGui you’d write something like this:
with gui.Window('window', title = 'fred') as example_window: with VerticalForm('main') as main: Text(None, label = "Items without vertex colors") lists.VerticalList('lister' ).Collection < bind() < bound with HorizontalStretchForm('buttons'): Button('refresh', l='Refresh') Button('close', l='Close')
With the new refactor that looks like this:
with gui.Window('window', title = 'fred') as example_window: with VerticalForm() as main: Text(label = "Items without vertex colors") lister = lists.VerticalList() lister.collection < bind() < bound with HorizontalStretchForm() as button_row: refresh = Button( label='Refresh') close = Button(label='Close')
The big advantage here is that those local variables are not scoped exclusively to the layout context managers where they live, which makes it easy to control when and where you hook up your event handlers: In the above example you could defer all the bindings and event handlers to the end of the script like this:
with gui.Window('window', title = 'fred') as example_window: with VerticalForm() as main: Text(label = "Items without vertex colors") lister = lists.VerticalList() with HorizontalStretchForm() as button_row: refresh = Button( label='Refresh') close = Button(label='Close') lister.collection < bind() < bound refresh.command += refresh_def close.command += close_def
So far I’m really liking the new idiom, particularly eliminating the extra quotes and redundant
None keys. However this is a minorly breaking change: in some cases, old code which relied on the key value to name and also label a control at the same time will when the keys become redundant. Moreover I bit the bullet and started to refactor the entire mGui module to use correct pep-8 naming conventions – in particular, member variables are no longer capitalized. So if you have code outside of mGui this will introduce some issues. When I converted my own code, most of the changes could be done with a regular expression but there were a few danglers.
I think the changes are worth the effort, but I’d be really interested in hearing from users before trying to bring the new mGui branch back into the main line. It should actually be possible to write a script that fixes most existing code automatically, that’s something we could refine collaboratively.Please let me know in the comments or by opening an issue on the GitHub site if you have comments or plans. As always, bug fixes and pull requests always entertained!
Sunday, March 20, 2016
It is, however, interesting to note how cynical we’ve become as an industry about tech bubbles: from MMOs to Facebook games to In-app purchases and 3-D TVs, we’ve all lived through so many Next Big Things that we habitually reserve judgement – even on things like the latest crop of VR gear which sets our little nerdly hearts a-fluttering. I had a lot of conversations with people on the general theme of “wow, that’s cool. In three years most of them will be out of business, though.” – even with people in the VR business itself.
Personally, I think VR is going to survive but I don’t think it’ll be the kind of world-changing, ubiquitous tech that the broadband internet and handhelds have turned out to be. It’s an awesome geek toy and the gateway to many interesting and novel experiences. I see it sort of like that kayak in the garage: a cool thing that gets dusted off a few times a year but not a regular part of daily life, and never going to buffed up to the high consumerist gloss of an iPhone. Maybe in another decade, but for now it’s a really cool niche product. I hope all that crazy money sloshing around in VR land fuels some general purpose innovation : in particular, I hope that VR’s need for screaming framerates in two renders at once may make hardware that is more performant overall and also for split-screen friendly deferred rendering.
In the actual, as opposed to the virtual, world the highlight of the show for me is always the TA roundtables. It’s such a great resource for the community, and a chance for folks who often live a bit outside the main stream of their development teams to get together with people who share their unique and esoteric pain. Those three roundtables are the only room full of people who will chuckle at jokes about MaxScript and who truly appreciate the hopeless pathos of sending emails about proper check-in procedures to a team of artists. As always, hats off to +Jeff Hanna for running the roundtables and also the TA Bootcamp, which I had to miss this year but sounded really good. I’m anxiously awaiting the release of the talks I missed on the GDC Vault.
In these annual roundups I usually try to note the size and intensity of the job market. This year was kind of difficult to gauge. The big mega-booths from mega-teams were largely absent this year: I didn’t see many of the long lines of students queuing up to show their portfolios to Blizzard, Bungie, or 343. On the other hand the general commercial tempo seemed pretty up beat. I think this reflects the general trend away from big, highly institutionalized teams and toward smaller, more agile (but also more fragile) groupings: the job market is more fragmented but not necessarily smaller than in years gone by. I could be wrong about that one, though – this might just be a mid-console-cycle lull.
To all the folks I saw down at the show – it was awesome! To those who didn’t make it this year – don’t miss it next time!
PS - one important thing that came out of the round table is that more and more people are signing up to the Tech artists slack channel. If you're not already a member, follow that link to sign up.
Sunday, March 6, 2016
So, it’s with a little bit of trepidation that I’m sharing my latest library. Minq bills itself as ‘a query language for Maya scenes.’ The goal is to simplify a very common task for Maya coders: finding things in a scene.
Now, that isn’t a particularly interesting job most of the time, but it’s one we do a lot: a quick grep of my own codebase shows over 600 calls to
cmds.nodeType()in various combinations: as far as I can tell,
ls()is actually the single most common call I make.
Moreover, I’m reasonably certain (though I didn’t do the grepping to bear this out) that those hundreds of
ls()calls are accompanied by hundreds of little snippets of code to deal with Maya’s quirks. How often have you run into little gems like this?
stuff = ['top', 'something_thats_not_transform'] print cmds.ls(*stuff, type='transform') # [u'top'] stuff =  print cmds.ls(*stuff, type='transform') # [u'front', u'persp', u'side', u'top']
for item in cmds.ls(my_meshes, type='mesh'): print item # Error: 'NoneType' object is not iterable # Traceback (most recent call last): # File "<maya console>", line 1, in <module> # TypeError: 'NoneType' object is not iterable #
ls()calls alone will produce at least 5 bugs.
More importantly – and, frankly, the whole reason for this project – dealing with these little gotchas is not an interesting job. Finding, filter and sorting stuff in your Maya scene is not am opportunity for you to display your brilliant algorithms or clever strategies for bending Maya to your will: it’s just a bunch of stuff you have to on your way to fixing the problems your users really want fixed.
The goal of minq is to provide a more concise and more readable way to find things in your maya scenes. Here’s an example to give you the idea of how the project is supposed to work.
Suppose you need to find all of your character skeletons and distinguish them from other things lying around in the scene. The easy way to do that is usually to look for assemblies (top level nodes) which have children who drive skinClusters. Here’s an example of how you could find all the root nodes in the scene which drive skins using conventional means:
def find_assemblies_that_drive_skins(): skinned =  for asm in cmds.ls(assemblies=True) or : children = cmds.listRelatives(asm, ad=True) or  history = cmds.listHistory(children, future=True) if history and cmds.ls(history, type='skinCluster'): skinned.append(asm) return skinned
or to make sure we don’t get errors for failed queries. We have to create two temporary variables (
history) in order to store the intermediate results. And, obviously, we’re 3 layers deep when we get to the actual work item.
Above all, though, you need to remember two little bits of Maya trivia to make sense of this code: that
cmds.ls(asm=True)means ‘give me the assemblies’ and that
listRelatives(ad=True)gives you the children of an object. These are, of course, very clear to Maya vets – but there are over 50 flags in
ls()and more than a dozen in
listRelatives(). I’ve been working in Maya for 20 years and I still need to look up most of them. You pass those flags to Maya as strings which won’t get evaluated until runtime – and it’s possible to mistype them and not even know because
ls(), in particular, makes wierd tweaky decisions about how to interpret conflicting flags.
Here’s the minq equivalent to the previous function:
def drives_skin(some_object): children = using(some_object).get(AllChildren) skin_clusters = children.get(Future).only(SkinClusters) return any(skin_clusters) unskinned_assemblies = Assemblies().where(drives_skin)
drives_skin()takes a maya object
2. It gets all of that object’s children
3. It gets all of the future history of those children
4. It it filters down to only the skin clusters in that future history
5. it returns true if any skin clusters are present
The rest of it pretty self evident:
unskinned_assembliesjust collects all of the assemblies which pass
drives_skin(). The algorithm is exactly the same as the first version – but, at least to me, that algorithm is actually expressed much more clearly in the minq version. As for concision, I deliberately broke the query into two lines to make it easier to read -- otherwise it could all be done in a single expression.
A purist will probably point out that there are important under-the-hood details in the first one that are hidden in the second, and s/he’d be right. However after doing a lot of this kind of code down the years I’m fairly certain that those important details have almost always been important because screwing them up causes problems – not because they provide an opportunity for a wizardly optimization or better approach to the problem. I’m interested in finding unskinned meshes, not in remembering to pass the correct flags to
Here’s a couple of other examples to give you the flavor of what a minq query looks like:
# get all mesh transforms in a scene mesh_transforms = Meshes().get(Parents) # find stub joints def is_stub(obj): return not any (using(obj).get(Children).only(Transforms)) stubs = Joints().where(is_stub) # filtering by type, by name, and with functions cube_creator_nodes = PolyCreators().only('polyCube') used_to_be_cubes = cube_creator_nodes.get(Future).only(Meshes) has_8_verts = lambda p: cmds.polyEvaluate(p, v=True) == 8 still_are_cubes = used_to_be_cubes.where(has_8_verts) # adding, subtracting or intersecting queries too_high = Transforms().where(item.ty > 100) too_low = Transforms().where(item.ty < -100) middle_xforms = Transforms() - (too_high + too_low)