Maya : Mel / Python Scripts, 3D Studio Max : MaxScripts, Photoshop: Javascripts
1. Photoshop PSD – DDS layer manager:
One of my latest scripting projects to accelerate everyday processes at work was to develop a Photoshop PSD to DDS layer manager. It is a combination of Action Scripts and JavaScript that prepares the PSD with the most common layers of a complex shader like the diffuse, alpha, specular, normal and lightmap. Each layer is in its own pre-named folder that is automatically generated and saved according to a naming convention to a specific folder. A simple UI gives artists the possibility to choose which layer should be saved with what type of DXT compression. Who knew Photoshop could be so much fun?
2. Normal map switcher for Maya, multiple projects:
This project was started to solve a very annoying problem whereas our game engine requires DXT5_NM formated normal map but the Maya 2011 viewport only supports conventional “purple” map. The user first defines a folder structure where the 2 versions exist. The user can then tag file nodes that can be switched between the two types. At export time, the correct file format is exported.
3. Engine layout to Maya importer, Ecosphere, EA
A python script that recreates in Maya the position of objects placed in our Engine set files. This useful for doing things like combining objects after placement and running Mental Ray AO on objects in context. It was developed in collaboration with an engine coder who added a component to export the world frame.
4. 2D to 3D geometry placement, The Undergarden, Atari
A simple mel script that allowed the art team to easily convert box2D geometry created in our game engine by layout artists into modeling ready 3D geometry. It allowed for quick and parallel development between layout artists and modelers.
5. Stereo frames weaver, Big Films (IMAX)
Another simple python script that takes stereo frames from two folders and weaves them.
6. Populate, Nerf ‘N Strike, EA
A script to distribute objects on a polygonal landscape where the density of placement is based on vertex painted colors. Additional UI controls for random rotation and scaling and bunching.