MT Chart Designer Version


I have made some modification in this script. A custom frame range number is added, and max-amount for datapoints are now driven by upLimit value.

Stay up-to-date!

Some fun script would be uploaded within a few days. Now I’m just dealing with PHP.

Download MT Chart Designer Version

Comprehensive Introduction to Rigging in Maya

In this video I will talk about the most primary settings of rigging in Maya. After learning what is joint and how it work, we will move into rigging a cubic model, and complete our operation full in a step-by-step fashion.

Download the finished project:

Creating and Rendering Charts in Maya

In this tutorial I will go through “how to design and create Charts in Maya”, I use a script to accomplish the goal, and after that a survey is done to get all rendering necessities for a nice look. This tutorial is not a just-finish-video but a true-explanation-video that gives you enough information to build the same chart. However I presume that you know Maya basics, still if not,, wouldn’t bring you much difficulty. One last point to add would be the quality of the video which is aimed toward making a commercial-friendly appearance.

MT Chart Designer Version     مكاني براي آپلود رايگان فایل های شما

Download MT Chart Designer Version
MT Chart Design Version

or you can…

Download MT Chart Designer Version
MT Chart Design Version

Download MT Chart Designer Version
MT Chart Design Version

Animating and Designing Charts for various puposes now is possible
with one click and several simple settings. You may
render them with high quality shading to boost the
beautiness of your final production.

Chart Type:
Column would make for each data point a column, and cube
would do so with cube instead of the column. A curve type would be enabled
in future, however if I receive comments requesting this to make
myself sure that updates are welcomed.

Name: A namefield is used to allow users to keep a name for all of
their created nodes.

Frame Range: Since one of the principal usage of this script is to make
the Datas grow over time,  frame-limits are presented for the user to choose

Number Of Data Points are the number of statical columns/cubes you need.

Up Limit: As the name is explanatory, it is used for vertical limit of the chart.

Unit: After how many value a number must be used for vertical range. Try to use
numbers greater than 10. Still all numbers are possible.

Offset: Next to vertical bar, numbers are used with markers, this number set the space
between numbers and the vertical bar.

Data Points: Entering a number for your respective data point.The value entered must
be less than Up Limit number, otherwise process might malfunction.
For each data point a name field is used for making the appropriate
textual representation.

Under the Structure Tab there are several options:

Range Value Text Scale: Scale of the number next to the vertical bars.
Spacing: Space between various data points, changing this option affects on the whole chart. Use this option to make your chart desirable.
Base Final Offset: The space from the last data point to the end of base platform.

Range Bar Thickness: The thickness of the vertical bar.

Base Platform Thickness: The thickness for the base platform.

Data Point Scale: Scale for the columns and Cubes.

Data Text Scale: Scale of the texts below each individual data point, retrieved from UI.

Data Text Z Offset: The Z translation of each created Data Text.

MT CVBased Duplication/Constrained

This script is useful for all people in Maya, since you can use it for clusters and
deformers to plants and grass distribution and sometimes
even for emitter population.


-You must first select your curve and then your node/object.
-There is an “Instance” check box, if checked the distributed
objects would only be an instance of the original object. A great time saver.
-In this UI select “Get Selection” to insert them into UI’s relevant position.
-There are randomization options that you can use them to make your distribution look much more
-In the bottom you have a Twist control where you have control over your rotational properties.

Twist has two methods:

Increment Based(recommended): It uses a value (from the slider in the UI) to add to each instance up to the last
360Based: It uses the number of distributed nodes, and for instance if you have ten objects distributed,
it would divide 360 by ten and uses the result which is 36 to increment each time. This method
is recommended in high quantity distributions.

You can Download it from here:

MT CVBased Duplication/Constraint Google Codes     مكاني براي آپلود رايگان فایل های شما

MT Gamma Correct Node Connection

With this script you select your texture and then material (no matter whether it is already connected or not) and then execure the script to add a gamma correct node added between your texture and materia. No matter how expensive is your shader, so safe is the material that it would add a gamma node without any damage to your existing connections.
Risk at your own use 😀
no Use at your own risk.

It is very useful for the project that you have many built networks, and you find the need of Gamma Node to go through all the existing connection, so it would be too hard to add a connection between many already made connections.
Look! first select the texture and then the material, ignore if there is any connection made to color/diffuse channel. all Maya materials as well as mia_material are supported.

(it is a personal folder on, therefore be sure there is no virus – still if you assume it as a risk, download it from website.)