David Gould's MEL Scripts
 
from his book:
 
Complete Maya Programming
 
March 16, 2003
 
 
 
1. Scale Skeleton Script:
 
A relatively common task is to take a skeleton and adapt it to a smaller or larger character. Simply doing a scale on a skeleton often won't give the intended result. The Problem is that a scale enlarges or reduces the skeleton about the root's origin. What is really needed is that each joint be enlarged or reduced along its bone's direction.
 
 
2. Copy Skeleton Motion Script:
 
After you animate a single character, there is often a need to reapply this animation to another character. As long as the two characters share the same skeleton structure, the process of copying the animation from one to the other is relatively simple.
 
 
3. Output Joints Script:
 
This script takes a hierarchy of joints and then outputs the position, rotation, and scale of the joints over a given time range. The output is stored to a file as well as being printed to the Maya window. This script works with skeletons that do and don't use inverse kinetmatic (IK) handles. As such, this script is particularly useful for exporting joint information to applications that don't support inverse kinematics. The joints' transformation can be output in local or world space.
 
 
 
Others
 
 
4. listAll.mel
 
5. objToWorld.mel
 
6. printAnim.mel
 
7. printTangentPositions.mel
 
8. spaceToSpace.mel