David Gould's MEL Scripts
from his book:
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