MEL Week 9

 
We should end the term with trying to apply some of what we learned to modify, design and redesign useful MEL scripts. So, I looked through some of the MEL scripts available on http://www.highend3d.com/maya.
 
Since Aaron pointed out the virtues of using connectAttr to connect items in a dialog box with attributes in a DG node, I want to bring your attention to a MEL script that uses connectAttr in other ways: setCamera.mel by TomHapp. This MEL script uses connectAttr to connect attributes of a camera to those of other cameras. That allows the first camera to mimic different cameras in different parts of the timeline-- thus allowing us to switch to different cameras for different parts of a scene. For an example of this, see CamTest1.mb. You have to source setCamera.mel to make it run.
 
Playfully going with this idea, I thought I could hook up other objects together besides cameras. So, in Mimic.mel I modified Tom's code to hook up various primitives to each other so they can dance together. See MimicTest2.mb and MimicTest2-1.mb.
 
Can we do this with rigged characters? On my website under Maya Tutorials, I have some interesting MEL scripts by David Gould. Take a look at scaleSkeleton.mel. That gave me the idea of hooking skeletons up to each other. Using ideas from scaleSkeleton.mel and from Mimic.mel, I wrote MimicSkeleton.mel, which animates identically rigged skeletons to work together. See MimicSkelTest.mb.
 
Since MimicSkeleton.mel traces through the two trees literally and hooks them up, what happens if I redesign the skeletons a little, switching left and right sides of arms and legs. See results in MimicSkelTest1-1.mb.