โจ๐ฏ ๐ฟ๐๐ฎ13 -100-๐ฟ๐๐ฎ๐จ ๐พ๐ค๐๐ ๐พ๐๐๐ก๐ก๐๐ฃ๐๐ ๐๐จ
- Subbu Addanki
- Nov 1, 2024
- 4 min read
โจ๐ฌ ๐๐๐ฌ ๐๐ค๐ค๐ก ๐๐ฃ๐ฉ๐ง๐ค: "๐๐๐๐ฉ๐ฉ๐๐ง๐๐๐๐๐๐ฉ๐จ" ๐
Hello VFX & Animation Professionals! ๐
I'm thrilled to introduce a powerful addition to your Maya toolkitโScatterObjects! ๐
Placing multiple instances of an object randomly across a surface can be tedious when done manually. ScatterObjects automates this process, allowing you to scatter objects over a selected mesh with customizable parameters.

๐๐๐๐ฉ ๐๐๐๐ฉ๐ฉ๐๐ง๐๐๐๐๐๐ฉ๐จ ๐๐๐๐๐ง๐จ:
Automation: Instantly scatter objects over a mesh surface.
Customization: Control the number of instances, random rotation, and scale.
User-Friendly Interface:ย Simplifies complex setups, saving you time.
๐ ๏ธ ๐๐๐๐ฉ๐ฉ๐๐ง๐๐๐๐๐๐ฉ๐จ ๐ (๐ข๐๐ฎ๐.๐๐ข๐๐จ ๐๐๐ง๐จ๐๐ค๐ฃ):

import maya.cmds as cmds import maya.api.OpenMaya as om import random def scatterObjects(object_name, surface_name, count=10, scale_variation=(1, 1), rotation_variation=(0, 360)): """ Scatters instances of an object over a polygon mesh surface.
:param object_name: <str> The name of the object to scatter. :param surface_name: <str> The name of the mesh surface. :param count: <int> Number of instances to create. :param scale_variation: <tuple> Min and max scale factor. :param rotation_variation: <tuple> Min and max rotation in degrees. :return: <None> """ # Validate object and surface existence if not cmds.objExists(object_name): cmds.warning("Object '{}' does not exist.".format(object_name)) return if not cmds.objExists(surface_name): cmds.warning("Surface '{}' does not exist.".format(surface_name)) return try: # Get the MObject for the surface selection_list = om.MGlobal.getSelectionListByName(surface_name) if selection_list.length() == 0: cmds.warning("Could not find surface '{}'.".format(surface_name)) return dagPath = selection_list.getDagPath(0) mfnMesh = om.MFnMesh(dagPath) except Exception as e: cmds.warning("Failed to initialize MFnMesh for surface '{}'. Error: {}".format(surface_name, e)) return # Iterate over polygons and get their areas face_areas = [] total_area = 0.0 face_indices = [] mesh_iter = om.MItMeshPolygon(dagPath) while not mesh_iter.isDone(): area = mesh_iter.getArea() # API 2.0: getArea() takes no arguments face_areas.append(area) total_area += area face_indices.append(mesh_iter.index()) mesh_iter.next() # Create cumulative areas for weighted random selection cumulative_areas = [] cumulative = 0.0 for area in face_areas: cumulative += area cumulative_areas.append(cumulative) # Function to select a random face index based on area def select_random_face(cumulative_areas, total_area): r = random.uniform(0, total_area) for idx, cum_area in enumerate(cumulative_areas): if cum_area >= r: return idx return len(cumulative_areas) - 1 # Fallback to last face # Function to sample a random point within a triangle using barycentric coordinates def sample_point_in_triangle(p1, p2, p3): u = random.uniform(0, 1) v = random.uniform(0, 1 - u) w = 1 - u - v point = om.MPoint(p1.x * u + p2.x * v + p3.x * w, p1.y * u + p2.y * v + p3.y * w, p1.z * u + p2.z * v + p3.z * w) return point # Function to sample a random point within an n-gon by triangulating it def sample_point_on_ngon(face_points): """ Samples a random point within an n-gon by triangulating it.
:param face_points: <list> List of MPoint objects defining the polygon vertices. :return: <MPoint> A random point within the polygon. """ if len(face_points) < 3: return face_points[0]
# Triangulate the n-gon (fan triangulation) triangles = [] p0 = face_points[0] for i in range(1, len(face_points) - 1): triangles.append((face_points[0], face_points[i], face_points[i+1]))
# Calculate areas of triangles triangle_areas = [triangle[0].distanceTo(triangle[1]) * triangle[0].distanceTo(triangle[2]) * 0.5 for triangle in triangles] total_area_ngon = sum(triangle_areas) cumulative_areas_ngon = [] cumulative_ngon = 0.0 for area in triangle_areas: cumulative_ngon += area cumulative_areas_ngon.append(cumulative_ngon)
# Select a triangle based on area r = random.uniform(0, total_area_ngon) selected_triangle = triangles[-1] # Default to last triangle for idx, cum_area in enumerate(cumulative_areas_ngon): if cum_area >= r: selected_triangle = triangles[idx] break
# Sample a point within the selected triangle using barycentric coordinates p = sample_point_in_triangle(*selected_triangle) return p # For each instance for i in range(count): # Duplicate object dup = cmds.instance(object_name, name="{}_scatter{}".format(object_name, i+1))[0] # Select a random face based on area face_idx = select_random_face(cumulative_areas, total_area) # Get the vertices of the selected face face_vertices = mfnMesh.getPolygonVertices(face_idx) face_points = [mfnMesh.getPoint(v, om.MSpace.kWorld) for v in face_vertices] # Compute a random point on the face if len(face_points) == 3: # Triangle face p = sample_point_in_triangle(face_points[0], face_points[1], face_points[2]) elif len(face_points) == 4: # Quad face, split into two triangles if random.choice([True, False]): # First triangle p = sample_point_in_triangle(face_points[0], face_points[1], face_points[2]) else: # Second triangle p = sample_point_in_triangle(face_points[2], face_points[3], face_points[0]) else: # For n-gons, sample a point by triangulating p = sample_point_on_ngon(face_points) # Move object to position cmds.move(p.x, p.y, p.z, dup, absolute=True) # Random rotation around Y-axis rot = random.uniform(rotation_variation[0], rotation_variation[1]) cmds.rotate(0, rot, 0, dup, relative=True) # Random scale scale_factor = random.uniform(scale_variation[0], scale_variation[1]) cmds.scale(scale_factor, scale_factor, scale_factor, dup, relative=True) print("Scattered '{}' over '{}'.".format(object_name, surface_name)) # Usage example: scatterObjects('pSphere1', 'pPlane1', count=50, scale_variation=(0.5, 1.5), rotation_variation=(0, 360)) |
๐ ๏ธ ๐๐๐๐ฉ๐ฉ๐๐ง๐๐๐๐๐๐ฉ๐จ ๐ (๐๐ฎ๐๐๐๐2 ๐๐๐ง๐จ๐๐ค๐ฃ):

[Todayโs Challenge is to take this simple code to next level.. I am sharing images of these advanced codes...] |
๐ ๐๐๐๐ฉ ๐๐๐๐ฉ๐ฉ๐๐ง๐๐๐๐๐๐ฉ๐จ ๐๐๐๐๐ง๐จ:

Efficiency: Quickly scatter objects over a surface without manual placement.
Customization: Adjust count, scale, and rotation variations for natural randomness.
Flexibility:ย Supports any mesh surface for scattering.
๐ง ๐๐๐ฎ ๐ฝ๐๐ฃ๐๐๐๐ฉ๐จ:
โข ๐ Boost Productivity:ย Save time on placing objects like rocks, plants, or debris.
โข ๐ ๏ธ Enhance Environment Creation:ย Ideal for populating scenes with natural variations.
โข ๐ Improve Realism:ย Adds randomness to object placement for a more natural look.
โข ๐ก User-Friendly Interface:ย Intuitive UI suitable for artists of all levels.
โจ Ready to Elevate Your Environment Creation Process?
Try out ScatterObjectsย today and enhance your Maya workflow! Feel free to reach out or comment below to see it in action. Letโs take our Maya scripting to the next level! ๐ช๐
๐๐ช๐๐๐ช'๐จ ๐๐๐ฃ๐ ๐จ :
โข YouTube Channel: https://www.youtube.com/@118subbuโข Vimeo:ย https://vimeo.com/subbu118โข Creature Rigging:ย https://www.creaturerigging.comโข Python Scripting:ย https://www.pythonscripting.comโข Hyper Rig:ย https://www.hyper-rig.com
#HappyScripting #MayaUI #ScatterObjects #PipelineOptimization #Maya #PythonScripting #MayaTools #VFX #3DAnimation #ScriptDevelopment #Automation #WorkflowEnhancement #TechnicalArt #ScriptingTools
๐ ๏ธ๐ผ๐๐๐๐ฉ๐๐ค๐ฃ๐๐ก ๐๐๐ฅ๐จ:
Error Handling:ย The scripts include checks for object and surface existence to prevent errors.
Customization:ย Extend the tool to include options like aligning to surface normals or adding variations in all rotation axes.
Integration:ย Incorporate this tool into your existing scripts or Maya shelf for quick access.
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