## popup message -A disappearing message def popupMessage(function_name): """ Displays an in-view message indicating that a function has been copied to the clipboard. :param function_name: #The name of the function that has been copied. :return: """ mc.inViewMessage(amg="Copied!!\nFunction name '{0}' has been copied to the clipboard.".format(function_name), pos='midCenter', fade=True) # Test function is provided to test main function popupMessage def test_popupMessage(): popupMessage(function_name='exampleFunction') # Since mc.inViewMessage affects the UI, manual verification is required. print("popupMessage executed successfully.") test_popupMessage()
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Original on Transparent.png

โœจ๐ŸŽฏ ๐˜ฟ๐™–๐™ฎ13 -100-๐˜ฟ๐™–๐™ฎ๐™จ ๐˜พ๐™ค๐™™๐™š ๐˜พ๐™๐™–๐™ก๐™ก๐™š๐™ฃ๐™œ๐™š ๐Ÿš€๐ŸŽจ

โœจ๐ŸŽฌ ๐™‰๐™š๐™ฌ ๐™๐™ค๐™ค๐™ก ๐™„๐™ฃ๐™ฉ๐™ง๐™ค: "๐™Ž๐™˜๐™–๐™ฉ๐™ฉ๐™š๐™ง๐™Š๐™—๐™Ÿ๐™š๐™˜๐™ฉ๐™จ" ๐Ÿ‚

Hello VFX & Animation Professionals! ๐Ÿ‘‹

I'm thrilled to introduce a powerful addition to your Maya toolkitโ€”ScatterObjects! ๐ŸŒŸ

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.



๐™’๐™๐™–๐™ฉ ๐™Ž๐™˜๐™–๐™ฉ๐™ฉ๐™š๐™ง๐™Š๐™—๐™Ÿ๐™š๐™˜๐™ฉ๐™จ ๐™Š๐™›๐™›๐™š๐™ง๐™จ:

  • 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.

๐Ÿ› ๏ธ ๐™Ž๐™˜๐™–๐™ฉ๐™ฉ๐™š๐™ง๐™Š๐™—๐™Ÿ๐™š๐™˜๐™ฉ๐™จ ๐Ÿ‚ (๐™ข๐™–๐™ฎ๐™–.๐™˜๐™ข๐™™๐™จ ๐™‘๐™š๐™ง๐™จ๐™ž๐™ค๐™ฃ):



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))

๐Ÿ› ๏ธ ๐™Ž๐™˜๐™–๐™ฉ๐™ฉ๐™š๐™ง๐™Š๐™—๐™Ÿ๐™š๐™˜๐™ฉ๐™จ ๐Ÿ‚ (๐™‹๐™ฎ๐™Ž๐™ž๐™™๐™š2 ๐™‘๐™š๐™ง๐™จ๐™ž๐™ค๐™ฃ):



[Todayโ€™s Challenge is to take this simple code to next level.. I am sharing images of these advanced codes...]

๐Ÿ” ๐™’๐™๐™–๐™ฉ ๐™Ž๐™˜๐™–๐™ฉ๐™ฉ๐™š๐™ง๐™Š๐™—๐™Ÿ๐™š๐™˜๐™ฉ๐™จ ๐™Š๐™›๐™›๐™š๐™ง๐™จ:



  • 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.

๐Ÿ”ง ๐™†๐™š๐™ฎ ๐˜ฝ๐™š๐™ฃ๐™š๐™›๐™ž๐™ฉ๐™จ:

โ€ข ๐Ÿš€ Boost Productivity:ย Save time on placing objects like rocks, plants, or debris.

โ€ข ๐Ÿ› ๏ธ Enhance Environment Creation:ย Ideal for populating scenes with natural variations.

โ€ข ๐Ÿ“ˆ Improve Realism:ย Adds randomness to object placement for a more natural look.

โ€ข ๐Ÿ’ก User-Friendly Interface:ย Intuitive UI suitable for artists of all levels.

โœจ 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. Letโ€™s take our Maya scripting to the next level! ๐Ÿ’ช๐ŸŽ‰

๐™Ž๐™ช๐™—๐™—๐™ช'๐™จ ๐™‡๐™ž๐™ฃ๐™ ๐™จ :

๐Ÿ› ๏ธ๐˜ผ๐™™๐™™๐™ž๐™ฉ๐™ž๐™ค๐™ฃ๐™–๐™ก ๐™๐™ž๐™ฅ๐™จ:

  • 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.

ย 
ย 
ย 

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