mel scripts archive

May 11th, 2009

abBatchFile 1.3

A handy little script that allows you to run mel commands on one or many Maya scene files (.ma or .mb).  Once the specified script is run on a file, it can be saved (or not saved) in a variety of ways.... read more »


January 22nd, 2009

abScriptMenu 1.5

This script allows you to create a menu item in the Maya UI that contains all of your scripts, organized however you want.... read more »


November 21st, 2008

abMakeUnlinkedInstance 1.2

Make instance-like copies from any selected mesh (or meshes).  The cool thing is that you can modify the resulting meshes without affecting any of the other peer or parent "instances".

Also:  Yay! My first Python script.... read more »


October 29th, 2008

abKeyWrangler 2.6

Retime, insert, and clean up keyframes, and other useful keyframe stuff.... read more »


May 20th, 2008

abToggleUIVis 1.0

This script replaces Maya's default ctrl+space behavior.  It  will restore your UI setup when you toggle between your default and full screen workspace.  If, for example, you enable the Range Slider in the full screen view and then toggle back to your default UI, the Range Slider will be restored the next time you toggle the full screen view.

It's a little thing, but it's useful.... read more »


April 30th, 2008

abConnectAttToMultObj 1.0

This smoothly named little script will allow you to quickly connect an object attribute to an attribute on many objects.  It's good for connecting a control curve attribute to visibility or smoothing (etc.) on lots of objects.... read more »


January 22nd, 2008

abReplaceCommandIcons 1.1

The default melScript shelf button icons in 2008 are so visually busy that it's difficult to read the text overlays.  They're annoying enough that I wrote this script to change them.... read more »


June 6th, 2007

abAutoRig 3.1

A simple to use skeleton builder and autorigger that builds a fast, animator friendly, bipedal rig.  Some of the features include:

  • Entirely node based.
  • Fully scaleable.
  • Stretchy IK/FK legs and arms.
  • Combo IK/FK spine with up to 18 joints (and true IK as of version 1.9).
  • Knee and elbow snap to pole vector control.
  • Standard foot controls including footRoll, footBreak, toeRoll, toeTwist, ballTwist.
  • Space switching on all major control curves (including a tool to copy control positions across space switches).
  • Support for upleg, upArm, and foreArm split joints (up to two each).
  • FK/IK head controls.
  • FK/IK fingers.
  • FK/IK and IK/FK matching on the legs and arms.
  • Auto align on relevant FK controls.
  • A tool to create a skeleton for your character.
  • A tool for quick and easy control curve mirroring and modification (includes lots of prebuilt control curves).
  • A tool for easy rig removal and update.
  • A tool for easy creation of a scaleable, stretchy IK spline joint chain (complete with FK controllers) from a curve.
  • The ability to change the rotation order of control curves across an animation and retain your poses.

I wrote this script with the intention of using it to rig my own characters for my Animation Mentor short.  Unfortunately, it took long enough to write that I didn't have time to build and use it with my own characters.  

What I'm trying to say is that it hasn't been properly put it through its paces.  It might break horribly, it might not.  Ok, it probably won't break horribly, but I can't imagine there isn't something that I've overlooked.  Please let me know if you do find any bugs or have any problems at all with it.  If it works great for you, I'd love to hear about that too.

And as always, suggestions are appreciated. ... read more »


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