Updated : 20th April 2020
How to install?
1- Open the file with an appropriate text editor (Notepad++, Sublime, Visual Studio…)
2- Select the whole of the code from the file (ctrl+a)
3- Copy the selected text (ctrl+c)
4- Paste in the script editor of Maya (in a "Python" tab)
5- Select the whole of the code in that tab (ctrl+a)
6- Middle-mouse drag the code to a shelf to create a button there
6.1 Alternatively, you can run the code from the tab in the script editor, but it might not save and stay with you.
What is MTT
As a 3D artist with a focus on character animation, I often find myself making some series of repetitive actions. Some artists like to have buttons on their Maya shelves, or simply go through the menus. However, some operations require more than one action (hiding some type of objects, showing others etc.) and so I decided to create my own custom tool to facilitate my work and speed up my workflow.
The project started as a simple tool to create and manage some motion trails for objects or components (vertices, edges, faces) that normally can't have motion trails attached to them. Then I wanted to enable the tool to create a motion trail for an articulation without controllers (such as in IK mode). The project quickly escalated into a polyvalent multi-task tool that can execute a wide varieties of complex actions.
As I find myself needing some other options, I add them to the tool. I also try to correct bugs or slightly change functionalities, as you can see in the tool's note section, at the top of its script.
HELP
Please note that your joint's name must contain one of these words:
'genou','Genou','Knee','knee','lowleg','lowLeg'
OR
'coude','Coude','elbow','Elbow','lowArm','lowarm'
Also, your controller's name must contain one of these words:
'main','Main','hand','Hand','wrist','Wrist','arm','Arm','Bras','bras', 'shoulder', 'Shoulder', 'epaule', 'Epaule', 'Épaule', 'épaule'
OR
'pied','Pied','foot','Foot','knee','Knee','leg','Leg','ankle','Ankle','cheville','Cheville','Jambe','jambe', 'hip', 'Hip', 'hanche', 'Hanche', 'thigh', 'Thigh', 'shin', 'Shin'
The naming convention used to identify left from right must be one of the corresponding :
'_R_','_r_','_Rt_','_rt_','_Right_','_right_','_D_','_d_','_Droit_','_droit_','_Droite_','_droite_'
'_L_','_l_','_Lt_','_lt_','_Left_','_left_','_G_','_g_','_Gauche_','_gauche_','Lft','lft'
The naming convention "_R" or "_L" will purposedly not work, since it could cause some issues with joints named "Name_Leg_name" for example.
To install the Tool:
Simply download the .txt file via the link above and copy all the text in your script editor in maya, in a python tab. Then, select all the text (ctrl+a) and middle-mouse-drag into your shelf. You may change the name or the icon then created by right-clicking on it and choosing "edit".
Alternatively, you can download the .py file and do as you would with other python scripts.
Advanced Skeleton Options
Use MTT for Advanced Skeleton
This checkbox enables the use of MTT for Advanced Skeleton rigs. Advanced skeleton is a powerfull tool for creating animation rigs. See more at http://www.animationstudios.com.au/advancedskeleton . If you are not using a rig created by Advanced Skeleton, do not use this option at all. If you are using Advanced Skeleton rigs, open the scene with the rig, then open Advanced Skeleton (click the AS4 button in your shelf, then go in the Display section, click the "Select jointLayer" button and change the Display Type to "Normal").
Conversly, you may simply open MTT in your rig-only scene (the scene in which you created your rig with Advanced Skeleton) and simply check the "Use MTT for Advanced Skeleton" checkbox and then save your rig.