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Writing MEL Scripts
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Earlier in this chapter, we discussed MEL commands and introduced the idea of stringing several commands together While this may save you some time in some cases, as you become more
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MEL Scripting
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proficient with Maya, you will undoubtedly need to take things a bit further Specific problems or workflow issues will arise and can usually be solved through using MEL The tmBuildFKIKarmmel script, for example, was written to automate the process to create those additional skeletons and make the connections between them manually in Maya s interface This section covers some of the basic elements of MEL scripts
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Syntax
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Every language has its own syntax In English, every sentence ends with a period, exclamation point, or question mark In MEL, we conclude a command with a semicolon (;) Learning the punctuation or special characters is one of the first things you ll need to do If the syntax is incorrect in a MEL script, Maya returns an error Therefore, it is important that you use the correct syntax as you type in your script The following table shows some common characters and gives a description of each
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// ; () [] {} "" A double slash is used as a comment indicator Any characters that follow will not be interpreted by the computer A semicolon is used to indicate the end of a command Parentheses are used for grouping math equations or strings Square brackets are used to bracket an array index Curly brackets are used for grouping commands and arrays Quotation marks are used to indicate that the text contained within is to be treated as a text string for the command line so that any special characters used will not have an effect on the execution of the script
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Variables and Data Types
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Variables are the cornerstone of any programming language They are used to store a piece of information temporarily for use anywhere within your script For Maya to be able to differentiate between a variable and the name of another object or node in a scene, the $ symbol is placed at the beginning of the variable s name Variables can hold different types of data The variable could hold a whole number (integer), a decimal number (float), alphanumeric text (string), or a triple value (vector) Before using a variable, it is important that you declare it in the script by naming it and its data type Here s a simple example of declaring a variable: float $tmVal = 5 ; This declares that the variable called $tmVal is of a float data type and is equal to 5
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Maya 8
The Complete Reference
Now that this variable has been defined, we can use it in a math equation In this line, we use the print command to tell Maya to return the result in the History section of the Script Editor and in the feedback line: print ($tmVal + 1) ; //Result : 6 Instead of defining the variable with a constant number, it could be defined using a MEL command: string $tmMaterials[] = ls mat ; In this example, we have defined the $tmMaterials variable as a string data type (meaning it can store text) The [] that follows the variable name indicates that the variable can store a list, or array of objects In this instance, the $tmMaterials[] variable is defined by the result of executing another MEL command The at the beginning and end of the ls mat command will return the result of the command run inside of these tick marks Here, we are using the ls command to list and the mat flag to specify what type of objects to list, in this instance, we are listing materials The result is that the variable $tmMaterials will store a list of all materials in the scene
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