All posts by Scott

Time has gone fast and it’s been almost 1 year since I released seUVBlendShape. First I want to thank all of my supporters who have bought this tool and have appreciated it’s usefulness in their projects.

In celebration, I am doing a 50% discount off the original price. So for $20 USD, you can get the full version. Many people have downloaded the trial and now is a great time to upgrade and enjoy all of the features.

Go get it today at

Thanks again and enjoy!

Autodesk just recently released Maya 2017. Which means another round of updates for my two available plugins; sePushPullConstraint and seUVBlendShape. The big change this time around was the update to Qt version 5. Though the conversion from version 4 to 5 is not that difficult, it does make it incompatible between the two versions. Thankfully, someone has already wrote a nice Python module to make the code work in both. So for those tools that are using PyQt and want to make their user interfaces compatible, take a look at this handy code.

That’s all the updates for now! Enjoy!

Although I have released an update to seUVBlendShape to work with Maya 2016 extension 2 a couple months back. I have just finally updated the trial version to also have this supported as well. My current subscribers should have already have the update and for those who are already using extension 2 and want to test the plugin and tools, you can now do so by going to the trial download page here:

Thank you all again for the support for those who purchased a license. Maya 2017 is just around the corner as well, so I’ll be excited to see any improvements I can make for future releases!

Enjoy and thanks again!

Not too long ago Autodesk released Maya 2016 extension 2 (basically called 2016.5). This update however isn’t binary compatible with version 2016. What this means is plugins that were compiled in 2016 will not work in extension 2. So I quickly rebuilt the constraint so there is now a 2016.5 version now in the sePushPullConstraint download.

So if you have just upgraded, you might want to download the plugin again to get the latest build here.



If you have written any Maya plugins in C++, you probably have used Maya’s built in array classes such as MIntArray or MPointArray. These are very simple and convenient classes to work with Maya’s API. However, they do not provide much support for more modern C++ features, such as generic programming. For example, if you wanted to sort a MIntArray you could do something like this:

This makes the assumption that the values are stored in a continuous section of memory which is a risk when using some other owner’s library. It is best to keep to the API that was provided to you.

What I want to share is my code that takes a step at bridging this gap. I will just go over the basics on usage and explanation, the rest you can figure out yourself as it is not that difficult to follow. You can grab a copy of these header files here:

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