top of page
Steve Rheinfrank
I've written a number of tools in the film and game industries for department-wide use and feature prototyping. Most have been written using Python and MEL and some have included plugins that I wrote in C++ though nowadays I use mostly Python scripted plugins. Many of the tools use an object-oriented style of programming and I've designed and created many custom UIs along the way.
Some of the tools I've scripted over the years include:
Face modifier prototype
-Allowed user to click and drag on any portion of a head model and control region-specific modifications
-Different modifications are controlled by direction of mouse movement and allowed for combining/mixing of two separate modifiers
-Save and load presets
-Range control of modifiers to limit or increase amount of effect
-Highlighted regions as the user moves the cursor across the head
Body modifier prototype
-Allowed user to dial, with one mouse movement, a mixture of body shapes from a custom UI to test their interaction
-Allowed mixing of overall body shapes and local modifiers (ex. upper arm, lower arm, shoulders, hips, waist)
-Range control of shapes and modifiers to limit or increase amount of effect
-Save and load presets
Technical quality checker for assets
-Enforce naming and hierarchy conventions, add pipeline-dependent metadat nodes, catch various errors
Quad mesh poly reducer
-Creates reduced resolution versions of quad meshes by programmatically removing edgeloops while preserving the positions of remaining vertices and UVs (positions and topology are not altered, unlike Maya's reduction tool)
-Used by modeling department to generate multiple stages of lower resolution meshes from high-resolution characters and other models
UV "Gridify"
-Workes on entire UV shell, removes noise and straightens horizontal and vertical edge loops
UV Shrinkwrap
-Shrinkwrap selected UVs to target UVs
-Useful for matching UV shell boundaries between meshes with different topologies & UV layouts
Curve-based tree branch generator
-Creates tapered and capped tree branches along curves
-Each branch's starting diameter is determined by the nearest diameter of the "parent" branch it is emanating from
-Each branch's ending diameter is controlled via a UI slider
Custom shader outliner
-Similar to Maya's outliner but specifically used to view and edit shaders and their assignments without having to use Maya's Hypershade or Multilister
-Included tools to auto assign shaders based on UV tiles
-Also included layout funtions to gather and spread multiple UV tiles
-Auto namer & renamer to confom shaders to pipeline conventions
Custom UV Editor
-Added tools to Maya's native UV Editor
-UV tile controls--shift UV shells to other tiles while preserving their position relative to the tile's edges
-UV tile layout for multiple meshes--unlike Maya's Layout UVs tool, this lays out UV tiles so mulitple meshes do not overlap each other's UVs
Custom SQL asset publisher
-Published to database via an SQL object-oriented API
-Updated database tables and connections, logged events and notified users of job progress
Custom file browser and project setter
-Designed to work with project-specific network structure
-Includes file filter, search options and new directory tree generator when beginning new assets
UV importer/exporter
-Imports and exports UV data to text file that can be tracked separately from geometry
-Includes shader assignments, designed for meshes with mulitple UV sets
Costume propagation tool
-Automatically propagates updates from a source/master mesh onto meshes fit to characters of various shapes and sizes
Belle and old & young Scrooge face, body and clothes models.
bottom of page