addSets is a Mel script designed for better management of quick selection sets.  It allows the user to append, truncate, and delete sets with much greater control.  It is ideal for intersecting multiple quick select sets.  Only sets with the suffix _SET will be considered. 

Deletes all history, optimizes the scene, and removes any residual cluster sets.
ReduceMaterial is used to remove multiple materials created when importing scenes with identical materials into each other.  There are two requirements that must be met.  Identical materials in both scenes must be named EXACTLY the same (case sensitive).  Secondly, when you import, go to the import options, and under Name Clash Options: "Resolve CLASHING NODES with THE STRING IMP".  Do not include quotation marks. Also be sure to uncheck Use Namespaces in the import options.
Great for applying vertex coloring.  This script grows the selection, while deselecting the original selection.  This allows for easier blending of colors.
AlphaMaster is an alternative to using the component editor to change vertex alpha.  Its advantage is that
is allow you to "step" up or down your alpha value in small increments with the press of a button. (It 
automatically converts selection to vertices.)

Detach and Clone faces of an object in an extremely efficient and safe manner.
Renames shading networks based on diffuse texture name.
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BreakTransparency breaks the connection between the file node and the transparency attribute of any material selected.  I have found when importing many objects from a game engine into Maya, that often
times they are easier to work with without the alpha data.

Quickly mirror an object using the pivot point as the mirror plane.

An extremely rudimentary, but very handy script.  TT_PolyCube creates a cube with the pivot at its base instead of centered to the object.
An extremely rudimentary, but very handy script.  PolyCylinder_TC creates a cylinder with the pivot at its base instead of centered to the object.
Globally turns on and off wireframe.  Great for UV mapping when your wireframe/selection
gets in the way of seeing texture seams.
TextMat automates creating materials simply by browsing for an image file.
TextMat then automatically connects the image to the new material (including corresponding shading node and place2dtexture node).  It then renames attributes to match the image name.  A new feature, Materials by Directory allows the user to select a directory, and then creates and properly names materials for any tga's or bmp's within the chosen directory.  If a Material
already exists for an image file within the chosen directory, a new Material will NOT be created.
UVStraight attempts to average rows or columns of UV's.  In the UVEditor, start by selecting several vertically OR horizontally oriented parallel edges (not both).  Run UVStraight from the command line.  This will bring up the interface.
If your edges are standing roughly vertical, in the interface ensure that -V- is highlighted, and press "Straighten my UV's".  UVStraight will make EdgeLoops from your selection, and per
each loop, average them to make a perfectly straight vertical alignment of your uvs.  If your initial edges are lying horizontally,  use the -U- button to average auto selected edgeloops into perfect horizontal alignment per loop.

By default, UVStraight will automatically convert your initial selection into edge loops, and will also contain those loops to within  the UVShell.  You can disable both of these options as needed with the provided checkboxes.
CAVEAT: Auto Edge Loop will NOT work well on texture borders, as Maya is unable to return loops from border selections.  In general, I only recommend this script only for internal edges, not shell borders.
VertStraight attempts to average rows or columns of vertices.

If you wish to average edges to the Z axis, start by selecting several edges roughly perpendicular to Z.  Run VertStraight, choose the Z method, and press "Straighten my Verts".

If you wish to average edges to the X axis, start by selecting several edges roughly perpendicular to X.  Run VertStraight, choose the X method, and press "Straighten my Verts".

By default, VertStraight will make EdgeLoops from your selection, so you only need to select one edge per row or column you wish to straighten. You can disable loop and shell options with the provided checkboxes.

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addSets
AlphaMaster
​AttachMaster
Maya tools for the Professional
Attach multiple objects together while maintaining the name, translation, rotation, pivot, and hierarchy of the first object.

PolyTools

D​UPExtract
MirrorPivot
Snaps vertices together within given threshold

TargetMerge

VertexSnap
Collapse vertices to a single target vertex.
TargetCollapse
TargetMerge
Merge vertices to a set of target vertices.
Copy pivot from one object to another.

PivotMatch
PivotMaster

PivotToOrigin
PivotToChildren
findMat

Select the materials assigned to selected faces.
TogglePivot
ToggleLocalAxis
Move object pivots to the origin.

Copy pivot location from parent to children.

Toggle snappable pivot marker.

Toggle local axis marker
ReplaceObject

Replace multiple objects in your scene with a master object.
MatFaceFinder

Select all other faces on an object with the same material assignment as the selected faces.
GetHardEdges

Selects hard edges on your currently selected object.
UVShellToHardEdge

Hardens UV shell border edges.
unfrozen

Restores translation data to frozen objects.
UVMaster

An interface for numerically scaling, shifting, and rotating UVs. It also contains a number of maya's most common mapping functions.
LightmapUVs

Easily create lightmap UVs for single and multiple objects.
FlipReversedUVs

This tool will flip any reversed UVs on your object.
SetCurrentUVSet

Set the active UV set to the same set on multiple objects at once.
AlignUVShell

Align rotated UV shells to the U and V axis.
MultiMaterial

"Select-by-material" for multiple materials at the same time.
RandomRotateScale

Add random rotation and scale to multiple objects.
ObjectToOrigin

Move selected objects back to the origin.
SelectNthEdge

Select every Nth edge.
UVSetToMap1

Renames the default UV set to map1, and removes extraneous UV sets.
TTools© is a collection of scripts for Maya.  

They are utilized across the Game Development Industry by numerous professionals in the Art & Design communities.

TTools© improves iteration and removes common bottlenecks in content authoring.

Thomas Hamilton has been a professional game developer in excess of 15 years. Over the course of his career he as served various positions including: Tech Artist, Senior Artist, Lead Artist, and CG Supervisor. 

He has shipped over 15 titles, including such blockbuster franchises as: Star Wars and Silent Hill to name a few.



Maya™ is a Trademark of Autodesk©.
TTools© is not in affiliated with Autodesk©, 
and makes no claims to work in all versions of Maya™,
or inherit assumed functionality of Maya™.


DISCLAIMER OF LIABILITY
THIS SOFTWARE IS PROVIDED "AS IS" AND ANY EXPRESSED OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

USE AT YOUR OWN RISK

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**Currently does not work in Maya 2017.  This is a known issue with BonusTools that has been reported to Autodesk.
https://forums.autodesk.com/t5/maya-modeling/broken-unfold-2017-update-3/m-p/7389025#M17777

Automatically unwrap object(s) using smoothing (specifically hard edges) to determine UV texture borders.

*Requires BonusTools 2014-2017.

UnwrapByHardEdges

RenameIt

A robust renaming utility

Rename through entire hiearchies.
Derive names of children from their parent.
Rename only children.

Add and remove suffixes

Add numerical and alphabetic extensions.