Splattic · Maya utilities

Maya scripts

Python script tools for Autodesk Maya—not plug-ins. Download a .py file, copy it into your Maya 2027 scripts folder, and run it from the Script Editor or Script Manager.

Tested in Autodesk Maya 2027 only. These are plain Python scripts you copy into Documents/maya/2027/scripts/ (not guaranteed Maya plug-ins). If a future Maya version breaks a script, we will update the download here when we can—there is no formal support promise.

Getting started

How to install (once per script)

  1. Download the .py file from a tool card on this page.
  2. Copy it into your Maya 2027 user scripts folder (or any folder you add in Script Manager):
    • Windows: C:/Users/<you>/Documents/maya/2027/scripts/
    • macOS / Linux: ~/Documents/maya/2027/scripts/
  3. Restart Maya, or click Refresh in Script Manager if you use it.
  4. Run the import lines on each card (Script Editor → Python, or Script Manager → Run).

Script Manager browses MEL and Python from folders you choose—not only Documents/maya/<version>/scripts. Use the + tab to attach another directory; each tab is one folder path shown by name. Inside a tab, add groups and subfolders on disk to separate pipelines (rigging, export, tools, and so on), then Run, Src, or Edit from the list.

import ScriptManager
ScriptManager.show()
Python script · not a plug-in

glTF / GLB exporter

maya_gltf_exporter.py exports meshes with multi-material assignments, skinning, blend shapes, textures, and animation—including meshes with two UV sets. Supports Maya’s OpenPBR surface shader (alongside other PBR workflows in the script). Add extra material attributes for glTF alpha mode (and related PBR flags) before export. Choose a single GLB or separate glTF + .bin, export all or selection, and define animation clips from the timeline.

import maya_gltf_exporter as gltf
gltf = gltf.load()
gltf.show_export_dialog()
Python / PySide

Renamer

Duplicate-name list, pattern select by type, rename and number, prefix/suffix, search and replace, quick suffixes, and shape-name sync—on hierarchy, selection, or the whole scene.

import renamer
renamer.show()
Rigging utility

Skin Weight Blind Data

Stores skin weights on the mesh as per-vertex blind data so weights can travel with geometry (duplicate, reference, or export) without a separate weight file. Select a skinned mesh, then Save >> Blind Data, Load << Blind Data, or Clear Blind Data from Mesh when you want to strip that extra data from the object.

import skin_weight_blind_data as swbd
swbd.show_ui()