From the course: Maya: Natural Environments
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Introducing SeExpr syntax - Maya Tutorial
From the course: Maya: Natural Environments
Introducing SeExpr syntax
- [Instructor] Now let's explore writing an expression to drive an XGen attribute. First we'll need to look at the syntax of the Se expression scripting language. In the X gen editor, in the Primitives tab, in the Primitive Attributes section, let's go to the length attribute and click to launch the expression editor. We can make this code larger by holding down Control and turning the mouse wheel. In this very simple example, we're generating a random value and we see three lines of code. Each line starts with a dollar sign indicating a variable. The first two lines are declaring new variables, dollar sign A and dollar sign B, and we know it's a variable declaration because there's an equal sign. We're setting those variables equal to something. The third line multiplies those two variables to produce an output. Se expression is designed with the implicit assumption that the script is always going to output something.…
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Contents
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Procedural modeling with 3D Paint Effects6m 15s
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Drawing Paint Effects strokes5m 37s
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Customizing Paint Effects strokes4m 21s
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Customizing a Paint Effects brush3m 24s
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Converting Paint Effects to polygons4m 57s
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Controlling Paint Effects level of detail5m 14s
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Preparing a scene for XGen3m 5s
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Binding an XGen preset description to polygons4m 34s
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Managing XGen file assets3m 43s
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Adjusting XGen primitive attributes5m 27s
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Understanding XGen attribute expressions4m
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Using the XGen Expression Editor5m 28s
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Introducing SeExpr syntax3m 13s
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Editing a random expression in SeExpr6m 58s
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Loading SeExpr scripts from disk4m 3s
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Binding XGen to a camera-based polygon selection4m 33s
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Painting XGen attribute maps with Ptex5m 28s
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