Blog Post

Compiling C++ Plugins for Maya


Get a taste for the basics of plugin compiling from Raf and The Cult Of Rig then check out our courses both the Maya C++ API 101 mentor led course and our more advanced 201 on demand plugin coding course.



You can also check out our free API compiling guide book to pair with the Cult of Rig video.

Blog Post news

Maya Array Nodes by Ryan Porter

ArrayNodes for Autodesk Maya

RiggingDojo alumnus and awesome character TD at Reel FX, Ryan Porter, just released a set of nodes for Maya over the weekend to help deal with arrays, something Maya sadly is missing out of the box.
Give them a test! #rigtip

ArrayNodes is a set of Maya nodes for performing calculates on sets of values in a single node

Nodes – arrayCtor, arrayIter, arrayMultiOp, arrayScalarOp, chainArray, clampArray, modifyArray, normalizeArray, remapArrayValues, sliceArray

“How to use them involves cmds.setAttr(“.input”, [numbers], type=”doubleArray”)

Use them when you have elements in your rig that do the same sequence of nodes again and again”




Ryan Porter

Blog Post rigtip

Maya API Xcode Setup for development by Alum Alex Widener


Our Rigging Dojo  Alum and recent student of our API course, Alex Widener, was kind enough to write up how to get Xcode working with Maya.


The full PDF is here along with the DMG file.



The requirements according to Autodesk are to be using Xcode 5.0.2 with the 10.8 SDK(comes
with it). Xcode 6 does not have this SDK.
Unfortunately, when Apple updates Xcode it breaks everything, every time. Xcode 5.0.2 is not
available for download through Apple now that Xcode 6.0.1 is out. However, 10 seconds of
internet searching led me to the download for it. I’m not going to give out links for the legal
protection of RD, but if you’re the least bit internet savvy, you’ll be able to get it.
That being said, I compiled a few plugins on Xcode 6.0.1 and did not have a problem, and I
used the 10.9 SDK. As it is not officially supported through Autodesk, use at your own risk.
What will follow will be showing you how to set up Xcode to work with Maya and get to a
compiled plugin. In addition, I will discuss some differences between Marco’s setup in Visual
Studio vs. the Xcode template setup and what you can do.
Disclaimer: I do not take any credit for the files in the DMG. They are all property of Autodesk
and Cyrille Fauvel who was generous enough to update the Xcode files when I sent him an email
asking a few questions about getting set up. If you get this working, please send Cyrille an
e-mail thanking him. It is only because of him that this exists.
You can visit his website at

If you need more help, my e-mail address is alexwidener at gmail dot com