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Getting started

From nothing to a mirrored landmark pass saved to disk, in about ten minutes.

  • Install


    Where the folder goes, what the shelf button says, and the second button worth making while you are there.

    Install

  • Your first landmark pass


    Generate a palette, paint a head with it, mirror it, audit what you missed, and save the result.

    Your first pass

  • The interface


    Every part of the window, named. The rest of this documentation points at these things without describing them again.

    The interface

What you need

Maya 2020 or newer. PySide2 or PySide6, Python 2.7 or 3.x — the tool works out which it is running on.
A polygon mesh Landmarks are assigned to faces. NURBS and subdivision surfaces are not supported.
Nothing else No plug-in to load, no compiled parts, no dependencies beyond Maya itself.

What a landmark is

A landmark is an ordinary Maya shader carrying a small tag (amLandmark) plus a group, free-text notes and a stable id. Assigning it to faces is an ordinary shading-group assignment: the marks are visible in the viewport, they survive saving and reopening the scene, and any other tool that understands Maya shading understands them.

Why a tag and not a name pattern

Finding the tool's own materials with a wildcard on the name is cheaper to write and wrong in both directions: rename landmark_03 to jaw_line and the tool forgets the material exists, while a material of yours that happens to match the pattern is liable to be deleted by the cleanup pass. The tag lives on the node, so it survives renaming and cannot collide with anything.