GPU-ify Your Rig
There are a lot of tips on how to make your rig run faster, most of them are good techniques to use in-general but they can only speed the rig up a tiny bit. There are two techniques that are "relatively new" (having been made available in Maya in 2016) that you should always make use of, because the performance improvement is so great. These two techniques are "parallel evaluation" and "GPU deformers". The "Bible" of these two techniques is this PDF from Autodesk, that outli
Normalized Translation In Vanilla Maya
I made a post earlier about a work-in-progress, normalize transform node. It works as-intended but I found out that manipulators require tool commands in order to work properly on multiply objects (which is of course a required feature). I haven't had time to dig into that part of the API yet, so I thought I would make a post about the vanilla mockup I did before the custom node. The vanilla version has most of the features that the custom node has except for offsetScale, and

convertToUVN and convertFromUVN
So I have previous posts about translateUVN and twistUVN deformers which transform points along a nurbs surface. The work perfectly fine but they get bogged down by the unfortunate fact that the MFnNurbsSurface class in the Maya API is not multithreadable. As I outlined in my earlier posts we can kind of avoid that bottleneck by making the deformer get prebound to the surface instead of being a spacial deformer (so during evaluation we never have to use the costly closestPoin