Anim Picker User Documentation
The Anim Picker is mGear’s picker tool for animators: a graphical board of buttons that select and drive a rig’s controls, so you can pose a character without hunting for controllers in the viewport. Version 2.0 is a full rewrite of the original picker with a modern editor, vector (SVG) shapes, interactive widgets, viewport pins, conditional visibility, mirroring and a click-through “heads-up display” mode.
A picker is stored per Maya scene on a PICKER_DATAS node (as clean
JSON), and can also be exported to / imported from a .pkr file to reuse it
across scenes and characters.
Opening the Anim Picker
From the mGear menu (mGear ▸ Anim Picker) you have three entries:
Anim Picker: the floating animation window (the picker you pose with).
Anim Picker (Dockable): the same animation window, dockable into Maya’s UI as a workspace control.
Edit Anim Picker: the editor, where you build and lay out the picker.
You can also open it from Python:
from mgear import anim_picker
anim_picker.load() # animation mode (floating)
anim_picker.load(dockable=True) # animation mode (dockable)
anim_picker.load(edit=True) # edit mode
The Animation window
The top bar drives which picker is loaded and how it behaves:
Character Selector: the collapsible header holds the picker-data combo box (which
PICKER_DATASnode to show) and a snapshot picture of the character. Uncheck the group title to collapse it.Passthrough: turns this window into a click-through overlay (see Opacity passthrough).
Sync Namespace: when on, the picker resolves its controls in the namespace of your current selection, so one picker drives any referenced instance of the rig.
Load / Refresh: load a picker from a
.pkrfile (or drop the file into Maya with mGear file drop enabled, see File Drop), or re-read the data node and re-sync the widgets to the rig.View: Tabbed shows one tab at a time; Tiled shows several tabs side by side (the spinbox sets the column count).
Tabs: a picker can hold several pages (e.g. body, face); click a tab to switch.
Selecting controls: click an item to select its associated control(s). Hold Shift to add to the selection, Ctrl to toggle, and drag on empty canvas to marquee-select. Panning is middle-mouse drag, zooming is the mouse wheel, and F frames the content.
At the bottom, the opacity slider fades the whole window, and Auto opacity makes it fade automatically while the mouse is away and become opaque on mouse-over — handy for keeping the picker on screen without hiding the viewport.
Opacity passthrough
Passthrough turns the floating picker into a HUD you can click straight through. Check the Passthrough box and, while the window is transparent (opacity below 100%) with Auto opacity off, everything except the item buttons and the tabs becomes see-through and click-through — clicking an empty gap selects and manipulates the rig in the viewport behind, without moving the picker aside. Each item is cut on its real shape, so vector buttons follow their outline.
Checking the box on a fully opaque window drops it to a transparent default so it engages in one click; unchecking restores the solid window (your last transparency is remembered).
A small “··· move” grip and a second Passthrough checkbox appear at the top-right (the in-row checkbox is hidden while masked), so you can drag the window and switch passthrough off without leaving the mode.
During a pan or zoom the full window comes back and moves smoothly, then re-masks the moment you stop.
Passthrough is per-window: enabling it on one open picker does not affect the others. It applies to the floating window only.
Edit mode
The editor adds a left tool strip, a color palette along the bottom,
and the Item Editor panel on the right. New creates a fresh picker on a
data node; Save writes the current picker to a .pkr file.
Note
Every change in edit mode is recorded to an undo / redo stack (per tab). Use Ctrl+Z / Ctrl+Shift+Z, and the usual Ctrl+C / V / X (copy / paste / cut), Ctrl+D (duplicate), Ctrl+Shift+D (duplicate & mirror), Delete, Ctrl+A (select all), arrow keys to nudge (Shift for a larger step), F to frame and Esc to clear the selection. Shortcuts fire only while the picker has focus, so they never leak into Maya’s global hotkeys.
The tool strip
The top of the strip holds the canvas tools:
Select and Transform: switch between selecting items and showing the move / scale / rotate manipulator to transform them on the canvas.
Add item: drop a new default button on the canvas.
Import SVG: load an
.svgfile as a vector-shape item (or drag one onto the canvas).Shape library: open the shape picker (see Shapes).
Duplicate and Mirror: copy the selection, or mirror it across the symmetry axis (with an optional name search / replace so the copies target the opposite-side controls).
Pin: pin the selected items to a viewport corner as an on-screen HUD (see Pin).
Trace from rig: auto-generate a picker from the rig’s control layout (see Auto-build from the rig).
Auto-build from the rig
The camera drop-down at the bottom of the tool strip builds a picker straight from the rig. It looks at the scene’s controls from a Front / Side / Top view and traces the convex hull of each control, creating a picker item per control laid out to match the rig’s spatial distribution — a fast way to get the whole control layout in one step, which you then refine (shapes, colors, grouping).
Aligning and distributing
The Align section lines the selected items up (left / right / top / bottom / center, horizontally or vertically), distributes them evenly, and expands / contracts their spacing a step at a time about the selection’s center — quick ways to tidy a row or column of buttons.
Drag to add — widgets & backdrops
The Drag to add section lets you drag ready-made items onto the canvas: interactive widgets (checkbox, slider, 2D slider), a plain button, a backdrop, and a vector item (the Vec pen tile, see Editing vector (SVG) shapes). Drop one where you want it, then configure it in the Item Editor.
Background layers
Each tab can carry a composite background — an ordered stack of image layers drawn back-to-front behind the items (a body chart, a face map, a logo…). Backgrounds are per tab, so every page can have its own artwork.
Add a layer by right-clicking the canvas and choosing Add background layer. To manage the stack, right-click the canvas and open Background layers…:
The layer list shows every layer on the current tab. Add Layer / Remove Layer add or drop one, and Move Up / Move Down reorder the stack — the top of the list is the back-most layer, so Move Down brings a layer forward and Move Up sends it back.
X / Y position the selected layer and Width / Height size it, with Maintain Aspect Ratio to keep its proportions locked.
While the dialog is open you can edit layers directly on the canvas too: click (or Shift-click / marquee) a layer to select it, then drag to move it or pull its handles to scale it.
Hover a layer in the list to see its resolved image path as a tooltip, and right-click it for Reveal in Folder (opens the OS file browser with the image selected) and Copy Resolved Path.
Remove all backgrounds (canvas right-click) clears every layer at once. There is no size cap on the artwork — the canvas grows to span the layers and the buttons, so pan and zoom always reach all of it.
Capture a screen region as a background
Instead of saving a screenshot in another tool first, you can capture any area of the screen straight into a background layer. Right-click the canvas and choose Capture Screen Region, or click Capture Region in the Background layers dialog.
The picker window (and the Background layers dialog, if open) hides and the screen freezes, dimmed. This lets you capture the Maya viewport or anything else behind the picker.
Drag a rectangle over the area you want. The size in pixels is shown as you drag. Press Esc or right-click to cancel. A click without a drag is ignored, so you can just drag again.
A save dialog asks where to store the image (PNG by default, JPG also accepted). Cancel it to discard the capture.
The saved image is added as a new layer in front of the existing ones, and the picker windows come back.
The save dialog opens in the folder the picker loads relative images from,
next to the .pkr the picker was loaded from (or its
ANIM_PICKER_RELATIVE_IMAGES sub-folder, see below), so the image travels
with the picker file. If the picker wasn’t loaded from a .pkr, it opens in
the folder you last saved a capture to in this session, or else in the Maya
project’s images folder. The proposed file name is based on the tab name
(for example Body_bg.png) and never overwrites an existing file.
Captures are taken at full resolution on high-DPI displays, and you can capture on any monitor; a single selection stays within one monitor.
Note
On macOS, Maya needs Screen Recording permission (System Settings > Privacy & Security). Without it the frozen screen shows only the desktop wallpaper.
Where background images are loaded from
Each layer stores the image path it was added from, and that path is used
first. If the stored path no longer exists (for example the picker was moved to
another machine or shared with a team), the picker falls back to searching
next to the ``.pkr`` file: it looks for an image with the same file name
in the folder that holds the .pkr the picker was loaded from.
The relative folder searched is controlled by the ANIM_PICKER_RELATIVE_IMAGES
environment variable, resolved relative to the ``.pkr`` file:
Unset (the default) or
""— look in the same folder as the.pkr."../images"— look in a siblingimagesfolder next to the.pkr."../../images"— and so on for other layouts.
If neither the stored path nor the fallback resolves, the layer is skipped and a warning is logged.
Note
The fallback only applies when the picker was loaded from a ``.pkr``
file (that load records the source file location). A picker that lives
only on a scene node, with no external .pkr, has no folder to search, so
keep those image paths valid or re-point them.
Building items
Shapes
The Shape Library (tool strip, or the Item Editor’s Shapes… button) holds ready shapes across two tabs — Polygons (square, circle, triangle, diamond, pentagon, hexagon, octagon, star, arrow, rectangle …) and SVG (curved / organic icons like gear, heart, eye, hand). There are three ways to use a tile:
Click — apply that shape to the selected item(s).
Drag — create a new item with that shape at the drop point.
Right-click — create from selection: one item per selected Maya control, laid out in a row or column and each linked to (and colored from) its control.
Save current shape… stores the active item’s shape (polygon or vector) into your user library for reuse.
You can also build a shape from Maya curves: draw the outline as NURBS curves, select them, and the picker traces them into an item’s shape.
Editing vector (SVG) shapes
Vector items can be drawn and edited directly in the picker, without an external editor.
Starting and ending an edit. In edit mode, right-click a vector item and choose Edit SVG, or double-click it. The other items dim and a floating SVG Edit toolbar opens beside the picker. Click Done (or press Enter) to keep your changes; the whole edit is then a single picker undo step. Cancel puts the item back exactly as it was. Switching tab, leaving edit mode, or closing the toolbar counts as Done. Esc never cancels: it finishes the path you are drawing, or clears the selection. Right-clicking the canvas during an edit offers Done and Cancel.
Creating a vector item. Drag the Vec tile from the left toolbar’s Drag to add section onto the canvas (or double-click it to create at the view center), or right-click empty canvas and choose New vector item: an empty item is created and the Pen tool is ready. If you click Done without drawing anything, the empty item is removed. To turn an existing polygon button into an editable curve, right-click it and choose Convert to vector.
Tools (shortcuts work while the canvas has focus):
Select (V) picks whole shapes. Drag to move them; the box around the selection scales them (Shift keeps proportions) and its top circle rotates them (Shift snaps to 15°).
Node (A) picks points. Click, Shift-click, or drag a marquee; drag to move; arrow keys nudge (Shift for a bigger step). Dragging a curve handle of a smooth point keeps it smooth. Alt-drag a handle to move it on its own (a sharp corner), Alt-drag a point with no handles to pull out new curve handles, and Alt-click a segment to add a point there.
Pen (P): click for a corner point, click-and-drag for a curved point, click the first point to close the shape. Enter, Esc, or a double-click finishes an open line. Shift keeps segments at 45° steps.
Rectangle (R), Ellipse (E), Polygon / Star (Y), and Line (L). Drag to draw; Shift draws squares, circles, and 45° lines.
The mouse pointer changes with the tool: Select, Node, and Pen use their icon (the click point is the tip), and the drawing tools show a crosshair with a small badge of the shape.
Tool options under the tools change with the active tool:
Rectangle: Corner radius for rounded corners.
Polygon / Star: number of Sides, and a Star percentage (above 0 makes a star with that inner radius).
Line and Pen: Start arrow / End arrow and the arrow Size. An arrowhead is drawn as part of the line itself (one path), and follows the direction of the line at each end: on a Fill layer it is a solid triangle, on a Stroke layer an outlined head. Pen arrows apply to open paths only. In the Node tool the arrow’s tip shows as two points on top of each other, because the path passes through the tip twice.
Other tools show “No options for this tool”.
Note
A line (or an open Pen path) has no area, so on a Fill layer only its arrowheads show: draw lines on a Stroke layer.
Node operations act on the selected points: add a point between two selected neighbours, delete points (also Delete), make points Corner (no handles), Smooth, or Sym (smooth with equal handles), and reverse the path’s direction. Three of them open, close, or cut paths:
Break cuts the path at the selected point. An open path becomes two paths that meet there; a closed shape becomes one open path that starts and ends at that point.
Join connects two selected end points: the ends of two different open paths merge them into one path, and the two ends of the same path close it.
Close/Open works on the whole path without picking points: it closes an open path with a segment from its last point back to its first, or opens a closed shape by removing that segment. Use Break to open a shape at a point of your choice.
Path operations act on the selected shapes: Union, Subtract (the top-most selected shape is cut out of the others), Intersect, and Exclude; Flip H / Flip V; duplicate; delete. Boolean results are re-fitted into smooth curves, so they stay easy to edit.
Precision and view. The X / Y fields show and set the selected point (or the centre of the selection). Snap grid (with a grid size) and Snap nodes apply while you draw and drag. Outline shows every shape as a thin wireframe, and Grid draws the snap grid; neither changes the saved item.
Layers. An item can have several layers, drawn back to front (the top of the list is in front). Each layer has its own visibility (eye), lock, Fill or Stroke mode, stroke width, and Color. Use the buttons under the list to add, duplicate, delete, reorder, and merge a layer into the one below, and to move the selected shapes onto the highlighted layer. New drawings go onto the highlighted layer. Double-click a name to rename it. Hidden and locked layers can’t be selected. Shapes only cut holes in each other when they are on the same layer.
Layer colors. A layer uses the item’s color until you give it its own: click the layer’s color swatch to pick one, and right-click it and choose Use item color to go back. This makes two-tone icons possible in a single item. The layer color sets the hue; the item’s opacity still applies. Changing the item’s color later (Item Editor color, the palette, or mirror color) resets every layer to the new item color, just as the Shape panel’s stroke width applies to every layer.
Undo while editing. Ctrl+Z / Ctrl+Shift+Z (or the toolbar arrows) step through the edits of the current session without leaving it.
Opacity. New vector items are fully opaque by default (polygon buttons start slightly transparent). An opacity you set yourself is kept when you convert a polygon to a vector or apply an SVG shape to it.
Exporting. Right-click a vector item and choose Export SVG… to save
its visible layers as a standard .svg file. Save current shape… in
the Shape Library keeps the layers too.
Note
Pickers saved with multi-layer vector items still open in older versions of the anim picker, which draw the shapes in a single fill or stroke style.
The Item Editor
Selecting an item in edit mode fills the Item Editor panel on the right. Its sections cover every property of the item; the most-used ones are open by default.
Transform
Position (X / Y) and Rotation of the item, a Reset Rotation button, and a Factor with X / Y / XY buttons to scale the selection by that factor (uniformly or on one axis). World space toggles whether the transform is read in scene or local space.
Appearance
The item’s color and Alpha (transparency), an optional Text label with its size, alignment and offset, and the text’s own color / alpha. Text is stored display-independently so it looks right across monitors, and scales on high-DPI screens.
Shape
Controls for the item’s outline: Show handles to edit the polygon points
on the canvas, the Vtx count, Handles Positions… for numeric point
entry, Shapes… to open the library, and Import SVG… to load a
vector shape from a .svg file. Vector items expose a Render mode
(Fill or Stroke) and a stroke width, applied to all of the item’s
layers. Vector items have no polygon handles; edit their curves with Edit
SVG instead (see Editing vector (SVG) shapes).
Controls
The Maya control(s) this item selects. Add Selection links the currently
selected controls, Remove unlinks the highlighted one, and Search &
Replace rewrites the names in bulk (e.g. _L0_ → _R0_) — the quick way
to retarget mirrored buttons.
Action
Give the item behaviour beyond selection. Custom action (script) runs a Python script when the item is clicked (Edit Action Script…), and Custom Menus add right-click menu entries with their own scripts.
Widgets
The Type drop-down turns a plain button into an interactive widget that reads and drives a rig attribute directly in the picker:
Checkbox — toggles a boolean attribute (or master-controls the visibility of an item group, see Visibility).
Slider — drags a single attribute between a min and max.
2D slider — drives two attributes (X / Y) at once from one handle.
Each widget is bound to its attribute(s) and range in the editor, and stays in sync with the rig on selection / time change.
Backdrop
A backdrop is a titled panel drawn behind other items to group them visually. Set its Title and Corners (rounding); its color and transparency come from Appearance. Dragging the backdrop moves everything sitting on top of it together.
Visibility
Show or hide the item conditionally:
Group — tag the item into a named group. A checkbox widget set to control that group can then show / hide every item in it at once (with an optional invert), right in the picker and with no rig attribute required.
Condition — show the item only by zoom level or by a channel state (e.g. an IK button visible only when the limb is in IK). Conditions and groups compose: a grouped item with its own condition is shown only when its group is shown and its condition passes.
Edit mode always shows every item, so conditional visibility never blocks authoring.
Pin
Pinned to viewport locks the item to a fixed spot on the canvas — it keeps its screen position and size through pan and zoom, so it works as an on-screen HUD button (a corner reset, a space switch, a settings button…). Pick the Anchor cell (3×3) it sticks to and an Offset, or just drag the item on the canvas to set the offset (the anchor snaps to the nearest region).
Mirror
Link a left / right pair so edits propagate symmetrically. Set the Axis X (the mirror line), Link selected pair, and thereafter moving or editing one side updates its partner. Make Symmetric matches one side to the other, and Unlink breaks the relationship.
Color palette
The palette along the bottom of the editor holds quick colors — secondary / primary for Left / Center / Right — so you can color a selection with one click and keep a consistent left/right convention across the board.
Saving and sharing pickers
A picker lives on a PICKER_DATAS node in the scene (stored as JSON), so it
travels with the file. Use Save to export the current picker to a .pkr
file and Load to bring one in — the way to reuse a picker across scenes or
share it with a team.
Note
mGear 5.x note: picker data is stored as clean JSON. A picker that
lived only on a scene node in a much older version (with no .pkr
file) is auto-migrated and but should be saved once to make the updated
data permanent.
Save options
The Save window offers two destinations, and you can use either or both:
Save data to node — writes the picker into the
PICKER_DATASnode so it travels with the Maya scene.Save data to file — writes an external
.pkrfile. Use Select File to choose the path.
Portable file paths (ANIM_PICKER_PATH)
Set the ANIM_PICKER_PATH environment variable to a base folder to store
.pkr paths relative to that folder instead of as absolute paths — handy
for sharing pickers across machines or between team members whose projects live
in different locations.
When ANIM_PICKER_PATH is set:
The Select File dialog opens in that folder by default.
When you pick a file inside that folder, the stored path replaces the base folder with the token
[ANIM_PICKER_PATH](for example[ANIM_PICKER_PATH]/characters/hero.pkr).When the picker loads, the token is expanded back to the current value of
ANIM_PICKER_PATH, so the same file resolves correctly on any machine where the variable points at the equivalent folder.
If the variable is not set, or the file lives outside that folder, the full absolute path is stored as usual.
Autosave
The Save window also holds the autosave settings:
Enable autosave — turns autosave on or off.
Interval (min) — how often, in minutes, autosave checks your work.
These settings are remembered between sessions.
Autosave never saves in the background. Instead, when the interval elapses and the picker has unsaved changes, it pops the same Save window with a clear “Autosave reminder” message, so you stay in control of when and where the data is written (node, file, or both). If there are no changes since the last save, no reminder appears.
Note
Autosave only prompts while the picker is in edit mode. It is skipped in animation mode and on referenced picker nodes, where saving is not allowed.
Prompt to save on close
If you close the picker window with unsaved changes, the same Save window appears first so you don’t lose work. Choose Save to save and close, Don’t Save to close without saving, or Cancel to keep the window open. Closing with no unsaved changes does not prompt.