UtilBits User Documentation
UtilBits is a collection of general-purpose utility tools for Maya that help streamline common tasks in your workflow. These tools are designed to improve productivity and make everyday operations more efficient.
Access these tools from the menu: mGear > Utilbits
xPlorer
xPlorer is a comprehensive DAG (Directed Acyclic Graph) and DG (Dependency Graph) browser and explorer for Maya. It provides an interactive way to navigate, search, and manage your scene hierarchy with advanced filtering and display options. xPlorer also enables quick access to Attribute Editor pages for any node, making it an essential tool for navigating complex scenes and node networks.
Features
Interactive Tree View
Browse your scene hierarchy in an intuitive tree view with lazy loading for optimal performance.
Multi-column Display: Shows node names, connected nodes, and visibility states
Lazy Loading: Nodes are loaded on-demand as you expand the tree, keeping the interface responsive even in complex scenes
Search and Filtering
Quickly find nodes in your scene with powerful search capabilities.
Real-time Search: Results update as you type with debouncing for smooth performance
Load All Nodes: Option to load the complete hierarchy for comprehensive searching
Search Limits: Configurable result limits (25, 50, 100, 200, 500, or unlimited) for performance control
Search Listed Only: Option to search only within currently visible nodes
List Selected Only: Filter the tree to show only selected objects
Display Options
Customize how nodes are displayed in the tree.
Show/Hide Shapes: Toggle visibility of shape nodes in the hierarchy
Auto-adjust Node Column: Automatically resize the node name column to fit content
Stretch Connected Column: Expand the connected nodes column to fill available space
Connected Nodes Widget
View related nodes for any selected object, providing quick access to the Dependency Graph connections.
Shapes: Display shape nodes associated with transform nodes
Shaders: Show materials and shading groups connected to the object
Deformers: List deformers affecting the geometry
Constraints: Display constraints applied to the node
Quick Navigation: Click on any connected node to navigate to it and open its Attribute Editor page
Visibility Management
Quickly toggle and manage object visibility.
Visual Indicators: Green, red, and gray dots indicate visible, hidden, and locked visibility states
Quick Toggle: Click to toggle visibility directly from the tree view
Selection Synchronization
Keep Maya’s selection in sync with the xPlorer tree.
Bidirectional Sync: Selecting in xPlorer updates Maya selection and vice versa
Quick Attribute Editor Access
Rapidly open Attribute Editor pages for any node in your scene.
Middle-click: Opens the Attribute Editor with a dedicated tab for the clicked node, allowing you to quickly inspect and modify attributes without losing your current Attribute Editor tabs
DG Node Access: Navigate to connected DG nodes (shaders, deformers, constraints) and instantly open their Attribute Editor pages
Keyboard Shortcuts
F: Frame selected node in the tree
Ctrl+R: Refresh the tree view
Context Menus
Right-click on nodes to access additional options.
Copy Node Name: Copy the short name of the node to clipboard
Copy Full Path: Copy the complete DAG path to clipboard
Random Colors
Random Colors is a tool for quickly assigning random muted or pastel colors to mesh and NURBS objects. It creates OpenPBR (standardSurface) shaders with randomized colors, making it easy to visually distinguish objects in your scene. The tool remembers the original material assignments per shape (including per-face multi-material setups), so originals can be restored or toggled back on at any time.
Features
Color Generation Modes
Choose from multiple color generation algorithms to achieve different visual styles.
Blender Palette (Recommended): Uses predefined hues with pastel variations for a cohesive look
Fully Random: Generates any hue with muted saturation for varied results
Complementary Harmony: Creates colors based on color theory complementary relationships
Triadic Harmony: Generates three harmonious colors evenly spaced on the color wheel
Analogous Harmony: Produces colors adjacent to each other on the color wheel for subtle variation
Saturation and Brightness Control
Fine-tune the color output with adjustable parameters.
Saturation Range: Control how vivid or muted the generated colors appear
Brightness Range: Adjust the lightness of the generated colors
Quick Presets
Apply common color styles with one click.
Pastel: Light, soft colors with low saturation
Muted: Subdued colors with moderate saturation
Vibrant: Bold, saturated colors for high contrast
Color Application Options
Control how colors are assigned to objects.
Unique color per object: Generate a different color for each object in the target set
Reuse existing RandomColor materials: When enabled, the tool will reuse any matching
RandomColor_*materials it finds instead of creating new onesApply to all (scene mesh + NURBS): When checked, ignore selection and target every mesh and NURBS surface in the scene. When unchecked, only the current selection is targeted. This checkbox also controls the Remove button’s scope.
Apply Scope
Selected (default): Uses the current Maya selection. Mesh transforms and NURBS surface transforms are both recognized; other node types are ignored. Empty selection shows a warning and aborts.
All: Check Apply to all (scene mesh + NURBS) in the Options group to sweep the whole scene. Intermediate shapes (blendshape caches, orig shapes) are skipped.
Restore Original Materials
Before applying random colors, the tool snapshots each shape’s shading group membership, including per-face assignments on multi-material meshes. Full DAG paths are normalized at snapshot time so restores resolve reliably even if the shape was queried via transform short name. Remove and the off-side of Toggle reinstate the snapshot; a safety sweep pushes any shape still carrying a RandomColor_* SG onto initialShadingGroup so nothing is left rendering the random shader after a restore.
Tracking state (originals, last-applied SGs, tracked transform list) persists in memory across UI close and reopen within the same Maya session.
Shader Properties
RandomColor creates standardSurface shaders with configurable properties.
Base Color: The randomly generated color
Specularity: Reflective properties of the material
Roughness: Surface roughness for realistic shading
Undo Support
All operations support Maya’s undo system, allowing you to easily revert changes.
Bookmarks
Bookmarks is a tool for saving and restoring object selections in Maya. It allows you to create named bookmarks that store a set of selected objects, and quickly recall them later. It also provides an isolate view mode for focusing on specific objects.
Features
Selection Bookmarks
Save Selection: Store the current Maya selection as a named bookmark
Restore Selection: Click a bookmark to select those objects in the scene
Rename and Delete: Right-click on bookmarks for management options
Isolate View
Isolate Bookmark: Show only the bookmarked objects in the viewport, hiding everything else
Toggle: Click again to restore full scene visibility
Name Resolution and Namespaces
As of bookmark schema v2.0, items are stored as short names with their namespace (char01:body, char01:body.f[0:10]) rather than full DAG paths. This means a bookmark survives DAG reorganization — moving the rig under a new group, renaming a parent, etc. no longer breaks the bookmark.
Per-bookmark namespace mode
Right-click a bookmark and toggle Use Selected Object’s Namespace to control how the bookmark resolves at recall time:
Off (default): The bookmark uses the namespace embedded when it was created.
char01:bodyalways selectschar01:body.On: At recall time, the namespace is taken from whatever object you currently have selected, and the bookmark’s stored namespaces are replaced. This lets one bookmark drive the same selection set across multiple character instances — create a bookmark on
char01, select any object inchar02, click the bookmark, and the equivalentchar02:items are selected. The tooltip showsNamespace: from current selectionwhen this mode is on.
If the toggle is on but nothing is selected when you click the bookmark, the tool warns and does nothing rather than guessing.
Ambiguous short names
If a stored short name (after any namespace swap) matches more than one object in the scene, the bookmark refuses to select anything and shows a warning listing every match. Rename the conflicting nodes to disambiguate, or namespace them.
Backwards Compatibility
Existing v1.0
.sbkfiles (which store full DAG paths) still load. Each item is trimmed to its storage form on load.Re-saving a v1.0 file writes it out as v2.0 automatically;
Use Selected Object's Namespacedefaults to off on migrated bookmarks so behavior matches the original.Bookmarks stored in the Maya scene (network node) follow the same migration rules.
Matcap Viewer
The Matcap Viewer provides a quick way to preview matcap (material capture) shaders on your meshes directly in the Maya viewport. It lets you browse and apply matcap materials for evaluating surface form, topology flow, and sculpt quality without setting up complex lighting.
Matcap Browser
Browse matcap images as a thumbnail grid with configurable icon size.
Single click: Change the active matcap texture
Double click: Apply matcap shader to scene meshes and set texture
Arrow keys: Navigate the grid
Ctrl+Mouse Wheel: Resize thumbnails
Search: Filter matcaps by name in real time
Thumbnails show a tooltip with the matcap name, image resolution, and full file path. The active matcap is highlighted with a green border. Favorited matcaps display a gold star overlay.
Matcap Source Folders
Matcaps are loaded from user-configured folders. The tool scans for image files (.jpg, .png, .tif, .exr, .bmp).
Configure source folders from: Edit Source Folders (Settings menu)
Tip
A large community matcap library is available at https://github.com/nidorx/matcaps (accessible from Help > Matcap Library).
Apply Modes
Apply to All Meshes (default): Applies the matcap shader to every mesh in the scene
Apply to Selected Meshes: Applies only to the currently selected mesh transforms
Select the mode from the Settings menu.
When applied, the tool automatically enables viewport textures on all model panels (restoring the previous state when the matcap is removed).
Favorites
Star matcaps to mark them as favorites. Use Show Only Favorites (Settings menu or right-click) to filter the grid to only your starred matcaps. Favorites persist across sessions.
Hotkey Toggle
Use the toggle() function for a keyboard shortcut to turn the matcap on and off without opening the UI. It remembers the last-used texture.
from mgear.utilbits import matcap_viewer
matcap_viewer.toggle()
Restore Original Materials
When the matcap is removed (via Clear Matcap, closing the UI, or toggle()), the tool restores the original per-shape and per-face shading group assignments. All matcap shader nodes are deleted during cleanup.
Settings Persistence
All settings persist across sessions via QSettings: source folders, favorites, icon size, last-used texture, menu/search visibility, label display, and favorites filter state.