Procedural modules
Module Manager
Build, configure and maintain procedural modules from the recipe bank.
Open Module Manager
Section titled “Open Module Manager”In the Maya 2026.3 Python Script Editor, after checking the installation:
from weSkel.src.ui import modules
modules.show_dockable(floating=True)| Entry point | Behavior |
|---|---|
modules.show() |
Floating window. |
modules.show_dockable() |
Dockable window; starts floating by default on first opening and restores saved Maya state. |
modules.close() |
Closes the instance and preserves docking state. |
modules.reset_dockable_state() |
Closes the dock and clears its saved state for the next opening. |
Create a module
Section titled “Create a module”| Step | Action | Result |
|---|---|---|
| 1 | Choose a definition in MODULE BANK. | The center switches to CREATE MODULE. Definition, Revision, Compatibility and Domain filters narrow the bank. |
| 2 | Enter Base Name, side and Mirror when offered. | The plan updates without creating Maya nodes. |
| 3 | Adjust CONFIGURATION and controller design. | MODULE PREVIEW and RESOLVED INTERFACE describe the plan. A planning error blocks the build. |
| 4 | Run Build once the configuration is valid. | The recipe builds the instance and publishes its interfaces. |
| 5 | Find it in SCENE MODULES. | The center shows its persisted configuration and actions. |
The integrated bank includes ribbon@1, spine@1, body_root@1, cog@1, leg@1, arm@1, clavicle@1, hand@1 and neck@1.
Available parameters, sides and options depend on the exact recipe and revision; a center recipe does not necessarily offer Mirror.
Edit an instance
Section titled “Edit an instance”| Action | When Maya changes | Scope |
|---|---|---|
| Select in SCENE MODULES | No scene mutation. | Changes the displayed instance without implicitly selecting its Maya nodes. |
| Select in Maya | Immediately. | Selects the active module root. |
| Edit topology or structural configuration | On the next Rebuild. | Updates the draft; CHANGES PENDING indicates a difference from the built instance. |
| Shape, Color, recipe palette, output joint color | Immediately on a compatible instance. | Persisted visual edits without a hidden rebuild. |
| Advanced display settings | Live if supported by the recipe; otherwise on Rebuild. | Availability depends on the integration contract. |
| Base Name, then Enter | When rename is triggered. | Explicitly renames the instance; typing alone does not rename it. |
| Rebuild | After plan validation and preflight. | Rebuilds while preserving supported identities and connections; available even without configuration changes. |
| Duplicate | After entering the new name. | Builds an independent instance from a new plan; does not clone external connections or the existing skin domain. |
| Delete | After confirmation and checks. | Deletes the module and retains its detached skin skeleton. Inter-module connections must be handled before deletion. |
Structural operations and Undo — Build, Rename, Rebuild, Duplicate and Delete clear the entire Maya Undo history before and after execution, including on an exception. Save the scene before these operations. Refresh and Select do not clear the history.
Read the status
Section titled “Read the status”| Status or difficulty | Meaning / next step |
|---|---|
| CHANGES PENDING | The draft differs from the built configuration; review the preview before Rebuild. |
| REBUILDING…, REBUILT, REBUILD FAILED | Progress and result; feedback remains visible for the displayed instance. |
| Disabled Build / planner error | Correct the indicated field; an old preview does not prove the current plan is valid. |
| Unsupported revision or profile | Use the exact definition and required resources; no silent substitution with another revision. |
| Instance missing from the list | Refresh SCENE MODULES and check the filters. |
| Code changed in another checkout | Check weSkel.__file__ and restart Maya to use the intended checkout. |