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Date:February 19, 2026Posted By:minimalefforttechCategory:Uncategorized

New Book: Blender Tool Development Fundamentals

Another book!I got roped into writing another book, this time for Jettelly on developing tools for Blender.The task was 200 pages on panels, gizmos and Qt but somehow it got away on me and is nearly 500 pages now… But, that means you get a lot more content for the same price.The book is finished…

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Date:February 19, 2026Posted By:minimalefforttechCategory:UncategorizedTag:book, python, Qt, vfx

New Book: Practical Python for Production

Ok so this was released a while ago but I’ve been busy and have not been updating my blog, I’m going to start getting better at that. Developing tools and pipelines for use in Film and Games is a unique challenge, where we must finely balance speed, stability, usability, and performance.Everything is always urgent, everything…

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Date:February 19, 2025Posted By:minimalefforttechCategory:UncategorizedTag:c++, plugin, python, unreal

Unreal Python Script Editor Plugin

A while back I wrote a Maya-style python script editor for Unreal, after a few requests to share it on the marketplace I’ve packaged it up and put it on FAB. Compiled for 4.27-5.5I’ve tested on Windows and mac but “should” work on linux, let me know if it doesn’t work on a specific platform…

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Date:April 23, 2024Posted By:minimalefforttechCategory:Blender, Development, PythonTag:animation, python

Blender Viewport drawing API

A while back I started working on a few custom viewport tools for Blender and Houdini, but I just can’t find the time these days to give them the attention they need.A few have approached me for tutorials or commissions based on these as well, but I don’t have time for that either. So rather…

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Date:January 24, 2023Posted By:minimalefforttechCategory:uxTag:development, ux

Simple UX tips for Developers

As Software Developers we don’t always have the luxury of working alongside a designer and despite our best efforts there is often a communication barrier between us and the users we are ultimately responsible for…

Date:November 18, 2021Posted By:minimalefforttechCategory:Development, UnrealTag:c++, Qt, slate

Qt to Slate Transition Guide

This is a casual guide for those who know Qt and C++ and are looking to get started writing custom Editor Plugins for UnrealEngine. Quick Disclaimer: I am not an Unreal developer and am still quite new to this myself, but given the lack of Slate training resources out there perhaps this guide will be…

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Date:August 6, 2021Posted By:minimalefforttechCategory:Development, Python, UnrealTag:c++, plugin, python, slate

Unreal Python – Custom Script Editor

It’s finally time for me to learn the python side of Unreal Engine, so naturally to get started I have to write a custom Python Script Editor…Honestly it baffles me that Epic haven’t added one, leaving developers with just a plain text command line input.I guess python isn’t particularly high on their priority lists. I’ll…

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Date:May 7, 2021Posted By:minimalefforttechCategory:Development, UnrealTag:animation, c++, drawing, slate, unreal

Unreal Animator – Part 5

Almost every animator I spoke to said “There is no timeline”There is, but on further investigation I discovered what they meant was:“I can’t tear off and re-dock the timeline” As a developer this didn’t make sense to me, why would you want to separate the timeline from the sequencer?So I watched them work and found…

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Date:May 1, 2021Posted By:minimalefforttechCategory:Development, UnrealTag:animation, c++, unreal

Unreal Animator – Part 4

A core tool for both Animators and Riggers is Constraints. Now Unreal does provide “Attachments” which essentially act as animatable re-parenting, as great as that is it is hard to set up and not very flexible. My first approach to this was to create an interface around the existing Attachment system, but I ran into…

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Date:April 26, 2021Posted By:minimalefforttechCategory:Development, UnrealTag:animation, c++, ControlRig, slate, unreal

Unreal Animator – Part 3

Moving on to a more complex tool, the Channel Box. As I primarily use Maya I have decided to more or less copy the structure there as a start, it can be refined later on depending on user experience. The ChannelBox is high up on my list because in Unreal there is a strong disconnect…

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  • New Book: Blender Tool Development Fundamentals
  • New Book: Practical Python for Production
  • Unreal Python Script Editor Plugin
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  • Simple UX tips for Developers

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