Hey there,
You definitely don’t need to be an artist first to start creating plugins or handling collisions in Maya. Many technical artists and plugin developers come from pure programming backgrounds — they learn the artistic concepts gradually as needed.
Here’s what you might be missing (and how to fix it):
1. Separate the Problem Into Two SkillsThere are two different skill sets involved:
Technical side: Python/MEL, Maya API, plugin architecture, nodes, attributes.
Artistic/3D side: geometry, transforms, normals, colliders, rigid bodies.
You don’t need to master both at once. Start with the technical side, then pick up the 3D concepts as required.
In Maya, you rarely “code” the physics yourself. Instead, you:
Use existing nodes (nRigid, nCloth, collider shapes).
Or write custom nodes/plugins that define how objects interact.
Before coding, experiment in Maya’s UI:
Create two objects.
Make one a passive collider.
Make the other an active body (nCloth or nRigid).
Watch how Maya sets up the node graph.
This teaches you how Maya thinks, which helps a lot when you start coding.
Don’t jump straight to collisions. Start with:
A simple command plugin.
A node plugin with a few inputs/outputs.
A deformer plugin.
Eventually, move toward physics-like behaviors.
Each small win builds confidence.
Basic Maya node graph concepts (DG, dependency nodes).
How attributes flow through nodes.
Maya Python API (or C++ API if performance matters).
A bit of 3D theory: vectors, transforms, bounding boxes.
You can pick up the “artist stuff” slowly — you don’t need full modeling/animation skills.
Everybody feels lost when starting Maya plugins. It’s not intuitive.
The trick is to look at existing Maya features in the UI, then replicate or extend them with code.
Don’t worry about being an artist.
Play with collisions in the UI first.
Start with tiny plugins.
Build up understanding gradually.
You can create new things — the path is just step-by-step, not all-at-once.
Hope this helps! If you share what you’re trying to build, I can guide you more specifically