So this was written to help clean up some junk from a skeleton to detach its rig so it can go into Motion Builder, it simply looks for connections and deletes them. import maya.cmds as cmds all=cmds.ls(sl=True) for x in all: junk=cmds.listConnections(x) if junk: cmds.select(junk) cmds.delete(junk) welp… that wasn’t so bad.
i wrote this in my ctag.cfg file. I had to edit some of the stuff i found on the unreal wiki. –langdef=INI –langmap=INI:.ini –regex-INI=/^[ \t]*\[(.*)\]/\1/b,block/ –regex-INI=/^[ \t]*([^\[=]+)=(.*)/\1/k,key/ –langdef=unrealscript –langmap=unrealscript:.uc –regex-unrealscript=/^[ \t]*[cC]lass[ \t]*([a-zA-Z0-9_]+)/\1/c,class/ –regex-unrealscript=/^[ \t]*[^ \t]*[ \t]*[sS]tate[ \t]*[^ \t]*[ \t]+([a-zA-Z0-9_]+)(\(|\n)/\1/s,state/ –regex-unrealscript=/^[ \t]*[eE]vent[ \t]*[^ \t]*[ \t]+([a-zA-Z0-9_]+)(\(|\n)/\1/e,event/ –regex-unrealscript=/^[ \t]*[fF]unction[ \t]*(.*)[ \t]+([a-zA-Z0-9_]+)(\(|\n)/\2/f,function/ –regex-unrealscript=/^[ \t]*[sS]imulated[ \t]*(.*)[ \t]+([a-zA-Z0-9_]+)(\(|\n)/\2/i,simulated/ –recurse=yes –totals –verbose [...]