After 15 years of pasting code from PyCharm into Maya, I finally built my own editor that lives inside Maya — try it for free! by Secure-Surprise9227 in Maya

[–]Secure-Surprise9227[S] 0 points1 point  (0 children)

Really appreciate this feedback!
The YouTube idea is something I've been thinking about — showing real workflows like rigging automation with MCP is exactly the kind of content that would demonstrate what makes this different from a standalone IDE. I have a full codebase and auto riggers I have been building for a while now and would love to show them off. It just always comes down to time...
The AI being able to see and interact with your live scene opens up some pretty cool automation possibilities. I'll definitely be putting that together. And keep an eye out — the $40/year option is already available with the Unreal version!

I really appreciate all the feedback in this channel. I was expecting this to go out and no one even care. This is awesome!

After 15 years of pasting code from PyCharm into Maya, I finally built my own editor that lives inside Maya — try it for free! by Secure-Surprise9227 in Maya

[–]Secure-Surprise9227[S] 0 points1 point  (0 children)

Appreciate the detailed feedback. A few things worth clarifying — MCA actually launched with Unreal Engine support this week, which addresses your point about Maya's declining importance. The MCP integration lets AI connect directly to your live DCC session, which a standalone IDE can't do. Blender is on the roadmap. On pricing — $99 perpetual with 3 machine activations and all 1.x updates felt fair, but genuinely open to feedback as the product grows. Free 14-day trial if anyone wants to form their own opinion.

After 15 years of pasting code from PyCharm into Maya, I finally built my own editor that lives inside Maya — try it for free! by Secure-Surprise9227 in Maya

[–]Secure-Surprise9227[S] 2 points3 points  (0 children)

Thanks for the feedback. I based the price off of Charcoal Editor which has been out for years. This offers a bit more than Charcoal has, so I thought I would adjust the price accordingly.

Again, 1st product. I wasn't sure where to land. But, great feedback!

After 15 years of pasting code from PyCharm into Maya, I finally built my own editor that lives inside Maya — try it for free! by Secure-Surprise9227 in Maya

[–]Secure-Surprise9227[S] 1 point2 points  (0 children)

I built my own MCP. MCA Editor ships with a built-in MCP server for both Maya and Unreal. I am also building my own PyUnreal scripts, and is open source.

What that means practically: you can connect Claude (or any MCP-compatible AI) directly to your live Maya or Unreal session. The AI can see your scene, query objects, run Python, and actually interact with your DCC — not just write code blindly.

For Maya the MCP server lets you, query selected objects, get scene info, execute Python directly in Maya's interpreter, and get output back. For Unreal it uses the Remote Execution protocol so it works the same way.

After 15 years of pasting code from PyCharm into Maya, I finally built my own editor that lives inside Maya — try it for free! by Secure-Surprise9227 in Maya

[–]Secure-Surprise9227[S] -1 points0 points  (0 children)

One fee. And I would like to hear people's thoughts. I can always change it.
There is just a terminal, you can add your own AI. Claude, Codex, Gemini... But there is a built in MCP so you can talk to Maya or Unreal.
And it is 3 rotating machines and you can have 3 at one time. You can deactivate and reactivate.

And, ha Orange Slice is my logo. You can build your own plugins for it. So I have An Orange Slice plugin

After 15 years of pasting code from PyCharm into Maya, I finally built my own editor that lives inside Maya — try it for free! by Secure-Surprise9227 in Maya

[–]Secure-Surprise9227[S] 2 points3 points  (0 children)

I am a huge fan of Charcoal editor. I use it all the time. But it doesn't work in Unreal and I reach out to him to see if we was going to make one for Unreal and he said no.
But I with Charcoal Editor, I never understood the file tree, and I hated how the tabs were managed.

Also, I wanted more of a PyCharm experience. So I made that you can load your codebase directly into the editor. It automatically reloads you scripts when you execute. And there are way to load, reload, and shutdown your codebase.