Here are some description of my principal scripts in MEL (Maya Language) i've coded. All will be downloadable soon on Highend3D. 
video Description
   
Scripts i've modified from other great scripter  

original file comes from Hamish McKenzie (zooAnimsStore) but, i added some feature. We can store now some Absolute Pose and some Relative pose. But we have the choice if we doesn't want to store in the store pose but only in Maya memory current session. And we have the possibility to do mirror poses. All the power of this script begins at 1"20.
NimsAnimStore.mel
Scripts for Rigging/Setup/Rig Building  

Rigging Demo Reel 2008

Nimo Rig on Highend3D


My Last Auto rig. It generates guide, creates bones you need, and rig it.
NimsAutoRig.mel

This script are really usefull if you need to constrain something on a curve. The rivet doesn't slide on the curve!  How it works :  drag yours objects  (with "c") on the curve where you need it to be constrain. Select objects and curve  and click on "Create Rivet".
NimsRivetOnCurve.mel

transform a simple Ik system to a Stretchy Ik system. How it works : select yours bones and your ik, apply the script.
NimsStrechSystem.mel

transform a simple chain of bones in a system who have a simple  ik system, a stretchy ik system, a bend ik system, a knee ik system and much more … How it works :rename the bones with the renamer, select firt bones, middle bone and end bone, and launch the ik builder.
NimsIKsystem.mel

How it works : select all yours blendshapes and your base. Launch the script.
NimsMirrorBlendShape.mel

Rename all object select in a order like this : Object_01, Object_02 etc … How it works : Select all yours objects and launch : NimsName myNewName;
NimsName.mel

Create some node who give the distance between objects and the last selected object.
NimsDistNode.mel

My old Dynamic system between Maya/Endorphin/Motion Builder.

Created in 2006.

Scripts for create debris (work for BlastCode and UnrealEdit)  

Create some debris from a map drawn in photoshop or anyelse painting soft.
NimsCreateCutGUI.mel

I had no money to buying the full version of blastcode and the demo version is limited to only 10 glue objects. So i writed a script to have the possibility to have infinity glue objects =p.
NimsGlueObject.mel

it simply duplicates, constraints and bakes object with simulation (BlastCode or just rigidBody for example).
NimsDynCleaning.mel

process will transfom a animated object(keys directly on the mesh) to a smoothbind animated object (key on a bone). Video's coming very soon.
NimsBonesification.mel