I just finished another DT course: Intro to MEL, which is about Maya's Embedded Language for making little scripts and customizing the program.
Say you want a quick way to hide some attributes for all objects that are selected... well Maya doesn't come with a single button to do that, but you can make one! And create new marking menus, which are almost like mouse gestures in a way (if you haven't used Maya before). So the main project was to create some pretty little flowers entirely using MEL. Here they are:

Ew... a jpeg... but the png's screw up the transparency for some reason and blogger only accepts jpegs, pngs, bmps, and gifs. I'll try a bmp next time.
All the texturing, modelling and everything was done with this little script:
global proc flowerMaker () {
    int $numPetals = `rand 10 15`;
    $createShader = 1;   
    //check for petal shader
    string $shaders[] = `ls -mat`;
    for ($myNode in $shaders){
        if ($myNode == "petalColor")
            $createShader = 0;       
    }   
    switch ($createShader){
        case 0:
            print "Shader exists\n";
            break;
        case 1:
            //build shader network
            shadingNode -asShader lambert -n "petalColor";
            shadingNode -asTexture ramp -n "petalRamp";
            sets -renderable true -noSurfaceShader true
                -empty -n petalColorSG;
            connectAttr -f petalColor.outColor petalColorSG.surfaceShader;
            connectAttr petalRamp.outColor petalColor.color;
            setAttr "petalRamp.colorEntryList[3].color" -type double3 1 0 0;
            setAttr "petalRamp.colorEntryList[3].position" 1;           
            setAttr "petalRamp.colorEntryList[2].color" -type double3 1 1 0;
            setAttr "petalRamp.colorEntryList[2].position" .5;           
            setAttr "petalRamp.colorEntryList[1].color" -type double3 1 0 0;
            setAttr "petalRamp.colorEntryList[1].position" 0;           
            setAttr petalRamp.type 8;           
            //build core shader network
            shadingNode -asShader lambert -n "coreColor";           
            sets -renderable true -noSurfaceShader true
                -empty -n coreColorSG;
            connectAttr -f coreColor.outColor coreColorSG.surfaceShader;
            setAttr "coreColor.color" -type double3 0.5 0.222 0.028;
            break;
    }   
    //create flower core
    sphere -ax 0 1 0 -n "core";
    string $myCore[] = `ls -sl`;
    scale 1 .5 1;
    move 0 .2 0;
    //connects to core shader network
    select $myCore[0];
    pickWalk -d down;
    string $myCoreShape[] = `ls -sl`;
    sets -edit -forceElement coreColorSG $myCoreShape[0];
    // build the petal
    sphere -ax 0 1 0;
    move 0 0 -1.6;
    scale .7 .3 1.7;
    FreezeTransformations;
    ResetTransformations;
    string $myPetal[] = `ls -sl`;
    parent $myPetal $myCore;
    //connects to shader network   
    select $myPetal[0];
    pickWalk -d down;
    string $myPetalShape[] = `ls -sl`;
    sets -edit -forceElement petalColorSG $myPetalShape[0];
    //move the tip of the petal
    select ($myPetal[0] + ".cv[3] [7]");
    move -r 0 1.5 0;   
    //move center of petal down
    //U loop   
    for ($uCV = 5; $uCV <= 6; $uCV++){
        //V loop
        for ($vCV = 0; $vCV <= 7; $vCV++){
            select ($myPetal[0] + ".cv[" + $uCV + "] [" + $vCV + "]");
            move -r 0 -.3 0;
        }   
    }
    //closed the loops
    //duplicate petals
    select $myPetal[0];
    float $degreeApart = (360 / $numPetals);   
    for ($i = 1; $i < $numPetals; $i++){
        duplicate;
        rotate -r 0 $degreeApart 0;       
        // randomly rotate the petals
        float $petalRX = `rand -10 10`;
        float $petalRY = `rand -10 10`;
        float $petalRZ = `rand -10 10`;   
        FreezeTransformations;
        rotate $petalRX $petalRY $petalRZ;       
    }
    select $myCore;
    rename "Flower0";
}
That creates one flower... yeah, so it would be easier to just make it by hand, but this really taught me a lot about MEL's syntax and commands and different things you can do with it.
I think I'm going to work through another modelling tutorial project next, so hopefully that goes okay.
I also am going to be doing a directed study at UVic to learn some Maya and stuff, so that should be fun. I'll keep you posted on that too.
Later,
Stuart