The default undo level is fairly low. For working in Maya, it can be helpful to have more levels of undo than the default. To set the level to infinite, choose Window->Settings/Preferences->Preferences, choose Undo (third from the bottom), set Undo to be on, and Queue to be infinite.
Projects are good to keep your files and Maya settings collected together. Before you start a project, choose File->Projects->New. To switch between projects, choose File->Projects->Set.
If undo is turned onto infinite, Maya is caching undo information for every action your script does. You probably want to turn undo off, and possibly construction history as well.
Maya, under some circumstances, when loading models from a source other than maya, does something strange with the model's normals. This can cause lighting to look wrong. "Unlocking" the normals can often fix the problem.
Select, from the Modeling menu set: Edit Polygons->Normals->Set Vertex Normal [option]. Choose the Unlock Normals check box in the upper right. Apply.
Go to Window->Rendering Editors->Render Globals. Choose the Frame/Animation Ext to be name.#.ext. Go down to the Frame Padding field and choose some reasonable number, like 4. A frame padding of 4 will get you 10,000 frames in the proper order.
Use Virtual Dub. Virtual Dub supports frames in TGA or BMP format, so make sure you render to one of these formats.
You should be able to use the ImageMagic UNIX command line tool convert to change image formats. If you are using tcsh as your shell, and you rendered to JPG, the following should do the trick:
Or in bash:cd FRAME_DIRECTORY foreach frame (*.jpg) convert $frame `basename $frame .jpg`.tga end
If you don't want your frames intermixed in the same directory, you could also:cd FRAME_DIRECTORY for frame in *.jpg; convert $frame `basename $frame .jpg`.tga; done
cd FRAME_DIRECTORY mkdir tga foreach frame (*.jpg) convert $frame tga/`basename $frame .jpg`.tga end