Beruflich Dokumente
Kultur Dokumente
Legal Notice
Autodesk Maya 8.5
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Table of contents
1
Interface overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
About
Working in Maya. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
3D coordinates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Mayas Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Objects and components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Selection, tools, and actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Main window. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Menus and menu sets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Marking menus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Shelves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Maya Web browser plug-in . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Autodesk Maya Error Report . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
How do I?
Get help . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Print the Maya Help . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Selecting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
How do I?
Basics
3
Table of Contents
How do I?
Transforming objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
About
Transformations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
The pivot point . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
World space, object space, and local space . . . . . . . . . . . . . . . . . . . . . 54
Mayas interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Construction history . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Construction planes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Copies vs. instances . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
How do I?
Basics
4
Table of Contents
Use manipulators . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Lock a manipulator to the current selection . . . . . . . . . . . . . . . . . . . . . 59
Move, rotate, or scale objects and components . . . . . . . . . . . . . . . . . 59
Move, rotate or scale components proportionally. . . . . . . . . . . . . . . . 61
Use the Universal Manipulator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Move, rotate, or scale components with reflection . . . . . . . . . . . . . . . 64
Change the pivot point . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Flip objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Transform along different axes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Set transformation values to zero . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Change history . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Undo, Redo, and Repeat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Edit completed commands (construction history) . . . . . . . . . . . . . . . . 77
Show a custom manipulator for the selected node . . . . . . . . . . . . . . . 78
Edit objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Cut, Copy, and Paste. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Delete . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Duplicate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Edit component numeric values directly . . . . . . . . . . . . . . . . . . . . . . . 82
About
Basics
5
Table of Contents
The Outliner. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
The Hypergraph . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Node types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
How do I?
About
Basics
6
Table of Contents
How do I?
About
How do I?
Organize objects
. . . . . . . . . . . . . . . . . . . . . . . . . . . 134
How do I?
Basics
7
Table of Contents
Basics
8
Table of Contents
How do I
How do I
Hotkeys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196
View hotkeys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197
Tool and action hotkeys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198
File . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 201
File > New Scene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 201
File > Open Scene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202
Basics
9
Table of Contents
Edit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223
Edit > Undo, Redo, Repeat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224
Edit > Recent Commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224
Edit > Cut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224
Edit > Copy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224
Edit > Paste . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224
Edit > Delete . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224
Edit > Delete by Type > History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224
Edit > Delete by Type > Channels, Static Channels,
Non-particle Expressions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225
Edit > Delete All by Type . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225
Edit > Select . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225
Edit > Lasso Select . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 226
Edit > Paint Selection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 226
Edit > Select All . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 226
Edit > Deselect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 226
Edit > Select Hierarchy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 226
Edit > Invert Selection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 227
Basics
10
Table of Contents
Create . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234
Create > NURBS Primitives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234
Create > Polygon Primitives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 238
Create > CV Curve Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 254
Create > EP Curve Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255
Create > Pencil Curve Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 256
Create > Arc Tools > Three Point Circular Arc,
Two Point Circular Arc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 256
Create > Measure Tools > Distance Tool, Parameter Tool,
Arc Length Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 256
Create > Text . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 257
Create > Adobe Illustrator Object . . . . . . . . . . . . . . . . . . . . . . . . . . . . 257
Create > Construction Plane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 259
Create > Locator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 260
Create > Annotation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 260
Create > Empty Group . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 261
Create > Sets > Set, Partition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 261
Create > Sets > Quick Select Set . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 261
Modify . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 262
Modify > Transformation Tools > Move Tool, Rotate Tool,
Scale Tool, Show Manipulator Tool . . . . . . . . . . . . . . . . . . . . . . . . . . 262
Modify > Transformation Tools > Universal Manipulator . . . . . . . . 262
Modify > Transformation Tools > Move Normal Tool . . . . . . . . . . . 262
Modify > Transformation Tools > Default Object Manipulator . . . . 262
Basics
11
Table of Contents
Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 288
Display > Grid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 288
Display > Heads Up Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 290
Display > UI Elements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 292
Display > Hide, Show . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 292
Display > Wireframe Color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 294
Display > Object Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 294
Display > Transform Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 295
Display > Polygons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 295
Display > NURBS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 299
Display > Subdiv Surfaces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 301
Display > Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302
Display > Rendering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302
Basics
12
Table of Contents
Window
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 304
Basics
13
Table of Contents
Basics
14
Table of Contents
Hypergraph . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 390
Hypergraph overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 390
Hypergraph tips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 402
Hypergraph limitations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 403
Hotbox . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 407
Hotbox Controls > Hotbox Style . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 407
Preferences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 407
Preferences overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 407
Interface preferences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 408
UI Elements preferences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 411
Help preferences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 413
Display preferences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 414
Kinematics preferences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 416
Animation (Display) preferences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 417
Manipulators preferences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 417
NURBS preferences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 419
Polygons preferences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 420
Subdivs preferences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 422
Settings preferences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 422
Animation (Settings) preferences . . . . . . . . . . . . . . . . . . . . . . . . . . . . 424
Cameras preferences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 428
Dynamics preferences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 428
Files/Projects preferences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 429
Modeling preferences. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 431
Rendering preferences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 432
Selection preferences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 432
Basics
15
Table of Contents
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 453
Basics
16
Interface overview
About
Working in Maya
Maya is the premier application for creating compelling 3D digital content,
including models, animation, visual effects, games, and simulations.
The work you do in Maya generally falls into these categories:
NURBS let you easily create smooth, curving surfaces with high-level
control.
Subdivision surfaces let you edit surfaces at a high level with minimum
overhead data, while still letting you work with subsections of the surface
as if they were made from polygons.
Animation. Just about everything you can think of in Maya is keyable or able
to be animated.
Painting and paint effects. Maya includes an incredible system for using a
graphics tablet (or the mouse) to paint 2D canvases, paint directly on 3D
models, paint to create geometry, scriptable paint, and virtually limitless
other possibilities.
Lighting, Shading, and Rendering. When you want to render a still image or
movie of you scene or animation, you can create them using your choice of
renderers.
3D coordinates
The most basic visual entity is the point. The point has no size, but it has a
location.
To determine the location of points, we first establish an arbitrary point in space
as the origin.
We can then say a points location is so many units left (or right) of the origin, so
many units up (or down) from the origin, and so many units higher (or lower) than
the origin.
Basics
17
1 | Interface overview
About > Objects and components
(7,3,4)
Origin
(0,0,0)
These three numbers give us the 3D coordinates of the point in space. For
example, a point 7 units right (x), 4 units down (z), and 3 units above (y) the
origin has the XYZ coordinates (7,4,3).
Y axis
To specify points on the opposite side of the origin, we use negative numbers. In
the example, a point at (-5, -2, -1) would be 5 units left of the origin, 2 units up,
and 1 unit below.
X axis
Z
is
ax
Mayas Interface
Objects and components
In Maya, you model, animate, and render using objects such as spheres, NURBS
surfaces, polysets, and so on. Objects are made up of or contain components,
such as control points, patches, polygon faces, and so on.
Basics
18
1 | Interface overview
About > Selection, tools, and actions
When you transform multiple objects, the transformation uses the key
objects pivot point.
The constrain actions constrain all selected objects to the key object.
Tools work continuously: any clicks or drags you make in while the tool is
active apply the tool.
For example, the selection arrow is a tool. Any clicks or drags in the view
window while the selection arrow is active performs a selection.
Actions are immediate, one shot operations applied to the selection. Most
items in the menus are actions.
Tools appear in the Tool Box. Almost all menu items are actions, however there
are some tools in the menus. You can tell which menu items are tool by the
following:
Related topics
Select objects or components on page 33
Select tools and actions on page 25
Switch operations between actions and tools on page 160
Main window
This section is a brief summary of Mayas main interface. As you read, keep in
mind the following:
You can show or hide any of the UI elements in the main window using the
Display > UI Elements menu.
Basics
19
1 | Interface overview
About > Main window
You can also hide a UI element by clicking the hide button to the left of or
above
the UI element. To show a UI element, press the right mouse
button on another hide button and select the desired UI element from the
pop-up menu.
You can hide all the interface elements and instead use Mayas quick
command features: the Hotbox, Marking Menus, and hotkeys.
A menu icon
appears to the right of the mouse pointer when a right
mouse button pop-up menu is available for the control over which the mouse
is hovering.
Main menus
Status Line
Shelves
Panel menus
Tool Box
Quick layout
buttons
Panel
Time Slider
Range Slider
Command Line
Help Line
Channel Box
Layer Editor
1 | Interface overview
About > Menus and menu sets
Related topics
Shelves on page 23
Display > UI Elements on page 292
Quick layout buttons on page 196
Status line (toolbar) on page 179
Command line on page 183
Attribute Editor on page 338
Channel Box on page 346
You can create custom menu sets that contain your choice of menu items. For
more information, seeCustom menu sets on page 150.
Basics
21
1 | Interface overview
About > Marking menus
Tear-off menus
You can display menus as separate windows. This is helpful when you use a
menu repeatedly. Pull down the menu and click the tear-off line at the top. Tearoff menus always display on top.
Click the
tear-off line
to tear off
the menu.
Related topics
Marking menus on page 22
Select tools and actions on page 25
Marking menus
You can quickly access many of your most commonly used tools with marking
menus.
Marking menus are used throughout the Maya interface. When you right-click an
object, a marking menu appears that lets you select a selection mode and other
options. Some marking menus appear when you hold a key and press a mouse
button.
Marking menus are very fast for experienced users because once you get used to
showing them and the positions of their items, you can select the items using
very quick gestures with the mouse or tablet pen, sometimes so fast the entire
menu wont even display.
Related topics
Select actions from marking menus on page 26
Create or edit a marking menu on page 153
Assign a marking menu to a hotkey on page 155
Basics
22
1 | Interface overview
About > Shelves
Shelves
Shelves hold commonly used actions and tools, allowing them to be accessed by
clicking an icon. You can also put custom scripts and panel layouts on a shelf.
Related topics
Select actions on a shelf on page 28
Create, rename, rearrange, or delete a shelf on page 146
Add a tool, action, or MEL script to a shelf on page 147
Edit the MEL script associated with a shelf item on page 148
Edit the contents of a shelf on page 148
Use a custom name or icon for a shelf item on page 149
Change the display of shelves on page 150
For Internet Explorer on Windows, the installation is slightly different: you must
install a COM object. See the instructions in the Related Topics.
Related topics
Install the Maya Web browser plug-in on page 31
Basics
23
1 | Interface overview
How do I? > Get help
In this dialog box, you can enter your email address to get notifications regarding
this error report. As well, you are encouraged to enter the steps that caused the
problem so that Autodesk developers can reproduce it and help solve it.
How do I?
Basics
24
Get help
To...
Do this
1 | Interface overview
How do I? > Print the Maya Help
To...
Do this
Double-click to open contents.pdf. This file lists all of the available books.
Click to select the book you want to print. The selected PDF document opens.
Click to select the book you want to print. The selected PDF document opens.
Basics
25
1 | Interface overview
How do I? > Set the options for a tool or menu item
Click the box next to the name of a menu item to open the actions
options window.
Click the lines at the top of a menu or submenu to keep the menu open in its
own window.
Related topics
Selection, tools, and actions on page 19
Menus and menu sets on page 21
Switch operations between actions and tools on page 160
Click the box next to the name of a menu item to open the actions
options window.
Basics
26
When you press the right mouse button on an object Maya shows a contextsensitive marking menu of actions you can apply to the object.
The hotbox provides five customizable marking menus you can show by
clicking inside, above, below, left, or right of the hotbox menus.
1 | Interface overview
How do I? > Select actions from the hotbox
You can assign marking menus to hotkeys. Hold the key and press the
mouse button to show the marking menu.
The q, w, e, and r keys have default marking menus attached to them.
Marking menu items can show additional marking menus, allowing you to
pack more commands onto the marking menu.
Show the marking menu through one of the methods listed above (for
example, hold q and press the left mouse button).
With the mouse button held, drag in the direction of the item you want to
select.
It doesnt matter how far you drag or if you hit the item exactly. This allows
you to make the drag very quickly with a little practice.
Dragging over an item with a submenu attached shows the submenu.
Related topics
Marking menus on page 22
Select actions from the hotbox on page 27
Create or edit a marking menu on page 153
Assign a marking menu to a hotkey on page 155
Add a marking menu to the hotbox on page 155
Marking Menus editor on page 366
It contains every menu and menu item. This is useful if you want to quickly
use an action from another menu set without switching menu sets.
You can use the hotbox to select actions even if youve hidden the menu bar
and other UI to save space.
The hotbox provides five customizable marking menus you can show by
clicking inside, above, below, left, or right of the hotbox menus.
Hold the space bar to show the hotbox. The hotbox remains on screen as
long as you hold the space bar.
Click one of the menus, or hold the left mouse button above, below, to the
left, to the right, or in the center of the hotbox to show marking menus.
Basics
27
1 | Interface overview
How do I? > Select actions on a shelf
Related topics
Add a marking menu to the hotbox on page 155
Customize the hotbox on page 156
Use the pull down menu to the left of the icons (the black arrow) to show or
hide the tabs.
If the tabs are hidden, or if there are too many to fit on screen, click the tab
icon to the left of the icons to show a menu of available shelves.
Click to switch between shelves
Drag menu items or snippets of code onto a shelf with the middle mouse
button.
Open the Script Editor (Window > General Editors > Script Editor).
To load all shelves, copy the following and paste it into the Script Editor
window, then select Script > Execute. (Select only some shelves from the list
below if you do not want to load them all by default.)
loadNewShelf "shelf_General.mel";
loadNewShelf "shelf_Curves.mel";
loadNewShelf "shelf_Surfaces.mel";
Basics
28
1 | Interface overview
How do I? > Start Maya from the command line
loadNewShelf "shelf_Polygons.mel";
loadNewShelf "shelf_Subdivs.mel";
loadNewShelf "shelf_Deformation.mel";
loadNewShelf "shelf_Animation.mel";
loadNewShelf "shelf_Dynamics.mel";
loadNewShelf "shelf_Rendering.mel";
loadNewShelf "shelf_Fluids.mel";
loadNewShelf "shelf_Fur.mel";
loadNewShelf "shelf_Hair.mel";
saveAllShelves $gShelfTopLevel;
Related topics
Main window on page 19
Create, rename, rearrange, or delete a shelf on page 146
Add a tool, action, or MEL script to a shelf on page 147
Edit the contents of a shelf on page 148
Window > Settings/Preferences > Shelf Editor on page 307
The -prompt flag issues a MEL prompt for you to type commands as you
would in the Script Editor. Some commands that require the graphical user
interface are either unavailable or have no effect. Type quit to exit the
prompt mode.
Use the -batch flag to run commands without user input, such as in shell or
batch scripts. The -batch flag starts Maya, executes any commands you
specify, and then closes Maya. For example, you could create a script to
open a file from a prior version of Maya in order to update it to the current
version. For Linux and Mac OS X:
maya -batch -file someMayaFile.mb -command "file -save"
For Windows:
Basics
29
1 | Interface overview
How do I? > Start Maya from the command line
-log [file]
-noAutoloadPlugins
-optimizeRender [file]
[outfile]
-proj [dir]
-recover
-script [file]
-v
Notes
Basics
30
1 | Interface overview
How do I? > Install the Maya Web browser plug-in
-optimizeRender flags
Use this command to optimize the specified scene file for rendering, send the
result to an output file and then close Maya.
maya -optimizeRender [options] [file] [outfile]
-botLoca [name]
-help
-noBOT
-noCleanup
-tessFreeze
[startframe] [endframe]
[byframe]
Automatic installation
You can install the Maya Web browser plug-in for your default Web browser
through the Maya Help menu.
To install the Maya Web browser plug-in automatically
1
Select Help > Browser Setup Assistant to begin the automatic configuration
process.
The Browser Setup Assistant appears.
Basics
31
1 | Interface overview
How do I? > Install the Maya Web browser plug-in
Manual installation
Files to install the Maya Web browser plug-in are installed with your Maya
installation in the ExternalWebBrowser folder under your Maya folder, with
separate folders for each supported platform. By default, this is:
(Windows) C:\Program
Files\Autodesk\Maya8.5\ExternalWebBrowser\Windows
(Mac OS X) /Applications/Autodesk/Maya8.5/ExternalWebBrowser/
MacOS
(Linux) /usr/autodesk/Maya8.5/ExternalWebBrowser/Linux
Windows
1
Mac OS X
1
Linux
1
Copy libmcpplugin.so into the plugins folder of your Web browser (for
example, <FirefoxLocation>/plugins).
On Linux, MEL URL handling must be set up manually. See the instructions in
<Maya Directory>/devkit/ExternalWebBrowser/Linux.
Examples
Examples of scripts that communicate with Maya through the Web browser can
be found in the Examples directory under the ExternalWebBrowser directory,
including a JavaScript file that contains many useful Maya-web browser
communication functions, such as browser and platform detection, presence of
plug-in, and error handling.
As well, we provide a document in the same directory to help you transition
existing solutions designed to work with the Maya embedded web browser to the
external web browser approach.
Basics
32
Selecting
How do I?
Object mode
Component mode
To...
Do this
Select an isoparm on a
surface.
Basics
33
2 | Selecting
How do I? > Select a node
To...
Do this
Related topics
Selection, tools, and actions on page 19
Edit > Select All on page 226
Edit > Select All by Type on page 227
Select a node
To select a node, do any of the following:
Select an object with which the node is associated, click the nodes tab in
the Attribute Editor, and click the Select button at the bottom of the Attribute
Editor.
Select an object with which the node is associated, then click the nodes
heading in the Channel Box.
Open the Hypergraph (Windows > Hypergraph) and select Graph > Input and
Output Connections. Then click the node in the graph.
With a node selected, you can click the Show Manipulator Tool in the Tool Box to
show custom manipulators for the node.
Related topics
Select objects or components on page 33
Basics
34
2 | Selecting
How do I? > Select only certain types of objects or components (selection masks)
To limit selections, you select which types of objects or components you can and
cant select. This is called the selection mask.
To...
Do this...
Turn a object/component
type on or off in the
selection mask.
Related topics
Select objects or components on page 33
Status line (toolbar) on page 179
Basics
35
2 | Selecting
How do I? > Save and reuse a selection
Save a complex selection so you can re-use it later without having to reselect
each object.
Select the set in the Edit > Quick Select Sets submenu.
Use the Relationship Editor to control which objects are in a quick select set.
Related topics
Edit > Quick Select Sets on page 227
Create > Sets > Quick Select Set on page 261
Click the Select by hierarchy and combinations icon in the Status Line
(toolbar).
To set the selection mask to only select only nodes without children (leaves)
1
Click the Select by hierarchy and combinations icon in the Status Line
(toolbar).
Basics
36
2 | Selecting
How do I? > Select components by painting
Related topics
Select objects or components on page 33
Edit > Select All on page 226
Use the Tool Settings panel to set up the tool, including choosing whether
you are selecting, deselecting, or toggling components between selected and
unselected.
Set up the selection mask to select what types of components you want to
select.
To change polygon selections, use the Convert Selection items in the Select
menu within the Polygons menu set.
You can convert a selection to many different items using items from the Select
> Convert Selection submenu. For more information, see the following in the
Polygonal Modeling guide.
Basics
37
2 | Selecting
How do I? > Grow, shrink, or change the selected region of CVs or polygon components
Tip
Related topics
Select objects or components on page 33
Do this
Grow or shrink a
selection.
NURBS CVs
Basics
38
To...
Do this
Grow or shrink a
selection.
2 | Selecting
How do I? > Grow, shrink, or change the selected region of CVs or polygon components
Related topics
Select objects or components on page 33
Basics
39
2 | Selecting
How do I? > Grow, shrink, or change the selected region of CVs or polygon components
Basics
40
How do I?
Hold
Drag
Alt
To...
Tumble
Alt
Track
Alt
Alt + Ctrl
Basics
41
In a view panel, select View > Camera Tools > Roll Tool.
In a view panel, select View > Camera Tools > Zoom Tool.
Related topics
Use the mouse to control camera azimuth, elevation, yaw or pitch on
page 42
Return to previous views on page 43
View > Camera Tools > Zoom Tool on page 313
View > Camera Tools > Roll Tool on page 313
Basics
42
In a panel, select...
Related topics
Tumble, track, dolly, or tilt the view on page 41
Return to previous views on page 43
View > Camera Tools > Azimuth Elevation Tool on page 313
View > Camera Tools > Yaw Pitch Tool on page 314
View > Camera Tools > Fly Tool on page 315
Do this
Related topics
Return to previous views on page 43
Show or hide objects on page 48
Do this
Basics
43
To...
Do this
Related topics
Tumble, track, dolly, or tilt the view on page 41
Center the view on selected or all objects on page 43
To...
Do this
Basics
44
To...
Do this
Related topics
Control what camera is shown in a view on page 46
Create a custom panel layout on page 145
Quick layout buttons on page 196
Panel editor on page 327
Do this
Basics
45
To...
Do this
To...
Do this
Do this
Related topics
Show information over top of a view (heads-up display) on page 47
Display > Grid on page 288
Basics
46
Related topics
Create a custom heads-up display readout on page 164
Display > Heads Up Display on page 290
Press...
Rough
Medium
Fine
You can also use Display > NURBS Smoothness > Hull and
Display > Subdiv Smoothness > Hull to get an even faster/
rougher approximation of a NURBS or subdivision surface
than the Rough option.
Wireframe
Shaded
Basics
47
Press...
Related topics
Tumble, track, dolly, or tilt the view on page 41
Show or hide objects on page 48
Change an objects wireframe color on page 51
Do this
Basics
48
To...
Do this
Related topics
Show or hide components on page 49
Show or hide object-specific UI on page 50
Show an isolated subset of objects or components in a panel on page 50
Tip
To...
Do this
Related topics
Show or hide objects on page 48
Basics
49
Do this
A lattice deformer
attached to the selected
object.
Selection handles
attached to the selected
objects.
Manipulators on the
selected cameras or
lights.
Related topics
Show or hide objects on page 48
Basics
50
To...
Do this
To...
Do this
In the panel:
To change the isolated subset to the
current selection, select Show > Isolate
Select > Load Selected Objects.
To add the current selection to the
isolated subset, select Show > Isolate
Select > Add Selected Objects.
To remove the current selection from the
isolated subset, select Show > Isolate
Select > Remove Selected Objects.
In the panel:
To save the current isolation settings,
select Show > Isolate Select >
Bookmarks > Bookmark Current Objects.
To recall an isolated subset, select it
from the Show > Isolate Select >
Bookmarks submenu.
Related topics
Show or hide objects on page 48
To...
Do this
Change an objects
wireframe color.
Basics
51
To...
Do this
Related topics
Change the look and smoothness of the selected objects on page 47
Change user interface colors on page 144
Basics
52
Transforming objects
About
Transformations
Transformations change an objects position, size, and orientation without
changing its shape. Transform is basically a fancy way of saying Move, Scale,
and/or Rotate.
Transformations are relative to an objects (or components) pivot point, and take
place along/around either the world axes, object axes, or local axes.
In Maya, the transformations you make to an object are saved in a transform
node. That is, Maya remembers that the object is rotated 32,0,5 degrees and
moved -3,6.2,7 cm from its original position.
When you group objects together, each group remembers its own
transformations. This lets you create hierarchical animations easily.
Related topics
The pivot point on page 53
World space, object space, and local space on page 54
Nodes and attributes on page 85
Move, rotate, or scale objects and components on page 59
Set transformation values to zero on page 71
Group objects together on page 138
Transformation
Relationship to Pivot
Move
Scale
Basics
53
4 | Transforming objects
About > World space, object space, and local space
Transformation
Relationship to Pivot
Rotation
Related topics
Change the pivot point on page 66
Move, rotate, or scale objects and components on page 59
Object space is the coordinate system from an objects point of view. The origin
of object space is at the objects pivot point, and its axes are rotated with the
object.
Local space is similar to object space, however it uses the origin and axes of the
objects parent node in the hierarchy of objects. This is useful when you havent
transformed the object itself, but it is part of a group that is transformed.
Related topics
Transformations on page 53
Basics
54
4 | Transforming objects
About > Construction history
Mayas interface
Construction history
As you work in Maya, most of your actions create nodes in the construction
history of the objects you work on. At each point in your work, the current scene
is the result of all the nodes youve created so far.
For example, you can revolve a curve around a centerpoint to create a new
surface with a cross-section in the shape of the curve. When you apply this action
to the curve, a new revolve node is created. The new node has the shape of the
curve as an input. It has attributes that control how it creates the surface from
the curve. And it has the resulting surface as its output.
This chain of nodes, from the curve to the revolve node to the surface, is called
the surfaces construction history. The most important thing about construction
history is that you can change it. You can reshape the curve, or change the
attributes on the revolve node, and the resulting surface updates automatically.
Construction history is part of Mayas dependency graph. While construction
history refers to the history of actions that created the scene, the entire
dependency graph refers to all connections (input and output) between nodes.
Related topics
Edit completed commands (construction history) on page 77
Show a custom manipulator for the selected node on page 78
Nodes and attributes on page 85
Dependency graph on page 89
Construction planes
A construction plane is a construction aid that can make creating objects with
orientations other than along XYZ easier. When you make a construction plane
live, all drawing is locked to the plane.
Related topics
Snap to the grid, a curve, points, or a view plane on page 72
Snap all creation tools to a surface or construction plane on page 73
Basics
55
4 | Transforming objects
How do I? > Copies vs. instances
Limitations
You cant apply clusters and deformations to instances, although you can of
course use them on the original.
Related topics
Duplicate on page 80
How do I?
Basics
56
4 | Transforming objects
How do I? > Use manipulators
Other tools and objects can also have manipulators. Usually these are the same
manipulators (or combinations of the manipulators) used by the Move, Rotate, or
Scale Tools.
For more details on the Universal Manipulator, see Use the Universal
Manipulator on page 62.
Position manipulator
Y handle
Z handle
Center handle
X handle
Drag the center handle to move freely across the view plane.
Click a handle to make it active (yellow), then drag the middle mouse button
anywhere in a view window to move along the active handle.
Hold Shift and drag the middle mouse button up and down or left and right to
move in that direction.
Rotation manipulator
Drag the outer
ring to rotate
about view axis
Drag to
rotate in the
X direction
Basics
57
4 | Transforming objects
How do I? > Use manipulators
Scale manipulator
Drag to scale in the
Y direction
Drag to scale
proportionally
Click a handle to make it active (yellow), then drag the middle mouse button
anywhere in a view window to move along the active handle.
Hold Shift and drag the middle mouse button up and down or left and right to
scale in that direction.
This manipulator combines the handles from the Position, rotation, and scale
manipulators in one. The Move/Rotate/Scale Tool and Proportional Modification
Tool use this manipulator.
When a move or scale handle is active, the axis rotation rings are hidden. Click
the outer ring rotation ring to show all rotation handles.
Some tools add another handle projecting from the center of the manipulator.
Clicking this handle switches the manipulator axes between world and local
space.
Basics
58
4 | Transforming objects
How do I? > Lock a manipulator to the current selection
Complex manipulators
Many objects/nodes have manipulators that let you control the attributes of the
node. Often these manipulators are based on the position, rotation and scale
manipulators, although some objects and nodes (for example, the spotlight) use
complex custom manipulators.
Related topics
Transformations on page 53
World space, object space, and local space on page 54
Move, rotate, or scale objects and components on page 59
Click the Lock current selection icon in the Status Line (toolbar).
While the lock icon is on, you cannot select other objects using this tool.
Clicking or dragging the left mouse button operates the active manipulator
handle (like the middle mouse button does normally).
Click the Lock current selection icon again to unlock the manipulator.
Basics
59
4 | Transforming objects
How do I? > Move, rotate, or scale objects and components
For details of how to move, rotate, and scale with the Universal Manipulator, see
Use the Universal Manipulator on page 62.
To move objects or components
1
Use the position manipulator to change the position of the selected objects.
Hold w and press the left mouse button to show a marking menu of options
and actions related to the Move Tool.
Use the rotation manipulator to rotate the selected objects. The selection
rotates around the pivot of the key object.
Hold e and press the left mouse button to show a marking menu of options
and actions related to the Rotate Tool.
Use the scale manipulator to scale the selected objects. The selection scales
from the pivot of the key object.
Hold r and press the left mouse button to show a marking menu of options
and actions related to the Scale Tool.
Basics
60
From the drop-down menu for the Input box, select either Absolute transform
or Relative transform.
Click the input field and type X, Y, and Z values in the appropriate fields.
4 | Transforming objects
How do I? > Move, rotate or scale components proportionally
Note
Related topics
Transformations on page 53
Use manipulators on page 56
Move, rotate or scale components proportionally on page 61
Change the pivot point on page 66
Flip objects on page 68
Transform along different axes on page 68
Modify > Transformation Tools > Move Tool, Rotate Tool, Scale Tool, Show
Manipulator Tool on page 262
Input box on page 181
Basics
61
4 | Transforming objects
How do I? > Use the Universal Manipulator
Select the components you want to modify. Only the selected components
are influenced by the tool.
Select Modify > Transformation Tools > Proportional Modification Tool > .
Use the options in the Tool Settings panel to control how distance is
measured and how quickly the influence of the manipulator falls of with
distance:
Press Insert or Home to change the manipulator to pivot point mode. Drag
the manipulator to move it where you want the center of influence. Press
Insert or Home again to change the manipulator back to normal mode.
Use the other handles on the manipulator to move or scale the selected
components based on their distance from the manipulator.
Related topics
Use manipulators on page 56
Move, rotate, or scale objects and components on page 59
in the Toolbox.
Press Ctrl+t.
Basics
62
4 | Transforming objects
How do I? > Use the Universal Manipulator
Rotation arrow
(z-axis)
Rotation arrow
(x-axis)
Rotation arrow
(y-axis)
Bounding box
Bounding box
vertices
Center point
Move arrows
Size numbers
The rotation arrows are color-coded based on what axis they are rotating around
(red for the x-axis, green for the y-axis, and blue for the z-axis). A selected arrow
is yellow.
Note
Basics
63
4 | Transforming objects
How do I? > Move, rotate, or scale components with reflection
Note
4 | Transforming objects
How do I? > Move, rotate, or scale components with reflection
Face
selected for
movement
This face
mirrors the
movement.
In the scene view, select the components you want to move, rotate or scale
on one half of the surface mesh.
set the Tolerance for the reflection (that is, how closely the selected
component and the component across the reflection axis have to mirror
each other in order for mirroring movement to occur).
The manipulator indicates the axis along which the reflection takes place:
Reflection axis X
Reflection axis Y
Reflection axis Z
Basics
65
4 | Transforming objects
How do I? > Change the pivot point
Note
The reflection color feedback only appears on NURBS surfaces when the
surface is displayed in shaded mode. When textures are applied to the
shading material on a NURBS surface they will temporarily not display on the
surface while the transformation tool with reflection settings are in use.
Related topics
Move Tool on page 186
Rotate Tool on page 190
Scale Tool on page 192
Select a transformation tool such as the Move Tool, Rotate Tool, or Scale
Tool.
Press the Insert or Home key to switch the manipulator to pivot point mode.
Press Insert or Home again to switch the manipulator back to normal mode.
Basics
66
Show the Attribute Editor and click the transform nodes tab.
4 | Transforming objects
How do I? > Change the pivot point
In the Pivots section, turn on the pivot display options so you can see the
effects of editing the pivot values.
In the Local Space section, type X, Y, and Z coordinates for the Rotate
Pivot and Scale Pivot relative to the objects origin.
In the World Space section, type X, Y, and Z coordinates for the Rotate
Pivot and Scale Pivot relative to the world origin.
Select Display > Component Display > Rotate Pivots and Display >
Component Display > Scale Pivots.
Press the Insert or Home key to show the pivot point manipulator.
Click the circle at the top of the pivot point manipulator to lock or unlock the
pivot point for component transformations. When the circle is filled, the pivot
is locked.
Note
Related topics
Transformations on page 53
The pivot point on page 53
Modify > Center Pivot on page 271
Basics
67
4 | Transforming objects
How do I? > Flip objects
Flip objects
Scaling an object by a negative amount in one or more directions has the same
effect as flipping it across its axes.
1
Click the Scale Tool and then click the object you want to flip.
and set
For example, to flip the object across Y, type 1 -1 1. To flip the object
across X and Z, type -1 1 -1.
4
Press Enter.
Related topics
Transformations on page 53
Move, rotate, or scale objects and components on page 59
Change the pivot point on page 66
Move Tool
You can specify the movement axis of the Move Tool in four additional ways:
Basics
68
4 | Transforming objects
How do I? > Transform along different axes
With the plane selected, click the Make the selected object live icon
in
In the Move Settings section of the Move Tool options, change the Move
setting to Along Live Object Axis.
The move arrows of the move tool align to the live construction plane.
By clicking and dragging the move arrows, you can now move the torus in a
constrained manner: along the surface in two directions or at exact right angles
to the surface.
Clicking and dragging the center point of the move arrows moves the object with
default behavior (snap to live geometry). For more information, see Modify >
Make Live and Move Tool.
The geometry of the live object doesnt matter; the move aligns to the axes of the
live object.
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4 | Transforming objects
How do I? > Transform along different axes
You can set the Move Tool to move the selected object along a axis defined by
selecting a point.
1
Select an object.
Using the marking menus for the Move Tool (the left mouse button + w),
select Align Along and then Orient Axis Towards Point.
Select a point in the scene. It can be a point on any object, including the
currently selected object.
You can see the new axis settings by opening the Move Tool settings (doubleclick the Move Tool icon or select Modify > Transformation Tools > Move Tool >
) and examining the three boxes under Custom Axis Orientation.
You can set the Move Tool to move the selected object along an axis defined by
an edge or a face.
1
Select an object.
Using the marking menus for the Move Tool (the left mouse button + w),
select Align Along and then Align Axis With Face or Align Axis With Face.
Select an edge or face in the scene. It can be an edge or face on any object,
including the currently selected object.
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4 | Transforming objects
How do I? > Set transformation values to zero
In the Move Settings section of the Move Tool settings, enter the x, y, and z
offset of the custom axis in radians.
Rotate Tool
Global rotates around the world (grid) axes. When this option is on the rings
do not rotate with each other but instead stay locked to the world axes.
Gimbal changes only the X, Y, or Z rotation value. In local and global modes,
the rings may change more than one of the rotation XYZ channels.
Related topics
Transformations on page 53
World space, object space, and local space on page 54
Move Tool on page 186
Rotate Tool on page 190
To...
Do this
Reset transformations
on the selected object
back to zero (return to
first or last frozen
position).
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4 | Transforming objects
How do I? > Snap to the grid, a curve, points, or a view plane
Related topics
Transformations on page 53
Modify > Transformation Tools > Move Tool, Rotate Tool, Scale Tool, Show
Manipulator Tool on page 262
To snap to...
Hold
Grid
intersections
Curves
CV, vertex, or
pivot
View plane
Note
Related topics
Snap all creation tools to a surface or construction plane on page 73
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4 | Transforming objects
How do I? > Snap all creation tools to a surface or construction plane
Click the Make the selected object live icon in the Status Line (toolbar), or
select Modify > Make Live.
While the Make live icon is on, creation tools snap to the surface. Click the
icon again to stop snapping to the surface.
To snap creation tools to a plane
1
Select Create > Construction Plane > , set the initial orientation of the
plane and click Create.
Note
When you use Make Live to snap a curve to a NURBS surface, the
curve becomes a curve-on-surface and you can use it to trim.
Related topics
Construction planes on page 55
Snap to the grid, a curve, points, or a view plane on page 72
Create > Construction Plane on page 259
Align objects
To align objects using an interactive manipulator
1
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4 | Transforming objects
How do I? > Align objects
Click an icon to align the objects. The icons show how the bounding
boxes align. For example:
Align tops.
Align bottoms.
Align centers.
In the following example, the objects align to the far right of the cube outside the
transparent box.
Objects align
to the far right
of the cube.
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Select Modify > Snap Align Objects > Align Objects > .
4 | Transforming objects
How do I? > Snap one object to another
Select the align mode. Min aligns objects along the side closest to 0. Max
aligns objects to the side farthest from 0. Mid aligns centers. Dist distributes
objects equally along the distance between them. Stack moves objects so
they are lined up with no space between them.
Select which axes to align along. For example, to align tops/bottoms turn on
World Y.
Select what to move the objects to. Selection Average moves the objects to
the average of the objects coordinates. Last selected object moves the
objects to the key object. This object is highlighted in green.
Click Align.
Related topics
Snap one object to another on page 75
Modify > Snap Align Objects > Align Objects on page 268
Modify > Snap Align Objects > Align Tool on page 269
Select Modify > Snap Align Objects > Snap Together Tool.
Click the point on the second object you want to snap to.
An arrow appears showing how the objects snap together. To change the
points, click or drag new points on either object.
The Snap Together Tool normally moves and rotates the objects to make the
points touch. Use the tool settings to make the tool move the objects without
rotation.
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4 | Transforming objects
How do I? > Snap one object to another
Tip
You can also use the Snap Together Tool on polygon edges. Press
the right mouse button on an object and select Edge from the
marking menu to enter edge selection mode, then apply the Snap
Together Tool to polygon edges.
Related topics
Snap to the grid, a curve, points, or a view plane on page 72
Snap all creation tools to a surface or construction plane on page 73
Align objects on page 73
Modify > Snap Align Objects > Point to Point, 2 Points to 2 Points, 3 Points
to 3 Points on page 267
Modify > Snap Align Objects > Align Objects on page 268
Modify > Snap Align Objects > Align Tool on page 269
Modify > Snap Align Objects > Snap Together Tool on page 270
Change history
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4 | Transforming objects
How do I? > Undo, Redo, and Repeat
Do this
Undo.
Redo.
Related topics
Edit completed commands (construction history) on page 77
Hold the a key and press the left mouse button to show a marking menu
of commands related to attributes. Choose Select All Inputs.
Press the left mouse button on the input icon in the Status Line (toolbar)
and select a history node from the menu.
In the Attribute Editor, click the tab for the history node you want to edit.
Edit the nodes attributes in the Attribute Editor or the Channel Box.
To show a custom manipulator for this node, click the Show Manipulator Tool
in the Tool Box.
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4 | Transforming objects
How do I? > Show a custom manipulator for the selected node
Related topics
Construction history on page 55
Dependency graph on page 89
Edit completed commands (construction history) on page 77
Show inputs and outputs (dependency graph) on page 111
Edit > Delete by Type > History on page 224
The manipulator lets you edit the attributes of the node visually.
Related topics
Construction history on page 55
Nodes and attributes on page 85
Show or hide the manipulator for an attribute in the Channel Box on
page 97
Create text
The Create > Text action lets you create curves or surfaces in the shape of styled
text.
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4 | Transforming objects
How do I? > Create text
Use the menu button at the right end of the Font box to select a type face
and style.
Click Curves to create NURBS curves from the outline of the text.
Click Trim to create planar NURBS surfaces trimmed to the shape of the
text.
Click Poly to create polygonal surfaces in the shape of the text. You can
set the options for the NURBS to Polygons conversion; they are the same
as the Modify > Convert > NURBS to Polygons command.
Click Bevel to create bevelled text. You can set the options for the
bevelled text; they are the same as the Surface > Bevel Plus command.
Click Create.
Notes
The text is always created starting at the origin in the XY plane. In some
views it may appear to be a line because it is edge-on to the view.
The letters of the text are individual objects in a group. To transform the text,
select the group in the Outliner.
When you use the Curves option, the NURBS curves use CV multiplicity to
achieve sharp corners.
There is also a textForBevel node in the history. The text attribute on this
node allows you to edit the text string. For example, you can go to the
textForBevel tab in the Attribute Editor for the beveled text object and modify
the text in the Text Curves History section:
Related topics
Create geometric primitives on page 78
Annotate or document objects on page 140
Create > Text on page 257
Edit objects
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4 | Transforming objects
How do I? > Cut, Copy, and Paste
Do This
Related topics
Edit > Cut on page 224
Edit > Copy on page 224
Edit > Paste on page 224
Delete
To...
Do this
Delete components of a
certain type from the
selected objects
Related topics
Edit > Paste on page 224
Edit > Delete by Type > Channels, Static Channels, Non-particle
Expressions on page 225
Edit > Delete All by Type on page 225
Duplicate
The Duplicate and Duplicate Special commands let you create multiple copies of
the selected objects, with optional transformations applied to each copy.
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4 | Transforming objects
How do I? > Duplicate
Set the options for the number of copies and the transformations to apply to
each copy.
Set the options for the number of copies and the transformations to apply to
each copy.
Note
Related topics
Copies vs. instances on page 56
Flip objects on page 68
Edit > Duplicate on page 227
Edit > Duplicate Special on page 227
Edit > Duplicate with Transform on page 229
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4 | Transforming objects
How do I? > Edit component numeric values directly
To...
Do this
Edit components on an
object.
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82
4 | Transforming objects
How do I? > Edit component numeric values directly
To...
Do this
Related topics
Component Editor on page 332
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83
4 | Transforming objects
How do I? > Edit component numeric values directly
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About
Attributes
An attribute is a position associated with a node that can hold a value or a
connection to another node. Attributes control how a node works. For example, a
transform node has attributes for the amount of rotation in X, Y, and Z. You can
set attributes to control practically every aspect of your animation.
There are many ways to set attributes in Maya: with the Attribute Editor, the
Channel Box, the attribute spread sheet, menu selections, and MEL.
Transform
node
Shape
node
Input
node
Shading
node
Attribute Editor
Channel Box
Every node is created with certain default attributes. Some attributes (such as
Opacity and Color of particle objects) are added dynamically when you need them.
You can also add your own attributes to any node to store information. This is
often useful for animation expressions and scripts, and can be used to control
several normal attributes using one custom attribute.
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Related topics
Two views of the scene: hierarchy and dependency on page 87
Node types on page 92
Change attribute values in the Attribute Editor or Channel Box on page 95
View and edit the hierarchy of nodes on page 105
Show inputs and outputs (dependency graph) on page 111
Construction history
As you work in Maya, most of your actions create nodes in the construction
history of the objects you work on. At each point in your work, the current scene
is the result of all the nodes youve created so far.
For example, you can revolve a curve around a center point to create a new
surface with a cross-section in the shape of the curve. When you apply this action
to the curve, a new revolve node is created. The new node has the shape of the
curve as an input. It has attributes that control how it creates the surface from
the curve. And it has the resulting surface as its output.
This chain of nodes, from the curve to the revolve node to the surface, is called
the surfaces construction history. The most important thing about construction
history is that you can change it. You can reshape the curve, or change the
attributes on the revolve node, and the resulting surface updates automatically.
Direct manipulation
Much of working in Maya involves directly manipulating nodes and attributes
using manipulators.
Manipulators are visual objects that let you accomplish complex tasks easily,
concretely, and visually by dragging handles and seeing the results immediately.
Using the revolve example above, you can select the revolve node and edit its
attributes (how it creates the surface) visually by showing its manipulator with the
Show Manipulator Tool.
AxisEndPoint
CircleSweep
AxisMidPoint
AxisStartPoint
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This lets you control attributes (such as how far around the centerpoint the
surface goes) simply by dragging a handle.
You can also show manipulators for individual attributes to edit their values
visually.
Keyable attributes
Animation in Maya is not limited to making things move. You can animate
practically any attribute of any node in Maya. Attributes that control how a surface
is constructed, or the look of a texture, or the influence of a deformer or physical
force, can all change over time.
MEL
MEL stands for Maya Embedded Language. It is Mayas scripting language. It is
deeply integrated with Maya, and allows you to do anything from open a window
or perform a simple action with a command, to total customization of the Maya
interface, to writing an entirely new application on top of Maya. Practically
everything that Maya can do can be accomplished through MEL (and what cant
can be done in another language with the Maya API).
As a hierarchical list of nodes. This shows which nodes are parents and
children of other nodes.
See Scene hierarchy on page 87.
Scene hierarchy
The scene hierarchy is the grouping of child nodes under parent nodes.
While you could create a scene without establishing a hierarchy, you will find that
it makes modeling and especially animation much easier.
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87
You can view and edit the scene hierarchy with the Outliner or the Hypergraph.
Example 1
When you transform a parent, its children are transformed with it. This lets you,
for example, model a leg by making the thigh the child of the hip, the knee the
child of the thigh, the shin the child of the knee, the foot the child of the shin,
and so on. Rotating one join rotates the rest of the leg under that joint.
Example 2
Suppose you animate a planet to orbit the center of the workspace. If you make a
moon the child of the planet, it follows the motion of the planet.
Though the moon is the child of the planet, you can also give the moon motion
thats independent of the planet. For example, you can make it orbit the planet. If
you later change the orbiting motion of the planet, the moon continues to follow
the planets motion, but stills retains its original orbiting motion.
Parenting
Among Maya users, establishing hierarchy is often called parenting objects. When
make node B the child of node A, we say you have parented node B to node A.
(This might be somewhat confusing at first, since parenting something does
not mean making it a parent but rather means making it a child, but thats
the way it is.)
Grouping
To control multiple objects with one node, you can group objects together under a
new transform node. By grouping objects, you can move, shade, texture, and do
many other actions to all the objects at the same time.
Organizing
You can also use the scene hierarchy to organize objects to make them easier to
work with, even if youre not animating them.
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Related topics
Nodes and attributes on page 85
Dependency graph on page 89
The Outliner on page 90
The Hypergraph on page 91
View and edit the hierarchy of nodes on page 105
Group objects together on page 138
Dependency graph
The dependency graph is one of two ways Maya represents your scene (the other
being the scene hierarchy). Its a chain of nodes.
The dependency graph is like a series of instructions for how to get the current
scene starting from scratch: create a sphere A, move these CVs, create a curve
B, project curve B onto sphere A to create curve-on-surface C, trim sphere A using
curve on surface C, and so on.
The dependency graph gets its name from the connections between nodes. In the
example above, the project curve operation depends on two inputs: sphere A and
curve B.
Each node in the dependency graph represents an action to build up or change
the scene, with the final result being the scene in its current state.
What this lets you do is modify or reshape input objects, change attributes on a
node, change node connections, or delete nodes, and have Maya automatically
and instantaneously update the entire scene to reflect the changes.
The connections between creation and editing nodes is also called construction
history, because it records the history of how the scene was constructed.
You can view and edit the dependency graph in the Hypergraph.
You can organize nodes together using container nodes. Container nodes are a
special type of node that lets you organize nodes into logical groupings for a
special purpose. They can be used to simplify the view of dependency graph.
Related topics
Construction history on page 55
Scene hierarchy on page 87
Edit completed commands (construction history) on page 77
Show inputs and outputs (dependency graph) on page 111
Connect input and output attributes on page 112
Connect attributes with an expression on page 113
Organize nodes into logical groupings on page 107
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The Outliner
The Outliner is one of two main scene management editors in Maya (the other is
the Hypergraph).
The Outliner shows the hierarchy of all objects in the scene in outline form: You
can expand and collapse the display of branches in the hierarchy, and lower
levels of the hierarchy are indented under higher levels.
The outline includes objects that are normally hidden in the view panels, such as
the default cameras. You can control what objects appear in the Outliner using
the menus and the text filter box. For example, type *top* in the box and press
Enter to only show objects with the letters top in their names.
Clicking the name of a node in the Outliner selects the node. The selected
node(s) are shown with a gray background. You can double-click the name of a
node to renaming it.
You use the Outliner most often for two functions:
Changing the hierarchy of nodes. You can move nodes around the hierarchy
and parent nodes to other nodes by dragging them with the middle mouse
button.
Related topics
Nodes and attributes on page 85
The Hypergraph on page 91
View and edit the hierarchy of nodes on page 105
Outliner on page 334
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The Hypergraph
The Hypergraph is one of two main scene management editors in Maya (the other
is the Outliner).
The Hypergraph shows a network of boxes representing nodes and lines
connecting them representing relationships.
You can use the Hypergraph to view and edit hierarchical relationships (the same
information the Outliner shows) or dependency relationships (input and output
connections between attributes).
While the Hypergraph can seem more intimidating than the Outliner at first, it has
several advantages of its own:
You use the same move keys to move around the graph as you do to move
around view panels (alt + the middle mouse button and alt + the right mouse
button).
You can bookmark different views of the scene and zoom between them
The Hypergraph draws animated nodes with slanted sides making them easy
to see.
Related topics
Nodes and attributes on page 85
The Outliner on page 90
View and edit the hierarchy of nodes on page 105
Show inputs and outputs (dependency graph) on page 111
Connect input and output attributes on page 112
Connect attributes with an expression on page 113
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Node types
Transform node
A node that contains an objects transformation attributesvalues for its
translation, rotation, scale, and so on. It also holds information on parent-child
relationships it has with other nodes. InnerSolarSystem, Sun, Moon, and all other
boxes shown in the example are transform nodes.
Shape nodes
Holds an objects geometry attributes or attributes other than the objects
transform node attributes. A shape node is the child of a transform node. A
transform node has only one shape node.
Auxiliary nodes
There are several nodes, such as unitConversion, which are hidden to reduce
clutter in the editors. They are not normally useful to see or edit; however, if you
need to you can show these nodes. (You can also hide nodes that are normally
shown if you want to further reduce clutter.)
Hidden nodes
Any object hidden using Display > Hide. Maya hides the default cameras (top,
front, side, and persp) by default.
Underworld nodes
A pair of nodes below a shape node. When you create a curve-on-surface, Maya
creates an underworld transform node and shape node for the curve-on-surface
below the surfaces shape node. The CV positions of underworld nodes have UV
coordinates on the surface rather than coordinates in world or local space.
Rendering nodes
Materials and textures each have nodes containing attributes that control their
look. Texture placement nodes have attributes that control how a texture is fitted
onto a surface.
Lights are of course nodes too, with attributes controlling their properties.
Container nodes
You can organize nodes within the dependency graph into logical node groupings
using Container Nodes. A container node is a special type of node that lets you:
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Utility nodes
Maya has a few utility nodes that provide extra functions you can use in a shader
network. For example, multiply/divide nodes let you alter inputs and outputs
between other nodes.
Script nodes
Script nodes are a way of storing a MEL script in a Maya scene file:
You can set a script node to execute its payload in response to various events:
Examples
Example 1
If you select Create > NURBS Primitives > Sphere to create a sphere, Maya
creates a transform node and a shape node.
The spheres shape node holds the mathematical description of the spheres
shape. The spheres transform node holds the spheres position, scaling,
rotation, and so on. The shape node is the child of the transform node.
If you select Options > Display > Shape Nodes in the Hypergraph, the scene
hierarchy shows these nodes for the sphere:
Maya gives the nodes the default names shown in the preceding figure. The
transform node is nurbsSphere1, the shape node is nurbsSphereShape1. If you
rename the transform node, for example, to Bubble, Maya renames the shape
node to BubbleShape.
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If you rename the shape node, Maya does not rename the transform node. Maya
doesnt transmit a childs attribute changes up to its parent.
Example 2
If you select Create > NURBS Primitives > Sphere to create a sphere, Maya
creates a transform node and a sphere node. If you then select Modify > Make
Live, then use the Create > CV Curve Tool to draw a curve on the surface of the
sphere and turn on the display of shape nodes and underworld nodes, the scene
hierarchy appears as follows:
Maya gives the nodes the default names shown. The transform node is
nurbsSphere1, the shape node is nurbsSphereShape1. The curve1 and
curveShape1 nodes are underworld nodes for the curve created on the spheres
surface.
When a curve-on-surface is hard to select in the workspace because of crowding
or complex geometry, you can select it easily in the scene hierarchy with
underworld nodes displayed.
Related topics
Nodes and attributes on page 85
Scene hierarchy on page 87
The Hypergraph on page 91
Organize nodes into logical groupings on page 107
Dependency graph on page 89
How do I?
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94
To...
Do this
Slow
Linear
Medium
Fast
Hyperbolic
Basics
95
Tip
To...
Do this
Create a complex
expression
Related topics
Show or hide the manipulator for an attribute in the Channel Box on
page 97
Inline numeric calculation in multiple cells on page 97
View and edit multiple attributes on multiple nodes on page 99
Save and reuse attribute presets on page 101
Lock the value of an attribute on page 102
Creating animation expressions
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Standard
Manips
Invisible
Manips
No
Manips
To...
Press Enter.
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Examples
Adding a value to selected cells
1
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Note
Some values are subject to limitations and may not change to the
desired value because they are bounded by other factors.
Related topics
Change attribute values in the Attribute Editor or Channel Box on page 95
To...
Do this
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To...
Do this
In the attribute spread sheet, click, shiftclick, or drag to select the attributes
(columns) you want to show.
Then select Layouts > Show Selected
Columns Only.
To return to the full display, select
Layouts > Show All Columns.
When the Attribute Editor opens for the first time, the Keyable tab is shown. This
tab only shows attributes that are marked as keyable (able to be animated). Click
the All tab to show all attributes, keyable and not.
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Related topics
Change attribute values in the Attribute Editor or Channel Box on page 95
Show or hide the manipulator for an attribute in the Channel Box on
page 97
Open multiple Attribute Editors on page 103
Open the node you want to take presets from in the Attribute Editor.
In the Attribute Editor, press the left mouse button on the Presets button (to
the right of the node name) to show a pop-up menu and select Save (preset
type) Preset.
Type a name for the new preset and click Save Attribute Preset.
If the preset already exists, you are prompted to overwrite it or save it with a
different name.
To apply a preset to another node
1
Open the node you want to apply a preset to in the Attribute Editor.
In the Attribute Editor, press the left mouse button on the Presets button (to
the right of the node name) to show a pop-up menu.
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101
Point to the name of the preset to show another submenu with options for
applying the preset to this node. You can replace the current attribute values
with the values in the preset, or blend the preset values together with the
current values.
1. Create a new
poly sphere.
Notes
Maya saves presets as editable MEL scripts in a presets folder inside the
main Maya application folder. Presets for each node type are in separate
folders inside the presets folder.
Related topics
Change attribute values in the Attribute Editor or Channel Box on page 95
Lock the value of an attribute on page 102
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Float: a single floating point value. Maya does not display floating point
numbers in the user interface with their full precision.
Set the Keyable option. When an attribute is keyable, you can use its value in
keyframe animation, and it appears in the Channel Box.
Click Add.
Remember that Maya adds the attribute to the selected node, not necessarily the
node currently displayed in the Attribute Editor.
To edit a custom attribute
1
Click Delete.
In the Attribute Editor, click Copy Tab. A new Attribute Editor is created with
the object attributes loaded.
Select another object. Its attributes load in the original Attribute Editor.
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You can set an option in Window > Settings/Preferences > Preferences to always
open the Attribute Editor in a window instead of in the side panel.
Related topics
Window > Settings/Preferences > Preferences on page 304
In the Channel Box select Channels > Settings > Change Precision.
Type the number of decimal places to show in the Channel Box and attribute
spread sheet.
In the Channel Box, open the Channels > Channel Names submenu.
Select Nice to show attribute names that are easier to understand, but
cannot be used in expressions or MEL scripts. This is the default.
Select Long to show the long versions of the actual attribute names.
Select Short to show the short versions of the actual attribute names.
Related topics
Change attribute values in the Attribute Editor or Channel Box on page 95
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Do this
Tips
You can set the options of the Parent menu item to make the command
create an instance under the new parent instead of moving the actual object
in the hierarchy.
Related topics
Change the visual layout of nodes in the Hypergraph on page 106
Change the order of nodes on page 107
Show or hide nodes on page 115
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Do this
Switch between
automatic and manual
layout.
Related topics
Two views of the scene: hierarchy and dependency on page 87
The Hypergraph on page 91
Hypergraph overview on page 390
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In Outliner (Window > Outliner), select Display > Sort Order > Scene
Hierarchy.
In the Hypergraph (Window > Hypergraph), select Graph >Scene Hierarch and
then Options > Layout > Automatic Layout.
Related topics
Scene hierarchy on page 87
The Outliner on page 90
Outliner on page 334
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107
node. When the animator worked with the model, they would only need to access
the simplified set of attributes created on the container node. Their work would
be less complicated a result.
A container node is differentiated from other nodes in the Hypergraph by its thick,
round-cornered border outline.
You select nodes within container nodes the same way you select other nodes in
the Hypergraph. You move nodes in or out of a container node by Alt + Shift
selecting the node and then dragging it while pressing your left mouse button.
You can expand or collapse the display of container nodes by double-clicking on
the container nodes border. Expanding a container node lets you view the nodes
contained within it. Collapsing a container node reduces the display of the
contents so they appear as a single node in the graph display. Collapsing and
expanding a container node does not affect its contents, nor does it affect the
connections and attributes of the nodes inside the container node.
The background of an expanded container node appears in a semi-transparent
manner so you can see nodes that may lie behind it. Attribute connections in and
out of container nodes are also visible.
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Container nodes are also available when working within the Hypershade Editor
and can be used to simplify the display of attributes on shading materials.
To create a container node in the Hypergraph
1
Display the Hypergraph and ensure it is set to show input and output
connections (dependency graph) by selecting Graph > Input and Output
Connections.
In the Hypergraph, select the nodes you want to place in the container node
and do one of the following:
Right-click one of the selected nodes and choose Create container from
selected on the marking menu.
A container node is created in the graph area of the Hypergraph, and the
selected nodes appear within it.
To remove a container node from the Hypergraph
1
In the Hypergraph, select the container node you want to remove and do one
of the following:
The selected container node is removed from the graph area of the
Hypergraph, and the nodes within it are either moved up one level (if the
container is nested within another container node), or to the top level of the
dependency graph. Any connections that existed for the removed container
are deleted in the process.
To collapse the display of the contents of a container node
In the Hypergraph, select an expanded container node whose display you want to
minimize and do one of the following:
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The selected container node is expanded in size to display the nodes contained
within it. The container node automatically resizes to contain its nodes.
To modify the size of your container node
You can increase the size of your container node by moving its contents. The
container node stretches as its contents is moved. If you collapse this node and
expand it again, the last node position is restored.
Drag the orangeShape node to stretch the size of the container node
Basics
110
Press Alt + Shift and drag the node into or out of the container node.
The node is added or removed from the container.
Tip
Related topics
Dependency graph on page 89
Create, edit, or delete custom attributes on page 102
Show inputs and outputs (dependency graph) on page 111
Connect input and output attributes on page 112
Node types on page 92
Hypergraph overview on page 390
Select Graph > Input and Output Connections to show both the input
chains leading up to nodes, and the output chains leading from nodes.
Select Graph > Input Connections to show the input chains leading up to
nodes.
Select Graph > Output Connections to show the output chains leading
from nodes.
Basics
111
Select a node of the type, or multiple nodes of different types you want to
show.
Drag the node from the Outliner or Hypershade window into the Hypergraph.
Related topics
Connect input and output attributes on page 112
Connect attributes with an expression on page 113
Show or hide nodes on page 115
Point to the right end of the node in the Hypergraph (the cursor changes).
Press the right mouse button and select an output attribute.
Press the right mouse button on the node you want to connect to, and select
an input attribute.
You may need to select Graph > Layout to update the view with the new
connection.
Basics
112
Hold Shift and drag with the middle mouse button from the output node to
the input node.
Point to the connection line in the Hypergraph, toward the connection you
want to change (input or output).
Drag the line end with the left mouse button and drop it on a new node.
Related topics
Connect input and output attributes on page 112
Connect attributes with an expression on page 113
Break connections between attributes on page 113
In the Attribute Editor, type an equals sign (=) followed by a MEL expression
in the attributes text box.
or
Select the node with the attribute you want to edit and select Window >
Animation Editors > Expression Editor. Click the attribute and type a MEL
expression in the box at the bottom.
For example, to make the translateX value of pTorus1 always equal the
translateY value of pCone2, type =pCone2.translateY in pTorus1s translateX
box. When you move the cone up and down in Y, the torus moves side-to-side in
X.
You can create more complex expressions using multiple attributes and MELs
math functions.
When you type an expression into a text box in the Attribute Editor or Channel
Box and press Enter, Maya then shows the computed value with an purple
background. You cant edit values that are the result of an expression. To edit
the expression, use the Expression Editor.
Related topics
Connect input and output attributes on page 112
Connect input and output attributes on page 112
Break connections between attributes on page 113
In the Channel Box or Attribute Editor, press the right mouse button on the
attribute and select Break Connections.
Select the connection line (or lines) in the Hypergraph and press Delete.
Related topics
Connect input and output attributes on page 112
Connect attributes with an expression on page 113
HasNoEffect.
Blocking.
Normal.
Notes
The HasNoEffect state has a different meaning for each node type. Some
node types do not implement the state, in which case the state acts just like
Normal.
The Waiting node states are used internally by Maya to keep track of nodes
that are waiting for a view update in the Hypergraph. You should not normally
set nodes to a Waiting state.
Basics
114
Do this
Expand or collapse
hierarchy under a node.
Related topics
View and edit the hierarchy of nodes on page 105
Show inputs and outputs (dependency graph) on page 111
Basics
115
To...
Do this
Related topics
Outliner on page 334
Hypergraph overview on page 390
Basics
116
Related topics
Outliner on page 334
Hypergraph overview on page 390
Basics
117
Basics
118
File management
About
Related topics
Create, open, or save a scene file on page 126
Import files on page 128
Export objects to a new file on page 128
Export objects as a referenced file on page 129
Organize files into projects on page 129
Recover data after a crash on page 130
Supported file formats on page 122
View images or animations on page 130
Basics
119
6 | File management
About > Supported image formats (rendering)
Basics
120
File Format
Class
Maya
Software
Maya
Hardware
Maya
Vector
mental
ray
Adobe
Illustrator (.ai)
Vector
--
--
Yes
--
Movie
Yes
Yes
Yes
Yes
AVI (.avi)
Movie
Yes
Yes
Yes
Yes
Cineon (.cin)
--
Yes
Yes
--
Yes
DDS (.dds)
--
Yes
Yes
--
Yes
Encapsulated
Postscript (.eps)
Vector
--
--
Yes
--
EPS (.eps)
--
Yes
Yes
--
Yes
GIF (.gif)
--
Yes
Yes
--
Yes
JPEG (.jpg)
--
Yes
Yes
--
Yes
MacPaint (.pntg)
Mac
--
--
--
--
Macromedia
SWF (.swf)
Vector
--
--
Yes
--
--
Yes
Yes
--
Yes
16-bit
Yes
Yes
Yes
--
PNG (.png)
PSD
Layered
Yes
Yes
Yes
Yes
PNG (.png)
--
Yes
Yes
--
Yes
PSD (.psd)
--
Yes
Yes
--
Yes
PSD Layered
(.psd)
PSD
Layered
Yes
Yes
Yes
Yes
6 | File management
About > Supported image formats (rendering)
File Format
Class
Maya
Software
Maya
Hardware
Maya
Vector
mental
ray
Quantel (.yuv)
Quantel
Yes
Yes
Yes
--
QuickDraw (.pict)
Mac
--
--
--
--
Apple
Quicktime Image
(.qtif)
Mac
--
--
--
--
Apple Quicktime
Movie (.qt)
Mac
--
--
--
--
RLA (.rla)
--
Yes
Yes
--
Yes
SGI (.sgi)
--
Yes
Yes
--
Yes
SGI16 (.sgi)
16-bit
Yes
Yes
Yes
--
SoftImage (.pic)
--
Yes
Yes
--
Yes
SVG (.svg)
Vector
--
--
Yes
--
Swift3DImporter
(.swft)
Vector
--
--
Yes
--
Targa (.tga)
--
Yes
Yes
--
Yes
Tiff (.tif)
--
Yes
Yes
--
Yes
Tiff16 (.tif)
--
Yes
Yes
--
Yes
Windows Bitmap
(.bmp)
--
Yes
Yes
--
Yes
Image formats are divided into seven classes: Vector, Movie, Sixteen Bit, PSD
Layered, Quantel, and Mac. A description of each class is listed below:
Vector
An image format comprised of segments of vector data. Vector graphics are
resolution independent: they appear smooth and crisp regardless of the
magnification level.
True Vector
Basics
121
6 | File management
About > Supported file formats
Movie
An image format used to store video and audio information. This information
can be played back as a sequence of images from within the movie file.
Sixteen Bit
A bitmap image format. Bitmaps store a single raster image in any color
depth. For a 16-bit image, thirty-two thousand different colors can be
represented. Unlike vector images, bitmap images are resolution dependent:
image degradation occurs when images are magnified at a high level.
PSD Layered
Photoshop Drawing Layered image format. Layers are independent images
that can be manipulated in Adobe Photoshop. PSD layered images can be
multi-layered. In multi-layered images, each layer is a part of the final image.
You can work on each layer independently without interference from any
graphical elements that are on other layers.
Quantel
An image format made by Quantel. This 16-bit uncompressed image format
contains video and RGB channels. Quantel image formats are typically used
for broadcast.
Mac
An image format unique to Macintosh applications. These formats are only
supported on Macintosh machines.
Translators
Translators are plug-ins that let you open and/or save data in a given file format.
You must have the proper translator plug-in loaded to be able to open, save,
import, or export data in the format.
Use the plug-in manager to load or unload translators.
Basics
122
Data Import
Windows
Mac OS X
Linux
Maya ASCII
Yes
Yes
Yes
Maya Binary
Yes
Yes
Yes
6 | File management
About > Supported file formats
Data Import
Windows
Mac OS X
Linux
MEL
Yes
Yes
Yes
FBX
Yes
Yes
Yes
DXF
Yes
Yes
Yes
OBJ
Yes
Yes
Yes
IGES
Yes
Yes
Yes
StudioTools wire
Yes
AIFF
Yes
Yes
Yes
image
Yes
Yes
Yes
Yes
Yes
Yes
VRML2
Yes
EPS
Yes
Yes
Yes
Adobe Illustrator
Yes
Yes
Yes
OpenFlight
Yes
Yes
Yes
STL
Yes
Yes
Yes
Yes
* via wrl2ma
Data Export
Windows
Mac OS X
Linux
Maya Ascii
Yes
Yes
Yes
Maya Binary
Yes
Yes
Yes
MEL
Yes
Yes
Yes
FBX
Yes
Yes
Yes
DXF
Yes
Yes
Yes
OBJ
Yes
Yes
Yes
IGES
Yes
Yes
Yes
Basics
123
6 | File management
About > Supported file formats
Data Export
Windows
Mac OS X
Linux
StudioTools wire
Yes
Yes
Yes
Yes
VRML2
Yes
Yes
Yes
GE2
Yes
Yes
Yes
RTG
Yes
Yes
Yes
mental ray
Yes
Yes
Yes
RIB
Yes
Open Inventor2
Yes
Yes
Yes
OpenFlight
Yes
Yes
Yes
Shockwave3D
Yes
Image Input
Windows
Mac OS X
Linux
Maya IFF
Yes
Yes
Yes
AVI
Yes
Apple Quicktime
Basics
124
Yes
Yes
GIF
Yes
Yes
Softimage
Yes
Yes
Wavefront RLA
Yes
BMP
Yes
Yes
Yes
TIFF
Yes
Yes
Yes
SGI RGB
Yes
Yes
Yes
Alias Pix
Yes
JPEG
Yes
EPS
Yes
Yes
Yes
Yes
6 | File management
About > Supported file formats
Image Input
Windows
Mac OS X
Cineon
Yes
Yes
Quantel
Yes
Yes
Targa
Yes
Yes
MacPaint
Yes
Adobe PhotoShop
Yes
PNG
Yes
QuickDraw
Yes
Linux
Yes
Image Output
Windows
Mac OS X
Linux
Maya IFF
Yes
Yes
Yes
AVI
Yes
Apple Quicktime
Yes
GIF
Yes
Yes
Softimage
Yes
Yes
Wavefront RLA
Yes
Yes
BMP
Yes
Yes
Yes
TIFF
Yes
Yes
Yes
SGI RGB
Yes
Yes
Yes
Alias Pix
Yes
JPEG
Yes
EPS
Yes
Yes
Cineon
Yes
Yes
Quantel
Yes
Yes
Targa
Yes
Yes
Yes
Yes
Yes
Basics
125
6 | File management
How do I? > Create, open, or save a scene file
Image Output
Windows
MacPaint
Yes
Adobe
PhotoShop
Yes
PNG
Yes
QuickDraw
DDS
Note
Mac OS X
Yes
Linux
Yes
Yes
Yes
Yes
Yes
The mayaAscii and mayaBinary file formats are the only ones that
preserve all the information contained within your scene. Setting the
output format for an export using the Export Options box will change
your default export format for the current and subsequent export
operations. If you set the output format to something other then
mayaAscii or mayaBinary and export using that format and then quit
without saving the entire file then you can lose data.
Always check the export type in the export file browser to ensure
you are writing the file using the expected file format.
How do I?
You can select to always create new scenes with default content by choosing File
> New Scene > and turning on Enable Default Scene.
To open an existing scene file
Basics
126
6 | File management
How do I? > Open recently saved files
Note
You can open a file that is created in a later version, provided the
Ignore version setting is turned on.
Maya files of later version types that are opened in an earlier
version of Maya are not supported as feature compatibility to earlier
software versions cannot be ensured. The Ignore version feature is
primarily provided for users in production environments where
multiple versions of Maya are in use simultaneously.
To save the scene with its current name, select File > Save Scene.
To save the scene with a new name, select File > Save Scene As.
To change how Maya saves the scene, select File > Save Scene > and set
the options.
When you use Save Scene As you can select whether to save the file as Maya
Binary (smaller) or Maya ASCII (human readable). To save in a different format,
use File > Export All.
You can optionally lock a file to prevent the file from being edited whenever it is
referenced from other scene files using the Lock file option.
Related topics
Supported file formats on page 122
Import files on page 128
Work with proxy references on page 42 of the File Referencing book
Optimize scene size on page 134
Select File > Recent Files and click the name of the file you want from the list
that appears.
Right-click the Open Scene icon on the Status Line and choose the name of
the file from the list of recently opened files that appears.
Basics
127
6 | File management
How do I? > Import files
Note
The number of files that appear in this list can be customized using
the Files/Projects preferences found in the Preferences dialog box.
For descriptions of the File/Projects preferences, see Files/
Projects preferences on page 429.
Related topics
Preferences overview on page 407
File > Recent Files on page 223
Import files
Warning
To...
Do this
Basics
128
To...
Do this
6 | File management
How do I? > Export objects as a referenced file
Note
The mayaAscii and mayaBinary file formats are the only ones that
preserve all the information contained within your scene. Setting the
output format for an export using the Export Options box will change
your default export format for the current and subsequent export
operations. If you set the output format to something other then
mayaAscii or mayaBinary and export using that format and then quit
without saving the entire file then you can lose data.
Always check the export type in the export file browser to ensure
you are writing the file using the expected file format.
Do this
Related Topics
About file referencing on page 5 of the File Referencing book
File referencing workflows on page 7 of the File Referencing book
Work with file references on page 38 of the File Referencing book
The Locations text boxes control where Maya looks for files of different types.
Click Use Defaults at the bottom of the window to fill in the usual project subfolder names.
Basics
129
6 | File management
How do I? > View images or animations
Tips
Do this
View an image.
View an animation.
A file browser appears and FCheck is launched with the image or animation you
specify.
Related topics
Overview of FCheck
Basics
130
Scene management
About
Related topics
Group objects together on page 138
Sets and partitions on page 132
Make an object unselectable (template) on page 135
Organize objects on display layers on page 136
Copies vs. instances on page 56
About file referencing on page 5 of the File Referencing book
File referencing workflows on page 7 of the File Referencing book
Basics
131
7 | Scene management
About > Organizing objects
Organizing objects
Groups
A group is a way to transform multiple objects at once. The group shares a single
pivot point for rotation and scaling.
In terms of the scene hierarchy, grouping objects together moves them under a
new transformation node.
Display layers
Layers are a way of grouping large pieces of the scene together so you can show,
hide, or edit them all at once.
Related topics
Scene hierarchy on page 87
Organize objects on display layers on page 136
Basics
132
7 | Scene management
About > Layers
Partitions
A partition is a collection of related sets. Partitions prevent the sets in them from
having any overlapping members. Maya uses partitions to keep sets separate
where overlapping members could cause problems.
Maya creates partitions to keep character sets, shading groups, skin point sets,
and exclusive deformers from having overlapping members.
You can create your own partitions when you want to create sets that have no
overlap.
For example, suppose youre animating a cartoon characters nose as he smiles
and laughs. You added a cluster to several CVs for adjusting the nose as he
smiles and another cluster to different CVs for adjusting the nose as he laughs.
Creating the two clusters creates a set for each group of CVs. Occasionally you
want to move CVs from one set to the other. When you move the CVs from one
set to the other set, they remain in the first set. You might not want the CVs in
the first set because they add undesirable deformations as you transform the
cluster.
To avoid this problem, you can create a partition and put both sets in it. The
partition prevents one set from having members of another set. When you move
the CVs from the first set to the second set, theyre automatically removed from
the first set.
Related topics
Create and edit sets on page 138
Keep a collection of sets from having overlapping membership on
page 139
Layers
Layers are overlapping views of your scene that have objects attached to them.
With layers, you can organize related elements of your scene and selectively
make them visible or invisible in the 3D view. You can also template or reference
all objects associated with a given layer.
For example, you can attach completed objects to a layer and template it. By
turning the visibility of this layer on or off, you can see these completed objects
in the 3D view only when you need to. Also, since the layer is templated, you will
not accidentally select or change any of the completed objects on that layer. If
you want to make changes to any objects on that layer, simply make it visible and
untemplate it.
Related topics
Organize objects on display layers on page 136
Edit all objects on a layer at once on page 137
Basics
133
7 | Scene management
How do I? > Optimize scene size
How do I?
To...
Do this
Related topics
Construction history on page 55
Delete on page 80
Organize objects
Change the name of one or more objects
You can give different objects in the scene the same name, but two sibling nodes
(nodes with the same parent) cannot have the same name.
Basics
134
7 | Scene management
How do I? > Make an object unselectable (template)
Note
Select an object or node and edit its name at the top of the Attribute Editor.
Press the right mouse button on a node in the Hypergraph and select
Rename.
Open the pop-up menu next to the input field on the status line and select
Quick Rename.
Type the base name for all the objects. Maya renames the objects to have
the base name plus an incremental number.
To add a prefix to the names of a parent node and all its children
Select the parent node and select Modify > Prefix Hierarchy Names.
To search and replace names in the scene
Select Modify > Search and Replace Names.
You can search and replace all node names in the scene, selected node names,
or node names in a hierarchy.
Do this
Template an object so it
cant be selected.
Basics
135
7 | Scene management
How do I? > Organize objects on display layers
To...
Do this
Related topics
Select objects or components on page 33
Select a node on page 34
Select objects based on hierarchy on page 36
Do this
Basics
136
Rename a layer.
Delete a layer.
7 | Scene management
How do I? > Edit all objects on a layer at once
To...
Do this
Related topics
Organizing objects on page 132
Edit all objects on a layer at once on page 137
Group objects together on page 138
Do this
Basics
137
7 | Scene management
How do I? > Group objects together
Related topics
Organizing objects on page 132
Organize objects on display layers on page 136
To...
Do this
Select a group.
In terms of the scene hierarchy, the Group command moves the selected objects
under a new transformation node.
Related topics
Transformations on page 53
Scene hierarchy on page 87
View and edit the hierarchy of nodes on page 105
To delete a set
Select the set in the Outliner or Relationship Editor, and press Delete.
Deleting the set does not delete its members.
Related topics
Sets and partitions on page 132
Basics
138
7 | Scene management
How do I? > Keep a collection of sets from having overlapping membership
Use the Outliner or Relationship Editor to select the sets you want to go in
the new partition.
To add the set to a partition only if its already exclusive (that is, it
doesnt overlap with any of the sets in the partition), click Only If
Exclusive.
To add the set to a partition and remove any members that are already in
other sets in the partition, click By Making Exclusive.
Select the name of the partition to add this set to from the Partition pop-up
menu.
On the left side, click the partition you want to add to.
On the right side, click to highlight the sets you want in the partition.
You can also select the sets you want to add to a partition in the Outliner, and
then in the Relationship Editors left side menus select Edit > Add Selected
Items.
To remove a set from a partition
1
7 | Scene management
How do I? > Annotate or document objects
On the left side, click the plus icon to next to the partition name to show its
contents.
In the Relationship Editors left side menus select Edit > Remove Highlighted
From Partition.
To delete a partition
1
Related topics
Sets and partitions on page 132
Create and edit sets on page 138
Related topics
Measure the distance between two points on page 140
Show parameter or arc-length values on a curve or surface on page 141
Basics
140
7 | Scene management
How do I? > Show parameter or arc-length values on a curve or surface
If you snap a measurement locator to an object, the locator moves with the
object.
Related topics
Show parameter or arc-length values on a curve or surface on page 141
Press the left mouse button on a curve or surface and drag to show
parameter values.
Release the mouse button to create a parameter locator.
To show arc-length
1
Press the left mouse button on a curve or surface and drag to show arclength from the beginning of the curve or (0,0) corner of the surface.
Release the mouse button to create an arc-length locator.
Related topics
Measure the distance between two points on page 140
Basics
141
7 | Scene management
How do I? > Show parameter or arc-length values on a curve or surface
Basics
142
How do I?
Save preferences
When you customize Maya, your new settings are stored in user preference files,
so that each time you open Maya, your settings are used instead of the Maya
default settings. If you delete a preference file, Maya uses the default settings.
Saving your preferences in Maya saves any changes made to colors, hotkeys,
hotbox marking menus, size and position of Maya windows, and any items
defined in the Maya Preferences window.
Maya stores preferences files in the following path:
Mac OS X: ~/Library/Preferences/Autodesk/maya/<version>/prefs
Linux: ~/maya/<version>/prefs.
Documents\maya\<version>\prefs
You can change the location of your preferences and other important Maya
folders (projects, etc.) by using environment variables. See File path variables
in the Environment Variables guide for more information.
Most preferences are saved as text files of MEL commands.
For descriptions of the options in the Maya Preferences window, see
Preferences overview on page 407.
To save Maya preferences
Note
Maya does not detect if you are out of space if your disk overflows
while Maya is saving preferences. If this occurs, your preferences
may become corrupt or irretrievable. Ensure that your hard drive has
space available to save your Maya preference files. If the disk runs
out of space, free up some space before exiting the Maya
application.
Related topics
Directly modify the settings files on page 162
Basics
143
Do this
Related topics
Main window on page 19
Display > UI Elements on page 292
The three tabs control different color uses and work slightly differently:
The General tab lets you change user interface and view panel colors,
including the view background color.
The Active and Inactive tabs let you change the colors of selected and
unselected objects and components.
Click the arrow next to a section heading to show the colors inside.
Basics
144
Double-click a color swatch at the top of the tab to edit the palette of
available colors.
Click the arrow next to a section heading to show the colors inside.
Drag the slider next to a color to change which color Maya uses from the
palette.
Related topics
Change an objects wireframe color on page 51
Window > Settings/Preferences > Color Settings on page 306
Set up the layout, panel sizes, and panel contents you want.
Type a descriptive name for the layout in the Name text box.
To assign a custom layout to one of the icons in the Quick Layout bar below
the Tool Box
1
In the Quick Layout bar, press the right mouse button on the thumbnail you
want to assign the new layout to, and select the layout from the menu.
To change the thumbnail image, press the right mouse button on the
thumbnail again and select Change Image. You can select a pre-made image
or load an icon image from a file.
Related topics
Change the panel layout on page 44
Add a new panel to the list of available panels on page 145
Quick layout buttons on page 196
Panel editor on page 327
Basics
145
Not all panels can be duplicated. For example, only one Hypergraph panel is
allowed.
To create a new panel
1
In a panel select Panels > Panel Editor and click the New Panel tab.
Click the name of a panel (such as the Outliner), then click Make New Panel.
In a panel, select the new item from the Panels > Panel menu.
In a panel select Panels > Panel Editor and click the Panels tab.
To...
Do this
Customize shelves
Create, rename, rearrange, or delete a shelf
To open the shelf editor
1
Basics
146
To change the shelfs position on the shelf bar, click Move Up or Move
Down.
Related topics
Add a tool, action, or MEL script to a shelf on page 147
Edit the contents of a shelf on page 148
Change the display of shelves on page 150
Window > Settings/Preferences > Shelf Editor on page 307
Drag the tool icon with the middle mouse button from the Tool Box onto the
shelf.
You can add multiple versions of the same tool with different settings to a shelf.
For example, you can add a Sculpt Surfaces Tool with the Push option selected
and another Sculpt Surfaces Tool with the Pull operation selected. This only
works with tools, not regular menu items (actions).
To add a menu item (action) to a shelf
1
Click the shelf you want to add the menu item to.
Open the menu with the menu item you want to add.
(Windows and Mac OS X) Hold Ctrl + Shift and click the menu item.
Basics
147
In the Script Editor (Window > General Editors > Script Editor), select the MEL
commands you want to add to the shelf.
Drag the selection with the middle mouse button from the editor onto the
shelf.
Related topics
Create, rename, rearrange, or delete a shelf on page 146
Edit the MEL script associated with a shelf item on page 148
Related topics
Add a tool, action, or MEL script to a shelf on page 147
Window > Settings/Preferences > Shelf Editor on page 307
Basics
148
To...
Do this
Rearrange icons on a
shelf.
To...
Do this
Related topics
Create, rename, rearrange, or delete a shelf on page 146
Add a tool, action, or MEL script to a shelf on page 147
Use a custom name or icon for a shelf item on page 149
Change the display of shelves on page 150
Window > Settings/Preferences > Shelf Editor on page 307
Type the new name in the Label & Tooltips text box and press Enter.
Type up to four characters in the Icon Name text box and press Enter.
The characters are overlayed on the icon.
Basics
149
Related topics
Change the display of shelves on page 150
Do this
Related topics
Use a custom name or icon for a shelf item on page 149
Basics
150
Related topics
Manage custom menu sets on page 151
Menu Sets on page 331
Select the Status Line drop-down list, and then select Customize.
The Menu Sets editor appears.
Select Create.
The new custom menu set appears in the Menu Set column, the Status Line
drop-down list, and the Hotbox.
Basics
151
In the Menu Sets column, select the name of the menu set you want to add
menus to.
If the menu set you select already contains menus, they are listed in the
Menus in Menu Set column.
The All Menus column of the Menu Sets editor lists all of the menus used in
Maya. Any of these menus can be added to a menu set.
To add a menu to the currently selected menu set, do one of the following:
Middle-drag the menu from the All Menus column into the Menus in
Menu Set column.
With the menu selected, right-click and select Add to Menu Set.
Tip
Select the name of the menu set you want to remove menus from.
The menus already contained in the menu set are listed in the Menus in
Menu Set column.
To remove a menu from the currently selected menu set, do one of the
following:
Middle-drag the menu from the Menus in Menu Set column to the All
Menus column.
With the menu selected, right-click and select Remove from Menu Set.
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To remove a menu set, select the menu set in the Menu Sets column and do
one of the following:
Do one of the following with the menu set selected in the Menu Sets column:
Enter a new name for the menu set and click Rename.
Tip
You can also rename a menu set in the Menu Sets column by
double-clicking its name, entering a new name, and pressing Enter.
Related topics
Custom menu sets on page 150
Menu Sets on page 331
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To...
Do this
Start a new
marking menu.
Edit an existing
marking menu.
Add an item to a
marking menu.
Make an item
open a submenu.
Delete an item.
Related topics
Assign a marking menu to a hotkey on page 155
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For each marking menu youve created, the list has two items in the
Commands list: menu_Press and menu_Release. Click the press
command.
Type a key name in the Key text box and turn on any modifiers you want on
the hotkey.
For example, type m in the text box and turn on the Alt setting to assign the
marking menu to alt + m.
As you edit these settings, Maya shows the command currently assigned to
the hotkey, if any. Only assign the hotkey if you dont mind overriding this
command.
10 Click Assign.
If the hotkey you set already has a command assigned, Maya asks if you
want to override it.
11 Maya warns you that it should assign the release command also. Click OK to
do this.
Related topics
Create or edit a marking menu on page 153
Add a marking menu to the hotbox on page 155
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You can set each mouse button press (left, middle, or right) in each different
area (north, south, east, or west) to show one of the pre-made marking menus
that come with Maya, or a custom marking menu you have created.
To assign a marking menu to a hotbox area and mouse button
1
Set the Hotbox Region option to the part of the hotbox (North, West, Center,
East, or South) where the marking menu appears.
Set the Mouse Button(s) option to the mouse buttons (Left, Middle, and/or
Right) you must hold for the marking menu to appear.
For example, if you set the region to South and turn on Middle and Right, the
marking menu appears when you show the hotbox (hold the space bar), move
the mouse pointer below the menus, and press the middle and right mouse
buttons.
Related topics
Create or edit a marking menu on page 153
Press the left mouse button in the Hotbox Controls area to show the marking
menu.
Zones and menu rows: show all menus, as well as the zones
containing marking menus above, below, left, and right of the hotbox.
Center zone only: only show the center marking menu. This makes the
hotbox equivalent to a hotkey marking menu.
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Press the left mouse button in the Hotbox Controls area to show the marking
menu.
Drag left, right, up, or down to show submenus allowing you to either not
show a menu set or only show that menu set.
Press the left mouse button in the Hotbox Controls area to show the marking
menu.
Related topics
Add a marking menu to the hotbox on page 155
Hotbox Controls > Hotbox Style on page 407
Customize hotkeys
Assign a predefined command to a hotkey
Maya includes a number of pre-made commands that correspond to the actions
you can accomplish with the user interface (for example, opening editors or
creating objects). These commands are organized into categories.
To assign a command to a hotkey
1
Type a key name in the Key text box and turn on any modifiers you want on
the hotkey.
For example, type m in the text box and turn on the Alt setting to assign the
marking menu to alt + m.
As you edit these settings, Maya shows the command currently assigned to
the hotkey, if any. Only assign the hotkey if you dont mind overriding this
command.
Set the Direction option. If you select Press, Maya runs the command when
you press the key down. If you select Release, Maya runs the command when
you let the key up.
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The distinction between Press and Release can be important, for example
when you assign a hotkey to a snapping mode. You want to assign the
command to turns the snapping mode on to the key press, and the command
that turns the snapping mode off to the key release.
5
Click Assign.
If the hotkey you set already has a command assigned, Maya asks if you
want to override it.
Related topics
Assign a marking menu to a hotkey on page 155
Assign a MEL script to a hotkey on page 158
View a list of all assigned hotkeys on page 159
Hotkey editor on page 369
Commands are grouped into categories. Click the category name in the
Categories list you want to put your script in.
In the command area at the bottom of the hotkey editor, click New.
In the Command text box, type the MEL commands you want the hotkey to
run.
Click Accept.
Type a key name in the Key text box and turn on any modifiers you want on
the hotkey.
For example, type m in the text box and turn on the Alt setting to assign the
marking menu to alt + m.
As you edit these settings, Maya shows the command currently assigned to
the hotkey, if any. Only assign the hotkey if you dont mind overriding this
command.
Set the Direction option. If you select Press, Maya runs the command when
you press the key down. If you select Release, Maya runs the command when
you let the key up.
The distinction between Press and Release can be important, for example
when you assign a hotkey to a snapping mode. You want to assign the
command to turns the snapping mode on to the key press, and the command
that turns the snapping mode off to the key release.
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Click Assign.
If the hotkey you set already has a command assigned, Maya asks if you
want to override it.
Script 2:
//MEL to toggle cameras and image planes on/off
//map to a hotkey
$currentPanel = `getPanel -withFocus`;
$state = `modelEditor -q -cameras $currentPanel`;
modelEditor -edit -cameras (!$state) $currentPanel;
Related topics
Assign a marking menu to a hotkey on page 155
Assign a predefined command to a hotkey on page 157
View a list of all assigned hotkeys on page 159
Hotkey editor on page 369
Related topics
Assign a marking menu to a hotkey on page 155
Assign a MEL script to a hotkey on page 158
Hotkey editor on page 369
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Tools work continuously: any clicks or drags you make while the tool is active
apply the tool.
For example, the selection arrow is a tool. Any clicks or drags in the view
window while the selection arrow is active performs a selection.
Actions are immediate, one shot operations applied to the selection. Most
items in the menus are actions.
For example, many items under the Edit Curves, Surfaces, and Edit NURBS
menus can be converted from actions to tools (or vice versa).
You can distinguish tools from actions by the names of menu items. Tools have
Tool in the menu entry title. Actions do not. For example, the Curve Editing Tool is
a tool, but the Attach Curves menu item is an action.
If you change an action to a tool, Maya adds Tool to its name in the main menu
and option window. If you change the tool back to an action, Tool is removed
from the name. Regardless of whether a feature is a tool or action, the order in
which you select objects or components stays the same.
To change actions to tools throughout Maya
1
In the Categories list of the Preferences window, click Modeling, then turn on
Everything is a Tool.
Afterwards, youll notice more NURBS menu items have Tool in their names. To
return to action-based behavior, turn on Everything is an Action in the same
Preferences window.
If you turn on Mixed, a setting within each option box specifies whether the menu
item is a tool or action.
To convert a single menu item from an action to a tool
1
Open the items options window and select Edit > As Tool.
The setting in the Options window takes precedence over the Preferences
window. Changing from actions to tools or vice versa works immediately.
When you use an action converted to a tool, Maya sets an object and component
selection mask appropriate for the tool. Maya returns to the prior selection mask
after you finish using the tool.
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Tool options
If you change an action to a tool, the options window for that tool displays two
extra options:
All other tools, including actions converted to tools, use Auto Completion as
the default.
Auto Completion
If this option is on, you dont have to press Enter (Linux and Microsoft
Windows) or Return (Apple Mac OS X) to finish a modeling task. The tool
completes its task as soon as you select enough objects or components.
Check the auto load box next to a plug-in to always load the plug-in
when Maya starts up.
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Note
You cannot load a plug-in for any version of Maya that predates the
Maya version the plug-in was compiled for. For example, you cannot
use a plug-in compiled with the Maya 6 API in Maya 5.
Check the For API Version number in the plug-ins information
window.
Related topics
Supported file formats on page 122
Plug-in Manager on page 372
Related topics
Window > Settings/Preferences > Performance Settings on page 304
Related topics
3D coordinates on page 17
Advanced customization
Directly modify the settings files
Maya stores preferences files in the following path:
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Mac OS X: ~/Library/Preferences/Autodesk/maya/<version>/prefs
Linux: ~/maya/<version>/prefs.
You can change the location of your preferences and other important Maya
folders (projects, etc.) by using environment variables. See File path variables
for details.
Most preferences are saved as text files of MEL commands.
Shelves are stored in the shelves subdirectory, icons are stored in the icons
subdirectory, and marking menus are stored in the markingMenus subdirectory.
When you customize Maya, your new settings are stored in user preference files,
so that each time you open Maya, your settings are used instead of the Maya
default settings. If you delete a preference file, Maya uses the default settings.
Note
Maya does not detect if you are out of space if your disk overflows
while Maya is saving preferences. If this occurs, your preferences
may become corrupt or irretrievable. Ensure that your hard drive has
space available to save your Maya preference files. If the disk runs
out of space, free up some space before exiting the Maya
application.
menu_ChangePanelLayout.mel North
menu_ChangePanelType.mel South
menu_ChangeSelectionMask.mel West
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menu_CommonModelingPanes.mel Center
menu_ControlPaneVisibility.mel East
User preferences
The following files define user preferences.
Mac OS X: ~/Library/Preferences/Autodesk/maya/<version>/
scripts.
Linux: ~/maya/<version>/scripts.
Documents\maya\<Version>\scripts
In the userSetup.mel file, type the commands you want to Maya to run on
start up.
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The following explains the basics of using the command. Read the
headsUpDisplay command documentation in the online help for a full
explanation of the commands usage and flags.
Related topics
Show information over top of a view (heads-up display) on page 47
Ingredients
Procedure
Create a MEL procedure that returns the information you want to show in the
heads-up display.
Update event
Decide when Maya needs to update the display item. For example, if your display
item shows some information about the selected object, Maya only needs to
change it when the selection changes. This is the event that triggers a display
update.
Maya has a number of events you can listen for. Use headsUpDisplay listEvents to see the list of all events.
If you update on a selection-based event (SelectionChanged or
SomethingSelected), you can refine the event listening to only fire on a specific
type of change to the selected nodes using the -nodeChanges flag.
-nodeChanges "attributeChange" fires when any attribute on a selected node
changes.
-nodeChanges "connectionChange" fires when any input or output on a
changes.
Select a line within the section on which the display item appear. This is called
the block.
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Label
Select the label that appears before the information on the display line, for
example Position:.
The command
To create a heads-up display item:
headsUpDisplay
-section
-block
-label
-command
-event
<object name>;
<section number>
<block number>
"<label>"
"<procedure()>"
"<event>"
Example
For example, if you want to show the XYZ coordinates of the selected object in
the heads-up display, create a MEL procedure (for example, objectPosition() ) that
returns the XYZ coordinates of the selected object.
objectPosition procedure
global proc float[] objectPosition ()
{
string $selectedNodes[] = `selectedNodes`;
float $position[3];
if (size($selectedNodes) > 0)
{
string $mainObject = $selectedNodes[ (size($selectedNodes) - 1) ];
$position[0] = `getAttr $mainObject.translateX`;
$position[1] = `getAttr $mainObject.translateY`;
$position[2] = `getAttr $mainObject.translateZ`;
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}
else
{
$position[0] = 0;
$position[1] = 0;
$position[2] = 0;
}
return $position;
}
headsUpDisplay command
Then use the headsUpDisplay command to create the heads-up display object,
and add a user interface to turn the display item on or off.
// Create custom HUD objects
// To create a script like this for testing, see the command documentation
// for the headsUpDisplay command.
//
headsUpDisplay
-section
4
-block
5
-label
"Position:"
-command
"objectPosition()"
-event
"SelectionChanged"
-nodeChanges
"attributeChange"
HUDObjectPosition;
// Add menu items to control the custom items
//
global string $gHeadsUpDisplayMenu;
// Add a divider to separate Maya items from custom items
menuItem -parent $gHeadsUpDisplayMenu -divider true;
// Add one menu item per heads up display object created above
//
menuItem -parent $gHeadsUpDisplayMenu
-checkBox true
-label "Object Position"
-command "headsUpDisplay -e -vis 1 HUDObjectPosition"
-annotation "Object Postion: Toggle the display of object position"\
myObjectPostionItem;
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168
Performance tips
How do I
www.microsoft.com/whdc/system/platform/server/PAE/PAEmem.mspx
Windows XP SP1 may have problems starting if /3GB is used. See Microsoft
knowledgebase article: 328269
support.microsoft.com/default.aspx?scid=kb;en-us;328269
Interactive drawing
Save the file in the simplest display mode to make load time faster. Avoid
saving files in textured display mode.
Turn off display of all non-essential UI that updates when the scene view
updates, for example: Heads Up Display, Time Slider, Range Slider,
Hypershade, Attribute Editor, UV Texture Editor.
Turn off the display of all non-essential scene elements, ranging from the
Grid to drawing skeletons.
Segment your scene into areas that dont overlap (for example, using a grid
layout). Use display layers to turn on or off the areas as required.
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9 | Performance tips
How do I > Get the most out of Maya
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170
Use the new hardware Mipmap filtering options, which are in the Hardware
Texturing section of the shader node, Texture Filter drop-down list.
Dont use extra Shading menu settings like Wireframe on Shaded if you don't
need them.
If possible, use Show > Isolate Select to limit what is displayed and
refreshed in the scene.
Objects with less than a few hundred triangles, and especially those with only
a few triangles will have a high performance overhead. If possible, merge the
objects together into one. Maya performs much better with less objects that
each have thousands of triangles versus many objects with only a few
triangles.
Make sure to set your video card settings to Maya settings and disable
vertical sync (sync).
The default material display option can be used to see the difference
between using 1 shader for all objects versus n shaders.
If surfaces are partitioned into many layers, this may slow down shaded
mode display. Attempt to use fewer partitions if possible, and if used for
visibility to partition the surfaces into grid sections. This helps with
visibility culling.
Attempt to build surfaces that do not intersect each other in terms of their
bounds (bounding boxes). Visibility testing performs worse in these cases.
Sorting of the DAG hierarchy by display attribute types may help. This can be
done by reordering DAG objects in Outliner.
by visibility within a given region (perhaps by layer if layers are used for
visibility partitioning)
material and lighting attributes: for example, all lamberts, then all blinns,
then all shaders which don't use lighting, then all those that do, and
finally all shaders which don't have transparency, then all those that do
Use a minimal shader for an object. For example use a surface shader when
you don't require lighting, or youll be overriding lighting elsewhere, for
example, with color per vertex.
9 | Performance tips
How do I > Get the most out of Maya
Hardware Shaders
These are coding tips for hardware shader plug-in writers.
Do not push and pop all GL attributes if not required. This is more expensive
than pushing specific attributes.
If youre only using hardware shaders in the scene view, we recommend that
you use the older API: geometry(), bind() and unbind(). If you also want to
batch render your hardware shader, we recommend you use the newer API:
glGeometry, glBind and glUnbind.
We recommend you cache all node attributes as internal. The example plugins hwColorPerVertex, hwPhongShader and the cgFxShader all do this. Noncached values are very expensive to evaluate and can double the draw time.
If the output color on the shader is not important, do not make any attributes
affect it. This causes additional computation as marking one attribute dirty
causes a recomputation to derive the dependent one.
The compute() method can be left empty if not required. The simpler the
method the better. You will not see Hypershade swatches if you do not
compute the output color.
Data sent via the geometry calls are read-only and are cached internally. Do
not modify the values.
Use simple data structures (versus Maya API objects) for simple data. For
example, use float3 versus MFloatVector. There is a performance overhead
due to the interfaces used in OpenMaya.
Take into account the current display state in M3dView. For example, don't
disable lighting if the display mode is Use No Lights.
Test which parameters on color/alpha and depth mask are enabled for
interactive and especially for hardware rendering. They can give hints as to
how to draw a simpler version of the geometry.
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9 | Performance tips
How do I > Get the most out of Maya
For the Hardware renderer, the plug-in can be called multiple times. The
general sequence is usually: depth pass, [lighting pass[es]], color pass,
[shadow map pass], [alpha pass], [depth pass]. Items marked with braces
[ ] are optional and dependent upon the number of lights in the scene,
whether shadows are enabled for those lights, and whether alpha and depth
output images are specified in the Render Settings.
Use the new Ignore Hardware Shader option which is available per object
(NURBS or polygonal surfaces). This is available in the Attribute Editor in the
Object Display section and as a new option in the Display > Object Display
menu. Use Ignore Hardware Shader to make the hardware shader not show
up on the object, or use Use Hardware Shader to restore the default state of
showing the shader. This allows users of the plug-in to selectively disable
shader display for performance reasons.
Memory
Unlimited undo queue takes more memory than a limited undo queue. The
default Undo queue is set to 50 in the Preferences window.
Animation
Use Skin > Edit Smooth Skin to limit max influences, remove unused
influences and prune small influences.
Use Deform > Prune Membership to remove components that arent affected
by the deformer.
Fur
Lowering the Fur Accuracy value for the Fur Feedback hairs significantly
increases interactive draw speed, but makes it less easy to preview Scraggle,
Curl or Clumping.
Since Shadow Maps are expensive to render, dont use more than you need.
Autoshading is free and can provide an acceptable alternative for some lights
when using the Maya Software renderer.
Miscellaneous
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Take advantage of file referencing. For more information, see About file
referencing on page 5 of the File Referencing book.
9 | Performance tips
How do I > Get the most out of Maya
Use File > Optimize Scene Size > to remove unused scene data.
Modeling
Use Poly Reduce to simplify complex geometry. Polygonal models that don't
have the following will display faster: unshared normals, unshared texture
coordinates, unmapped faces, and faces that are not triangles (not
triangulated).
Dynamics
Classic Cloth
Turn off Classic Cloth collisions for the initial setup and testing of a
simulation.
Animate settings like Frame Samples and Time Step Size to improve solve
time.
Rendering
Artisan
Paint Effects
Lower the Display Quality in the Paint Effects Tool settings editor.
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9 | Performance tips
How do I > Get the most out of Maya
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174
10
About
the default language for non-Unicode programs is set to Japanese. For more
information on setting the default language setting on a Windows operating
system, see Run Maya with a Japanese user interface on page 176.
Note
Be aware of the following issues that relate to the different language user
interfaces of Maya:
If Japanese Maya text files (.ma, .mel) are to be used on other hardware
platforms and operating systems, you may need to convert them to the text
encoding appropriate for the destination platform (for instance, Shift_JIS or
UTF 8). For more information, see Prepare Maya files containing Japanese
text on page 178.
Maya only supports object names entered as single byte characters (ASCII, or
plain Western text).
Maya user preferences cannot be shared between its two language user
interfaces.
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Related topics
Run Maya with a Japanese user interface on page 176
Run Maya in English within a Japanese environment on page 177
Prepare Maya files containing Japanese text on page 178
How do I
From the Start menu, select Settings > Control Panel, and double-click the
Regional and Language Options.
In the Regional Options window, click the Advanced tab and set the Language
for non-Unicode programs setting to Japanese.
Click OK.
The Windows operating system will indicate it needs to be restarted for the
changes to take effect.
Once Windows restarts, you can launch Maya and the Maya user interface will
appear in Japanese.
Note
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176
If you want to run the English language user interface of Maya when
operating on Mac OS X, you can click-drag the text titled English
that appears in the list of languages up to the top of the Languages
list. The next time Maya is launched; the English language user
interface will appear.
Related topics
Run Maya in English within a Japanese environment on page 177
Japanese Maya Overview on page 175
Prepare Maya files containing Japanese text on page 178
Launch Maya.
Note
If you later want to run Maya in Japanese you can set User
Environment Variable Value to ja_JP or remove the variable from
the list of User Environment Variables.
Related topics
Run Maya with a Japanese user interface on page 176
Japanese Maya Overview on page 175
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177
Windows
Shift_JIS (CP932)
Mac OS X
UTF-8
Linux
ISO-8859-1 (ISO-Latin-1)
Related topics
Japanese Maya Overview on page 175
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178
11
Basics Tools
Reference
File buttons
These buttons let you start a new scene file, open an existing scene file, or save
the current scene file.
Create, open, or save a scene file on page 126
Selection mask
The Status Line (toolbar) contains several different controls to change the
selection mask. The selection mask determines what type of objects or
components you can select.
The selection mode menu lets you select common preset selection masks.
The selection mode buttons let you switch between Select by hierarchy and
combinations mode, Object mode, and Component mode.
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179
11 | Basics Tools
Reference > Status line (toolbar)
The selection mask buttons let you make specific object/component types
selectable or unselectable.
Selection, tools, and actions on page 19
Select objects or components on page 33
Select only certain types of objects or components (selection masks) on
page 34
Selection options
Lock /unlock current selection
Click the lock to lock the selection so the left mouse button operates the
manipulator instead of selecting. Click the lock again to unlock the selection.
Snapping buttons
Snap to grids
Snaps a vertex (CV or polygonal vertex) or pivot point to a grid corner. If you
select Snap to grids before you create a curve, its vertices snap to the grid
corners.
Snap to curves
Snaps a vertex (CV or polygonal vertex) or pivot point to a curve or curve on
surface.
Snap to points
Snaps a vertex (CV or polygonal vertex) or pivot point to a point. This can
include face centers.
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11 | Basics Tools
Reference > Status line (toolbar)
Render buttons
Click these buttons to open the Render View window, perform a normal render,
perform an IPR render, or open the render settings window.
Input box
Use the Input box to quickly select, rename, or transform objects and
components within the Maya scene without having the Channel Box displayed.
Click the arrow to the left of the input fields to choose an Input mode; Absolute
transform, Relative transform, Rename, or Select by name. The default setting is
Absolute transform. The Input mode is saved with your user preferences.
Input Mode
How to use
Absolute transform
Type numbers in the X, Y, Z fields to
move, scale, or rotate, based on the
currently selected transformation tool.
The objects or components are
transformed with reference to their
original creation position.
You can also enter a single value in
one field (for example, X) without
affecting the other transformation
values.
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11 | Basics Tools
Reference > Status line (toolbar)
Input Mode
How to use
Relative transform
Type numbers in the X, Y, Z fields to
move, scale, or rotate based on the
currently selected transformation tool.
The objects or components are
transformed with reference to their
current position.
You can also enter a single value in
one field (for example, X) without
affecting the other transformation
values.
Move, rotate, or scale objects
and components on page 59
Rename
Edit the name of the currently selected
object. When more than one object is
selected, Maya increments a number
at the end of the name for each
object.
Change the name of one or more
objects on page 134
Select by name
Type the name of an object to select
it. You can use wildcard characters (*
and ?) to select multiple objects.
Select objects or components
on page 33
Sidebar buttons
Click a button to show a sidebar:
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182
Attribute Editor/notes
11 | Basics Tools
Reference > Command line
Command line
The command line lets you type single MEL or Python commands without having
to open the Script editor. You can switch between MEL and Python mode by
clicking the MEL/Python button. The result from the command appears in the
output
Enter Maya commands
Result
MEL/Python switch
Type MEL or Python commands in the command line. The result appears in the
colored box to the right of the command line. You can drag the divider between
the input and result boxes to resize them. When the cursor is in the command
line, press up and down to scroll through the command history.
To enter more complex scripts, click the Script Editor button to the right of the
result box. For more information, see Script editor on page 374.
Tool Box
Select Tool
Lets you select objects and components in view panels and the texture editor.
Select Tool
The Select Tool has no options when you use it in view panels. When you work in
a texture editor panel, the Select Tool has texture-editor specific options.
Related topics
Selection, tools, and actions on page 19
Select objects or components on page 33
Lasso Tool
Lets you select objects and components in view panels by drawing a freeform
shape around them.
Lasso Tool
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11 | Basics Tools
Reference > Paint Selection Tool
Closed
As you draw the lasso, Maya connects the end and start
points to show the enclosed space.
Component Selection
Fast
Accurate
Uses the exact shape of the lasso, but can take slightly
longer to select components when you release the
mouse button.
On modern machines there is very little difference in speed between Fast and
Accurate component selection.
Related topics
Selection, tools, and actions on page 19
Select objects or components on page 33
Lets you select components by painting over them with the stylus. See also How
Artisan brush tools work in the Artisan and 3D Paint guide.
Related topics
Select components by painting on page 37
Paint Operations
Select one of the following paint operations.
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Select
Unselect
11 | Basics Tools
Reference > Paint Selection Tool
Toggle
Select
Tip
Unselect
Toggle
Select All
Selects all components on the selected surface(s).
Unselect All
Unselects all selected components on the selected surface(s).
Toggle All
Selects all unselected components and unselects all selected components on
the selected surface(s).
Before selection
Select All
Unselect All
Toggle All
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185
11 | Basics Tools
Reference > Move Tool
Move Tool
Shows a move manipulator for the selected objects or components.
Move Tool
Related topics
Transformations on page 53
The pivot point on page 53
World space, object space, and local space on page 54
Use manipulators on page 56
Move, rotate, or scale objects and components on page 59
Object
Moves an object in object space coordinate system. Axis orientation includes
rotations on the object itself. If several objects are selected, each object
moves the same amount relative to its own object space coordinate system.
Local
Aligns the object to the rotation of the parent object. Movement is
constrained to those axes in the local space coordinate system. The object is
aligned to the rotation of the parent object and does not include the rotations
on the object itself. If several objects are selected, each object moves the
same amount relative to its own object space coordinate system.
World
Moves in the world space coordinate system. The object is aligned to the
world space axis. This is the default.
Normal
Moves selected CVs on a NURBS surface in the U or V direction of the
surface. Typically you would use this option for small sets of CVs. The
manipulator indicates the surface Normal, U, and V directions.
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Reference > Move Tool
When you select Normal, the Update [UVN] Triad check box appears. Turned
on, this option causes the manipulator orientation to reflect the moved
surface rather than the original surface. This is the default. Turned off, the
manipulator retains the orientation for the original surface.
Set to Point
You can set the Move Tool to move the selected object along a axis defined
by selecting a point.
1
Select an object.
Select a point in the scene. It can be a point on any object, including the
currently selected object.
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Reference > Move Tool
You can see the new axis settings in the three boxes under Custom Axis
Orientation.
Set to Edge
You can set the Move Tool to move the selected object along an axis defined
by an edge.
1
Select an object.
Select an edge in the scene. It can be an edge on any object, including the
currently selected object.
The axis of the Move Tool changes.
You can see the new axis settings in the three boxes under Custom Axis
Orientation.
Set to Face
You can set the Move Tool to move the selected object along an axis defined
by a face.
1
Select an object.
Select a face in the scene. It can be a face on any object, including the
currently selected object.
The axis of the Move Tool changes.
You can see the new axis settings in the three boxes under Custom Axis
Orientation.
Discrete Move
The Discrete Move setting enables the Relative option and lets you specify
the amount an object is moved in increments (determined by the Step Size
value).
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Reference > Move Tool
Relative
While Maya moves the object, relative spacing is maintained. Turn this option
off if you dont want to preserve relative spacing while translating.
Step Size
Enter a value to determine the amount an object is moved in increments
when the Discrete Move option is selected.
Center
Select whether the reflection center is at the origin or with the bounding box
of the object.
Reflection Axis
Set the axis along which reflection occurs.
Tolerance
Set the Tolerance for the reflection (that is, how closely the selected
component and the component across the reflection axis have to mirror each
other in order for mirroring movement to occur).
Select the polygon you want to snap to and click the Make Live icon on the
Status Line.
Double-click the Move icon from the Tool Box to open the Tool Settings
window.
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Reference > Rotate Tool
Click the object you want to move and use the center Move manipulator
handle to drag. The movement is restrained to the nearest face centers or
vertex locations of the live polygon.
Note
Rotate Tool
Shows a rotation manipulator on the selected objects or components.
Rotate Tool
Related topics
Transformations on page 53
The pivot point on page 53
World space, object space, and local space on page 54
Use manipulators on page 56
Move, rotate, or scale objects and components on page 59
Global
Rotates the object about the world space XYZ axes. In this mode the rings
never change.
Gimbal
Changes only the X, Y, or Z rotation value. In local and global modes, the XYZ
constraint rings may change more than one of the rotation XYZ channels.
Snap Rotate
The Snap Rotate setting enables the Relative option and lets you specify the
amount an object is rotated in increments (determined by the Step Size
value).
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Reference > Rotate Tool
Relative
While Maya rotates the object, relative spacing is maintained. Turn this
option off if you dont want to preserve relative spacing while rotating.
Step Size
Enter a value to determine the amount an object is rotated in increments
when the Snap Rotate option is selected.
Reflection
When you rotate a component, this rotate the corresponding component
along the reflection axis.
Center
Select whether the reflection center is at the origin or with the bounding box
of the object.
Reflection Axis
Set the axis along which reflection occurs.
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Reference > Scale Tool
Tolerance
Set the Tolerance for the reflection (that is, how closely the selected
component and the component across the reflection axis have to mirror each
other in order for mirroring rotation to occur).
Scale Tool
Shows a scale manipulator on the selected objects or components.
Scale Tool
Related topics
Transformations on page 53
The pivot point on page 53
World space, object space, and local space on page 54
Use manipulators on page 56
Move, rotate, or scale objects and components on page 59
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Reference > Universal Manipulator
Discrete Scale
The Discrete Scale setting enables the Relative option and lets you specify
the amount an object is scaled in increments (determined by the Step Size
value).
Relative
While Maya scales the object, relative spacing is maintained. Turn this option
off if you dont want to preserve relative spacing while scaling.
Step Size
Enter a value to determine the amount an object is scaled in increments
when the Discrete Scale option is selected.
Reflection
When you scale a component, this scales the corresponding component
along the reflection axis.
Center
Select whether the reflection center is at the origin or with the bounding box
of the object.
Reflection Axis
Set the axis along which reflection occurs.
Tolerance
Set the Tolerance for the reflection (that is, how closely the selected
component and the component across the reflection axis have to mirror each
other in order for mirroring scale action to occur).
Universal Manipulator
Universal Manipulator
The Universal Manipulator combines the functions of the Move Tool, Rotate Tool,
and Scale Tool. You can also use it to enter precise values to scale and rotate
your object directly in the scene view.
Use the Universal Manipulator on page 62
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Reference > Soft Modification Tool (toolbox)
Transform Space
Local
World
Rotate Around
Center
Pivot
Rotates around the pivot point. You must move the pivot
point away from the center of the object for this to have
any effect. For more information, see Change the pivot
point.
Snapping occurs when you move freely as well as when you move along an axis;
this can be very helpful when positioning lights and cameras in orthographic
views.
For those tools that support it, you now have the following snapping options
(Window > Settings/Preferences > Tool Settings):
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Reference > Show Manipulator Tool
Move Settings
Discrete Move
Lets you specify the amount an object is moved in increments (determined by
the Step Size value).
Relative
Sets spacing relative to the current position while translating. That is, if the
current position is 0.75, step size is 1 and Relative is on, you snap to 1.75,
2.75, and so on. If Relative is off and step size is 1, you snap to 1.00, 2.00,
3.00, and so on. Only selectable if Discrete Move is on.
Step Size
Specify the increment size. One unit is the default. (The scale of the unit
(mm, cm, inches, feet, and so on) is dependent on your preferences.)
Rotate Settings
Snap Rotate
Lets you specify the amount an object is rotated in increments (determined
by the Step Size value).
Relative
Sets spacing relative to the current position while rotating. That is, if the
current position is 10 degrees, step size is 15 degrees and Relative is on,
you snap to 25, 40, 55, and so on. If Relative is off and step size is 15, you
snap to 15, 30, 45, and so on. Only selectable if Snap Rotate is on.
Step Size
Specify the increment size. 15 degrees is the default.
Scale Settings
Discrete Scale
Lets you specify the amount an object is scaled in increments (determined by
the Step Size value).
Relative
Sets spacing relative to the current position while scaling. That is, if the
current size is 1.25, step size is 1 and Relative is on, you scale to 2.25,
3.25, and so on. If Relative is off and step size is 1, you snap to 2.00, 3.00,
4.00, and so on. Only selectable if Discrete Scale is on.
Step Size
Specify the increment size. One unit is the default. (The scale of the unit
(mm, cm, inches, feet, and so on) is dependent on your preferences.)
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Reference > Quick layout buttons
Note
Changes to the tool settings are shared by all menu items that use
this tool. For example, if you change the Snap Rotate value to 45
degrees for the Extrude Face tool, the same value is used for the
Move Component tool.
Related topics
Use manipulators on page 56
Show a custom manipulator for the selected node on page 78
Hypershade/Persp
Persp/Graph/Hypergraph
Panel/Layout
The quick layout buttons let you switch to one of a few common panel layouts
quickly.
Click one of the layout thumbnails to switch to the pictured layout and
panels.
Press the right mouse button on one of the layout thumbnails to change the
layout/panels the button loads.
Press the left mouse button on a box in the layout thumbnail at the bottom to
change the content of a panel in the current layout.
Press the right mouse button on the layout thumbnail to change the current
layout.
Related topics
Change the panel layout on page 44
Create a custom panel layout on page 145
Panel editor on page 327
Hotkeys
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Reference > View hotkeys
View hotkeys
Hold + drag
Function
Tumble
Track
Dolly
or
Alt + the left and middle mouse buttons
Press
Function
Show all
Show selected
Press
Function
Rough display
Medium display
Smooth display
Press
Function
Wireframe display
Shaded display
Ctrl+Space
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Reference > Tool and action hotkeys
Press
Function
Alt+B
Related topics
Create or edit a marking menu on page 153
Assign a predefined command to a hotkey on page 157
View a list of all assigned hotkeys on page 159
Function
Select Tool
Move Tool
Rotate Tool
Scale Tool
Ctrl + t
Universal Manipulator
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Press
Function
Undo
Shift + z
Redo
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Reference > Tool and action hotkeys
Press
Function
F8
Parent
Shift + p
Unparent
Set key
Shift + w
Shift + e
Shift + r
Press
Function
ctrl + a
Attribute Editor
Hold
Function
Snap to grid
Snap to curve
Snap to point
Related topics
Create or edit a marking menu on page 153
Assign a predefined command to a hotkey on page 157
View a list of all assigned hotkeys on page 159
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Reference > Tool and action hotkeys
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Reference
File
File > New Scene
Clears the current scene and starts a new one. Maya gives you the chance to
save the current scene before clearing it.
Default scene
Click the folder (browse) icon and select a Maya file.
Related topics
Create, open, or save a scene file on page 126
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Reference > File > Open Scene
Note
When you open a file with File > Open, the working units (mm,
degrees, and so on) are changed to those specified in that file. If
you want to avoid having the working units changed, use File >
Import to read the file.
Related topics
Supported file formats on page 122
Create, open, or save a scene file on page 126
Import files on page 128
File > Import on page 208
File > Create Reference on page 217
General options
File type
Select the file format you want to use as a default for the next time you open
a file.
If you have a project set up, when you open a scene, the browser points to
the directory containing files of that type. On Windows and Mac OS X, it also
sets the filter to display only files of the selected type.
Depending on the File Type you select, various File Type Specific Options are
displayed.
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Reference > File > Open Scene
Ignore version
Disregards the file version when opening a Maya file. The Ignore version setting
lets you open a file that was created by a later version of Maya regardless of
whether it was saved in ascii or binary format. This eliminates the need to save
and then manually edit an ascii version of the Maya file to remove the required
version line when you need to open it in an earlier version.
Note
Maya files that are opened in an earlier version of Maya are not
supported as feature compatibility to earlier software versions
cannot be ensured. The Ignore version feature is primarily provided
for users in production environments where multiple versions of
Maya are in use simultaneously.
Referencing options
Load Default References
Respects the referenced files state in the referencing file when the
referencing file was last saved. Whatever references were loaded or unloaded
the last time you worked on the file are properly loaded or unloaded when you
re-open it.
Load No References
This opens the file without loading any references. You can load references
after the file is open in Maya by opening the Reference Editor (Reference
Editor overview on page 380) and selecting the references you want to load.
Selective preload
Selecting this option opens the Preload Reference Editor before opening any
file (Preload Reference Editor on page 364). You can select to load or defer
any references in the file.
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Reference > File > Save Scene
Move files
You must import move files. See File > Import on page 208.
Anim files
You must import anim files. See File > Import on page 208.
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Reference > File > Save Scene As
Related topics
Supported file formats on page 122
Create, open, or save a scene file on page 126
Recover data after a crash on page 130
Work with proxy references on page 42 of the File Referencing book of the
File Referencing book
File > Save Scene As on page 205
File > Export All, Export Selection on page 212
Number of increments
Type a value or drag the slider to specify a limit.
Note
Related topics
Supported file formats on page 122
Create, open, or save a scene file on page 126
Recover data after a crash on page 130
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Reference > File > Save Scene As
Unless
referenced
Never
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Always
Never
Does not save a copy of the jiggle disk cache file. Use
this option to prevent the copy from being created and
save disk space.
12 | Basics Menus
Reference > File > Save Preferences
Note
In both the New Project and Edit Project windows, there is a Disk
Cache option in the list of Data Transfer Locations (File > Project >
New, File > Project > Edit Current). This allows you to set the
default directory in which to store the jiggle deformers disk cache
files.
Referencing options
Lock file
Related topics
Directly modify the settings files on page 162
Preferences overview on page 407
Note
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Reference > File > Import
Related topics
Optimize scene size on page 134
Related topics
Supported file formats on page 122
Create, open, or save a scene file on page 126
Recover data after a crash on page 130
General options
Group
Specifies whether the imported objects are grouped under a single transform
when you import the file. Grouping makes it easier to work on the nodes of
imported objects. The default is off.
File type
Select from the drop-down list the file type you are importing. If you arent
sure what type of file you are importing, you can select Best Guess.
Depending on the file type you select, various file type specific options may
be displayed.
Referencing options
Preserve references
If Preserve References is turned on, the references within the imported file
are preserved. If it is turned off, all references are imported into or exported
within the file; that is, they are no longer references, but are now objects in
the scene. The default is off.
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Reference > File > Import
Load no references
This opens the file without loading any references. You can load references
after the file is open in Maya by opening the Reference Editor (Reference
Editor overview on page 380) and selecting the references you want to load.
Tip
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Reference > File > Import
Resolve options
When you import a scene into another scene, naming conflicts occur if the
nodes share the same name and parent nodes.
To resolve these naming conflicts, you can rename only nodes with the same
name and parents (clashing nodes) or you can rename all nodes. You specify
whether to use the filename as the prefix (the default) or to create a prefix
string.
For more information on node hierarchy, see MEL and Expressions.
Tip
Attributes
Type the name of an attribute in the Attributes box and click Add to add the
attribute to the list of attributes to use when importing or exporting. If the
attribute is already included in the list, a duplicate is not made. You can add
several attributes at one time by separating them with a space. To remove an
attribute, type the name of the attribute and click Remove.
Remove Selected
Click Remove Selected to remove all of the attributes selected in the list.
Remove All
Click Remove All to remove all of the attributes from the list.
Precision
This is ignored in file export. For file import, this sets the precision of the file.
When you click import or export, the move file is written or read and only the
attributes in the list are affected.
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Reference > File > Import
Scale factor
Allows you to control the scale of the curves produced from the import. It is
the same operation as using the Scale Tool.
Group
Turn on this option to group the imported curves. It is the same operation as
using the Edit > Group option.
Start/End
Current
Clipboard
Copies
Help Images
Turn on Help Images to display illustrations of the effects of the various anim
import options.
Clipboard Adjustment
Specify an option for how to handle the Clipboard contents.
Preserve
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Reference > File > Export All, Export Selection
Scale
Fit
Paste Method
Specify a paste method.
Insert
Replace
Merge
Replace Region
These buttons are enabled when Paste Method is set to Replace.
Time Range
Entire Curve
Connect
When turned on, adjusts the keys clipboard curves in value, so theres no
discontinuity in the animation at the start of the pasted segment.
Related topics
Supported file formats on page 122
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Reference > File > Export All, Export Selection
Preserve references
If Preserve Reference is turned on, the references within the exported file are
preserved. If it is turned off, all references are exported within the file; that
is, they are no longer references, but are now objects in the scene. The
default is off.
Prefix with
Note
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Reference > File > Export All, Export Selection
Note
The mayaAscii and mayaBinary file formats are the only ones that
preserve all the information contained within your scene. Setting the
output format for an export using the Export Options box will change
your default export format for the current and subsequent export
operations. If you set the output format to something other then
mayaAscii or mayaBinary and export using that format and then quit
without saving the entire file then you can lose data.
Always check the export type in the export file browser to ensure
you are writing the file using the expected file format.
Remove Selected
Click Remove Selected to remove all of the attributes selected in the list.
Remove All
Click Remove All to remove all of the attributes from the list.
Precision
This is ignored in file export. For file import, this sets the precision of the file.
When you click import or export, the move file is written or read and only the
attributes in the list are affected.
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Reference > File > Export All, Export Selection
Float
Double
Custom
File Contents
Use Node and
Leaf Attribute
Names
Hierarchy
The Hierarchy setting provides control over which nodes are copied within a
hierarchy.
Selected
Below
Channels
This setting is available when you want to copy only attributes selected in the
Channel Box.
All Keyable
From Channel
Box
Control Points
This option enables or disables the copy action for all the CVs, polygon
vertices, and lattice points associated with a geometry shape (or transform
node hierarchically above the geometry shape).
Normally, when a control point is copied, only the selected control point is
copied. The Control Points option enables the copying for all the control
points associated with an object. This is useful when you are doing control
point-intensive animation and dont want to select each control point to copy
the animation.
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Reference > File > View Image
Shapes
This option determines if the animation of a shape attribute of an object as well
as the animation of the associated transform attribute are copied, or if only the
transform nodes animation is copied.
Generally, when an object is selected in a modeling window, the transform node
(above the shape hierarchically) is selected.
For example, if a camera, NURBS object, or light is selected, the associated
transform node is selected for copying.
Time Range
All Copies all the animation information of the selected object or objects to
the keys clipboard.
Start/End copies only the animation information in the range specified in
the Start Time and End Time fields of the selected object or objects to the
keys clipboard.
Help Images
When checked, this option displays a diagram of the copy action, and in
particular represents graphically the two methods of copying animation
information.
Method
Keys Copies only keys within the selected range to the keys clipboard.
Segments Copies animation curve segments and any keys in the selected
range to the keys clipboard.
Note
The Segments method of copying keys creates keys for the copied
animation segment at the start and end times in order to preserve
the shape of the animation curve, if keys do not already exist at
those points.
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Reference > File > Create Reference
Related topics
About file referencing on page 5 of the File Referencing book
File referencing workflows on page 7 of the File Referencing book
Work with file references on page 38 of the File Referencing book
About the Reference Editor on page 17 of the File Referencing book
Reference Editor overview on page 380
About proxy references on page 9 of the File Referencing book
Work with proxy references on page 42 of the File Referencing book
File referencing tips on page 23 of the File Referencing book
The following describes the reference options available when creating a file
reference.
Lock
Locks the file reference when it is loaded into the scene. That is, all of the
nodes and attributes for a selected file reference are locked so they cannot
be accidentally modified. A lock icon appears beside the listed file reference
within the Reference Editor to indicate the locked status.
Group
Specifies whether the referenced objects are grouped under a single
transform when you reference the file. Grouping makes it easier to work on
the nodes of imported objects. The default is off.
Locator
When used with the Group option, groups the contents of the referenced file
under a locator, annotated with the reference node name. The reference
node has a message connection to the locators transform.
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Reference > File > Create Reference
File type
Select from the drop-down list the file type you are importing. If you arent
sure what type of file you are importing, you can select Best Guess.
For more information on file type options, see File > Import.
Load options
Load Default References
Respects the referenced files state in the referencing file when the
referencing file was last saved. Whatever references were loaded or unloaded
the last time you worked on the file are properly loaded or unloaded when you
re-open it.
Load No References
This opens the file without loading any references. You can load references
after the file is open in Maya by opening the Reference Editor (Reference
Editor overview on page 380) and selecting the references you want to load.
Display Layers
When the reference is created, display layers associated with the child scene
are integrated into the parent scene.
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Reference > File > Create Reference
Maya uses the display layer name to determine how the referenced layer is
added to the current scene. If a display layer name already exists in the
parent scene, any objects assigned to an identically-named display layer in a
child scene are added to the original parent display layer when they are
referenced.
If a child scene contains a display layer that does not exist in the parent
scene, the layer from the child scene appears in the parent scene when the
child scene is referenced. If these child scenes are later removed from the
parent scene, their associated layers are removed as well.
Shared layers are automatically placed in the default namespace.
Shading Networks
If you reference a file into your current scene with shared shading networks
enabled, the shading networks from the referenced scene are combined with
those in the current scene (including those of any references). This avoids
creating duplicate shading networks when you want the same ones used
throughout your scene, including the reference.
Shading networks can only be shared if the shading networks are identical.
Maya considers two shading networks to be identical only if all the nodes
included in it have both the same name and type while traveling upstream
from the shading group.
While the name and type of each node in the shading network must be
identical in order for the shading network to be shared, the actual values in
each node are not considered. So, a node in a child scene with one value (for
example, blue) is considered identical to a node in the parent scene with a
different value (for example, red) as long as its name and type match.
However, certain shading networks cannot be shared. They are:
networks that include DAG objects (such as those that include the
place3dTexture node)
If any of these items appear in the shading network, the network is not
shared when the file is referenced with shared shading networks enabled.
Any items that exist downstream of the shading network are also not shared.
The only items shared are those items upstream of the shading network.
Render Layers
When the reference is created, the render layers associated with the child
scene are integrated into the parent scene.
You can choose to use the render layer name or number to determine which
render layers are merged. If a render layer name or ID already exists in the
parent scene, any objects assigned to a render layer with the same name or
ID in a child scene are added to the referencing scenes render layer when
they are referenced.
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Reference > File > Create Reference
Resolve options
When you reference a scene into another scene, naming conflicts occur if the
nodes share the same name and parent nodes.
To resolve these naming conflicts, all nodes will be renamed when the
reference is loaded. You specify whether to use the filename as the prefix
(the default) or to create a prefix string. Name clash options are ignored
when referencing files. The Rename All selection is used throughout.
For more information on node hierarchy, see MEL and Expressions.
Tip
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Reference > File > Reference Editor
For example, you may want to tag multiple file references in succession with
a tag named hiRes when you first create each one. In this case, you need
only type the tag name once and it is automatically assigned to successive
file reference tags. If you want to tag multiple proxies for those same
references, you only need type in the proxy tag name for the proxy once, and
the proxy tag will be remembered for successive proxies.
Alternatively, you may want to create and tag one file reference named hiRes
and then immediately create and tag its corresponding proxy reference
named loRes. You can then create the next file reference and it will
automatically be assigned the tag hiRes, then create its proxy reference, and
it will automatically be assigned the tag loRes.
Because Maya can distinguish between the most recent file reference and
proxy reference tags specified, this alternating tagging workflow is possible.
If a file reference has not been assigned a unique proxy tag prior to the
creation of the first proxy in the scene, the file reference will be assigned a
proxy tag named original to differentiate the original file reference from the
first proxy. Once a tag has been specified for a file reference, it will continue
to be used as the default file reference tag until another is specified. That is,
Maya only uses the default original tag if the user has not previously explicitly
specified a tag for a file reference.
If a proxy tag is not specified when the first proxy reference is created in the
scene, Maya will automatically apply a unique proxy tag based on the name
of the reference node. Once a proxy tag has been specified for a proxy
reference, it will continue to be the default tag for proxy references until
another is specified. That is, Maya only uses a default proxy tag name when
the user has not previously specified an explicit tag name for a proxy
reference.
Once you create a proxy tag, it will become available for selection within the
Proxy Tag Options drop-down menu in both the Proxy Options and Reference
Options windows.
Proxy tags must be unique within a given proxy set. That is, a proxy tag will
be available for a proxy set provided it is not already in use within the same
proxy set. You can create your own tags and reuse them in different proxy
sets.
Related topics
About the Reference Editor on page 17 of the File Referencing book
Work with file references on page 38 of the File Referencing book
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Reference > File > Project > New
Related topics
Organize files into projects on page 129
Options
Scenes
Specifies the directory used to save scene files. This directory normally
contains only geometry information, unless you instruct Maya to put all of the
information on the file into this subdirectory. You can also use this text box
to enter search criteria for scene information.
Note
Note
If you leave a text box blank, Maya does not create a subdirectory.
If you create a scene using an unspecified project setting, Maya
saves the information in the project location directory.
Related topics
Organize files into projects on page 129
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Reference > File > Project > Set
Related topics
Organize files into projects on page 129
Related topics
Open recently saved files on page 127
Related topics
Organize files into projects on page 129
Edit
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Reference > Edit > Undo, Redo, Repeat
Related topics
Cut, Copy, and Paste on page 80
Related topics
Cut, Copy, and Paste on page 80
Related topics
Cut, Copy, and Paste on page 80
Related topics
Construction history on page 55
Edit completed commands (construction history) on page 77
Dependency graph on page 89
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Reference > Edit > Delete by Type > Channels, Static Channels, Non-particle Expressions
Channels
To delete all channels attached to all the selected objects keyable
attributes, select All Keyable. To delete channels attached to those attributes
selected in the Channel Box, select From Channel Box. (Instead of Channels,
this same option affects Expressions for Non-particle Expressions.)
Driven Channels
(Disabled unless Channels: All Keyable is turned on.) Turn this option on to
delete driven channels attached to the selected objects set driven key
attributes.
Control Points
(Disabled unless Channels: All Keyable is turned on.) Turn this option on to
delete channels attached to lattice, polygon, and NURBS curves and surface
CVs.
Shapes
(Disabled unless Channels: All Keyable is turned on.) Removes the object's
geometry channels.
Related topics
Delete on page 80
Related topics
Select Tool on page 183
Selection, tools, and actions on page 19
Select objects or components on page 33
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Related topics
Lasso Tool on page 183
Selection, tools, and actions on page 19
Select objects or components on page 33
Related topics
Paint Selection Tool on page 184
Select components by painting on page 37
Related topics
Select objects or components on page 33
Related topics
Select objects or components on page 33
Related topics
Select objects based on hierarchy on page 36
Scene hierarchy on page 87
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Reference > Edit > Invert Selection
Related topics
Select objects or components on page 33
Related topics
Select objects or components on page 33
Related topics
Save and reuse a selection on page 36
Create > Sets > Quick Select Set on page 261
Related topics
Duplicate on page 80
Edit > Duplicate Special on page 227
Related topics
Duplicate on page 80
Edit > Duplicate on page 227
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Geometry Type
Select how you want the selected object(s) duplicated.
Copy
Instance
Group under
Group objects under one of the following:
Parent
World
Groups the selected objects under the world (at the top
level of the hierarchy).
New Group
Smart Transform
Turn Smart Transform on so that when you duplicate and transform a single
copy or instance of the object (without changing the selection), Maya applies
the same transformations to all subsequent duplicates of the selected
duplicate.
Note
The default for Translate and Rotate is 0.0000. The default for
Scale is 1.0000. With the default values, Maya places the copy on
top of the original geometry. You can specify offset values (positive
or negative floating point) for translation, rotation, and scaling that
are then applied to the copied geometry.
Number of Copies
Specify the number of copies to create. The range is from 1 to 1000.
Tip
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As a shortcut for duplicating with Smart Transform on, use Edit >
Duplicate with Transform.
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Related topics
Duplicate on page 80
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Related topics
Group objects together on page 138
World
Puts the new group under the world (at the top level of
the hierarchy).
Group Pivot
Select where you want the pivot point for the group to be.
Center
Origin
Puts the new groups pivot point at the origin of the new
groups coordinate system.
Preserve Position
Turn this option on to modify the selected objects matrix so that Maya
preserves the overall world-space position of the object. If turned off, the
matrix of grouped objects are changed and the objects world-space position
changes when grouped.
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Reference > Edit > Level of Detail
Related topics
Group objects together on page 138
World
Preserve Position
When on, Maya preserves the transformation information of the group. If off,
the ungrouped objects lose their grouped transformation attributes, therefore
changing their position when ungrouped.
Notes
Related topics
Level of Detail group node on page 451
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In the Hypergraph, use the middle mouse button to drag the new object
onto the lodGroup node.
In the Outliner, use the middle mouse button to drag the new object onto
the group.
Tip
You can also re-order a group by selecting Edit > Level of Detail >
Ungroup. Re-order the objects and create a new group.
Use the left mouse button to click one of the Display Levels uselod text. A
drop-down menu with the three options is displayed.
Select one of the options. You can show or hide any combination of objects.
Tip
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Related topics
View and edit the hierarchy of nodes on page 105
Edit > Unparent on page 233
Add Instance
Preserve Position
Turn Preserve Position on to preserve the overall world-space position by
changing the parented objects transformation matrix.
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Preserve Position
Turn Preserve Position on to preserve overall world-space position by
modifying the parented objects transformation matrix.
Create
Create > NURBS Primitives
Create various geometric primitive shapes using NURBS surfaces or curves. You
can create the primitives at the origin or, depending on the primitive options you
have set, wherever you click your mouse in the scene view (Interactive Creation).
Most of the options are shared between primitive types.
When Interactive Creation is turned on and you select a primitive option box, a
subset of primitive options appear in a tool window. There are no pivot options in
the tool settings. In addition, the Radius/Width/Height/Depth options refer only
to single-click creation, not to interactive creation.
Note
Related Links
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Reference > Create > NURBS Primitives
Pivot
By default, the Pivot is set to Object, and the primitive is created at the
origin. Specifically, its rotate and scale pivots are at the origin.
If you set Pivot to User Defined, you can enter values in the Pivot Point X, Y,
and Z boxes to position the pivots (and the primitive).
Axis
Select X, Y, or Z to specify a preset axis direction of the object.
Select Free to enable the X, Y and Z Axis Definition boxes. Enter new values
to select your own axis direction.
Select Active View to create the object perpendicular to the current
orthographic view. The Active View option has no effect when the current
modeling view is a camera or perspective view.
Radius
Sets the width and depth of the primitive.
Surface Degree
A Linear surface has a faceted appearance; a Cubic surface is rounded. For
details on surface degree, see Degree on page 11.
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Linear
Use Tolerance
You can use this option to improve the precision of the primitives shape. If
set to Global tolerance, the Positional tolerance value in the Settings part of
the Preferences window is used (Window > Settings/Preferences >
Preferences). Lower values increase surface precision.
If set to Local, you can enter a value in the options window to override the
Positional tolerance value in the Preferences window.
If set to None, tolerance is ignored and the sphere is created with the
specified number of sections and spans (see below).
Number of Sections
Sets the number of surface curves created on the sphere in one direction.
Surface curves, also called isoparms, show the outline of the surface shape.
The more sections (and spans) a surface has, the more precisely it shows
surface deformations.
The following figure shows two spheres, the left with 8 sections and the right
with 16 sections. A value less than 4 gives a crude sphere.
Sections = 8 (default)
Sections = 16
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Number of Spans
Sets the number of surface curves created on the sphere in the direction that
crosses the Section direction. A value less than 4 gives a crude sphere.
Number of Spans = 16
Cube
A cube has six sides, each selectable. You can select a side of the cube in the
view, or click its heading in the Outliner. For example, if you select leftnurbsCube
in the Outliner, you select a single side of the cube. To select the whole cube,
marquee-select the cube and press the keyboards up arrow.
Options unique to cubes follow:
U/V patches
Sets the number of U and V Patches between the edges that make up the
cube. This value changes the number of spans and sections.
Cylinder
You can create a cylinder with or without end caps. The options unique to
cylinders pertain to end caps. You can create caps for either, both, or no ends of
the cylinder. You can also create caps as separate transform nodes so you can
manipulate them independently of the cylinder.
Cone
You can create a cone with or without a cap on its base. Its other options are
similar to those of other NURBS primitives.
Plane
A plane is a flat surface made up of a specified number of patches. Its options
are similar to other NURBS primitives.
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Torus
A torus is a 3D ring. It has options similar to other NURBS primitives.
Circle
A circle is a curve, not a surface. Its options are similar to a sphere.
Square
A square is a group of four curves, not a surface. A square is useful in various
modeling operations, for instance, trimming window shapes from buildings. Its
options are similar to other NURBS primitives.
Note
Related Links
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Cube
Width
Specifies the width of the cube. (For interactive creation, appears as a singleclick setting only.)
Height
Specifies the height of the cube. (For interactive creation, appears as a
single-click setting only.)
Depth
Specifies the depth of the cube. (For interactive creation, appears as a
single-click setting only.)
For more information, see:
Cylinder
Radius
Specifies the distance from the center of the cylinder. (For interactive
creation, appears as a single-click setting only.)
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Height
Specifies the height of the cylinder. (For interactive creation, appears as a
single-click setting only.)
For more information, see:
Cone
Radius
Specifies the distance from the base of the cone in all directions. (For
interactive creation, appears as a single-click setting only.)
Height
Specifies the height of the cone. (For interactive creation, appears as a
single-click setting only.)
For more information, see:
Plane
Width
Specifies the distance along the x axis (by default). (For interactive creation,
appears as a single-click setting only.)
Height
Specifies the measurement along the y axis (by default). (For interactive
creation, appears as a single-click setting only.)
For more information, see:
Torus
Radius
Specifies the distance from the center of the torus in all directions. (For
interactive creation, appears as a single-click setting only.)
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Section Radius
Specifies the size of the sections that make up a torus. Change this value to
increase or decrease the radius of these sections.
Section Radius=0.25
Section Radius=1
Twist
The Twist option value specifies the twist angle of the torus. Change this
value to adjust the distance around the torus in all directions.
For more information, see:
Prism
A prism is a polyhedron with two polygonal faces lying in parallel planes and with
the other faces parallelograms.
Length
Side Length
Length
Enter values or use the slider to specify the length of the prism (the distance
between the two polygonal faces). (For interactive creation, appears as a
single-click setting only.)
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Side Length
Enter values or use the slider to specify the side length of the prisms
polygonal caps. (For interactive creation, appears as a single-click setting
only.)
Number of Sides
Enter the number of sides for the ends of the prism. The above example is a
triangular prism (3 sides). The size and volume of the prism increases with
the number of sides if the edge length and length/height are kept constant.
For more information, see:
Pyramid
A pyramid is a polyhedron with a polygon base and triangles with a common
vertex for faces. Maya creates 3-, 4-, or 5-sided pyramids with equilateral
triangles.
Side Length
Side Length
Enter values or use the slider to specify the side length of all faces. (For
interactive creation, appears as a single-click setting only.)
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Pipe
The options are very similar to the options for the cylinder polygonal shape, with
the addition of Thickness (which specifies the thickness of the wall).
Radius
Specifies the distance from the center of the pipe in all directions. (For
interactive creation, appears as a single-click setting only.)
Height
Specifies the height of the pipe. (For interactive creation, appears as a singleclick setting only.)
Thickness
Specifies the thickness of the pipe walls.
For more information, see:
Helix
A helix is a curve in three dimensional space that lies on a cylinder, so that its
angle to a plane perpendicular to the axis is constant.
Height
Radius
Width
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Coils
Specifies the number of coils.
Height
Specifies the height of the helix. (For interactive creation, appears as a
single-click setting only.)
Width
Specifies the width of the helix. (For interactive creation, appears as a singleclick setting only.)
Radius
Specifies the radius of the helix coils. (For interactive creation, appears as a
single-click setting only.)
Direction
Specifies the direction of the helixs twist: clockwise or counterclockwise.
For more information, see:
Soccer Ball
The soccer ball is a truncated icosahedron: thirty-two faces, alternating hexagons
and pentagons.
Radius
Enter values or use the slider to specify the radius of the soccer ball. (For
interactive creation, appears as a single-click setting only.)
Side Length
Enter values or use the slider to specify the side length of the soccer ball.
(For interactive creation, appears as a single-click setting only.)
For more information, see:
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Platonic Solids
You can create many different types of polygonal platonic solids. Platonic solids
are shapes where all sides are equal, all angles are the same, and all faces are
identical. These are:
For these four shapes, you can set the following options:
Radius
Enter values or use the slider to specify the radius of the platonic solid. (For
interactive creation, appears as a single-click setting only.)
Side Length
Enter values or use the slider to specify the side length of the platonic solid.
(For interactive creation, appears as a single-click setting only.)
Platonic type
You can switch between platonic solid types in the options for these shapes.
For more information, see:
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Divisions
The values you enter in these boxes change the primitive by adding or taking
away faces of the polygonal surfaces.
Almost all primitives allow you to subdivide along the height axis. The
exception is the helix, which subdivides per coil instead.
Primitives with radial symmetry allow you to subdivide around the axis. These
include spheres, cylinders, cones, tori, pipes, and helixes.
Primitives with caps allow you to subdivide the caps. These include cylinder,
cones, pipes and helixes.
The plane allows subdivisions along the width axis, and the cube allows
subdivisions along both the width and depth.
Axis divisions
This option defines the number of subdivisions there are around the axis.
This option is called Subdivisions Axis in the Channel Box and the Attribute
Editor.
10 Subdivisions
around the Y axis.
Increase or decrease this value to add or take away faces around the axis
defined by the Axis option.
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Default=20
Value=10
Value=40
Height divisions
This option defines the number of subdivisions there are along the axis
defined by the Axis option. Height is equivalent to the Y direction by default.
This option is called Subdivisions Height in the Channel Box and the Attribute
Editor. Increase or decrease this value to add or take away faces in the Axis
direction.
Subdivisions along Height (Axis = Y)
Value=10
Value=40
Cap divisions
Caps are the tops, bottoms, or sides of cones, cylinders, prisms, pyramids,
pipes, and helixes. This option defines the number of subdivisions around
the origin of the primitive caps. This option is called Subdivisions Cap in the
Channel Box and the Attribute Editor. Increase or decrease this value to add
or take away faces around the caps.
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Default=0
Value=2
Default=1
Value=4
Round Cap
This option allows you to create a round surface for the cap. Your
Subdivisions Cap value must be one or greater to see the round cap effect.
This option applies to the Cylinder, Cone, Pipe, and Helix primitives.
No Round Cap
Round Cap
Axis
This option does not appear in Interactive Creation.
Tip
To set the axis for your primitive during interactive creation, you can
use the orthogonal views. Whichever view you create your primitive
intop, front, or sideis the way your primitives axis will be
aligned (y, z, or x).
By default, a primitive is created along the Y axis. You can change a primitives
default orientation before you create it by changing the Axis option.
You cannot change the orientation for a new primitive from the Channel Box, but
you can enter values in the Axis boxes in the Attribute Editor.
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Create UVs
The following table lists the common Create UVs attributes for each type of
polygon primitive.
Shape
Normalize
Preserve Aspect
Ratio
Sphere
Other Options
Yes
Cube
Yes
Yes
Cylinder
Yes
Yes
Cone
Yes
Yes
Plane
Yes
Torus
Prism
Yes
Yes
Pyramid
Yes
Yes
Helix
Yes
Yes
Soccer Ball
Yes
Yes
Platonic Solids
Yes
Yes
Pipe
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To correct the problem, select the faces of the primitive and use any of the
mapping items in the Edit UVs menu.
You can then use the UV Texture Editor to view the created UVs. Select the object
and use any of the UV creation or editing Create UVs menu items.
Create UVs
(Default.) This option assigns UV texture coordinates on the primitive for
texture mapping.
Normalize
The normalize option fits the UVs within the 0 to 1 texture space. Normalize
Collectively is the default setting.
Collectively
This option maps the texture over each face of the primitive and normalizes it
so that it covers the entire object.
Each face Separately (only available for Cubes, Soccer Balls and Platonic
Solids)
If you select this option, Maya maps the texture to each face separately.
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Pinched at poles
Creates a UV texture map where the rings of triangles around the poles are
treated as triangles with a single common vertex (the pole).
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Sawtooth at poles
(Default.) Creates a UV texture map where the rings of triangles around the
poles are treated as individual triangles, giving the edges of the UV map a
sawtooth look. Often, this looks better in the 3D view; however, it also
introduces texture borders, which may not always be desirable.
When Interactive Creation is turned on for primitives, you can optionally modify
the subdivisions for a primitive using the following options. These options exist
only for primitives that possess subdivision attributes.
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Reference > Create > CV Curve Tool
Related topics
Components of NURBS curves on page 19
Draw curves on page 25
Create > EP Curve Tool on page 255
Display > NURBS on page 299
4
5
Knot Spacing
The type of knot spacing sets how Maya assigns U position values to edit
point (knots). Chord length knot spacing distributes curvature better. If you
use the curve to build a surface, the surface might display textures better.
Uniform knot spacing creates curve U position values that are easier for you
to predict. See Parameterization of NURBS curves and surfaces on page 12
for details.
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If you create a pair of curves with Multiple End Knots off, you can use Snap to
Points to align the second CVs (next to the end CVs) of each curve to create
tangent continuity between the two curves.
Note
As with all tools in Maya, you can change the options after you
create an object. Select the curve and open the Channel Box or the
Attribute Editor.
Related topics
Components of NURBS curves on page 19
Draw curves on page 25
Create > EP Curve Tool on page 255
Display > NURBS on page 299
Knot spacing
The knot spacing specifies how Maya assigns U positioning values to knots.
Chord length knot spacing distributes curvature better. If you use the
resulting curve to build a surface, the surface might display texture mapping
better.
Uniform knot spacing produces curve U positioning values that are easier for
you to predict.
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Related topics
Components of NURBS curves on page 19
Draw curves on page 25
Create > EP Curve Tool on page 255
Create > EP Curve Tool on page 255
Create > Arc Tools > Three Point Circular Arc, Two
Point Circular Arc
Lets you create arcs by specifying points and then using a manipulator.
Related topics
Create arcs on page 26
Create > Arc Tools > Two/Three Point Circular Arc >
Circular Arc Degree
1 Linear creates jagged curves. The default setting (3) creates smooth
curves.
Sections
Sets the number of curve segments of the arc.
Related topics
Measure the distance between two points on page 140
Show parameter or arc-length values on a curve or surface on page 141
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Reference > Create > Text
Related topics
Create text on page 78
Annotate or document objects on page 140
Font
Typographical style for the text. For details on using a character from an
expanded character set on Windows, see the steps that follow.
Type
Curves creates text as NURBS curves you can transform and manipulate.
Trim creates text as trim surfaces. You can render the letters.
Poly creates text as polygons you can transform and manipulate. A planar
trim curve is created between the curve and tessellate nodes, but you see
only the polygonal surface, not the planar surface.
Bevel creates bevelled text. The standard Bevel Plus options apply. See
Surfaces > Bevel Plus in the NURBS Modeling guide for more details.
You can reload the file if you make changes to it. You can also edit the path to
the Adobe Illustrator file in the Attribute Editor after you create the object, and
history and bevel information is automatically applied.
To use this feature, make sure the following conditions apply:
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Text must be converted to outlines in Adobe Illustrator (select the text and
then select Type > Create Outlines).
Adobe Illustrator CS and earlier files are supported; however, you must save
your .ai files with compression turned off in the Save options.
Be sure to delete any guides in Illustrator before saving the file, even
hidden guides. These will be loaded into Maya as curves, which will cause
problems for the bevel operation.
Click OK.
Click Reload.
Options
You can choose to import the Adobe Illustrator object as curves or generate
polygonal surfaces (bevel).
The standard Bevel Plus options are available within the Adobe Illustrator Object
options (see Surfaces > Bevel Plus for a description of the options).
Once you have imported the Adobe Illustrator object, there is a Tolerance
attribute in the Attribute Editors illustratorforBevel tab that can help fixing
beveling problems. See Where curve changes direction, the bevel is not correct
on page 259.
Troubleshooting
The inside of letters or curves appear filled-in
Maya may not know which curves are on the inside and which are on the outside
and your bevel results will be incorrect. In this case, you must open the file in
Adobe Illustrator and add some more curve information to the file.
Here are two possible Adobe Illustrator workflows that may help to correct any
problems with incorrect beveling in Maya.
Adobe Illustrator workflow #1
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Select the problematic paths, and select Object > Compound Path > Release.
Select the inside and outside paths for each problematic object and select
Object > Group.
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Select the problematic paths, and select Object > Compound Path > Release.
Select the inside and outside paths for each problematic object.
When you reload the file within Maya, the letters or curves should all appear
correctly.
Bevel error
Tolerance=0.001
Tolerance=0.014
Fixing the curves in Adobe Illustrator and re-exporting. This may be necessary
if changing the value of the Tolerance attribute makes the points snap in a
way you dont want.
Note
If you use Tolerance, CVs may be snapped together. This can cause
edges with zero length, which can be removed with the Poly Cleanup
Tool.
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Related topics
Construction planes on page 55
Snap all creation tools to a surface or construction plane on page 73
Pole Axis
Sets the orientation of the construction plane. The default is an XY plane.
XY
YZ
XZ
Size
Sets the size of the plane in grid units.
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Deleting annotations does not remove the corresponding locator node from the
scene. To delete the locator node, do one of the following:
After deleting the annotation node, select the locator node and delete it.
Select the annotation and press the pick walk up hotkey (default is up arrow
key). The locator node will be selected and deleting it will also delete the
annotation node.
Related topics
Annotate or document objects on page 140
Related topics
Transformations on page 53
Scene hierarchy on page 87
Group objects together on page 138
Related topics
Create and edit sets on page 138
Keep a collection of sets from having overlapping membership on
page 139
Related topics
Save and reuse a selection on page 36
Edit > Quick Select Sets on page 227
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Reference > Modify > Transformation Tools > Move Tool, Rotate Tool, Scale Tool, Show Manipulator Tool
Modify
Modify > Transformation Tools > Move Tool, Rotate
Tool, Scale Tool, Show Manipulator Tool
These menu items act the same as clicking the Move Tool, Rotate Tool, Scale
Tool, or Show Manipulator Tool in the Tool Box.
Use manipulators on page 56
Move, rotate, or scale objects and components on page 59
Move Tool on page 186
Rotate Tool on page 190
Scale Tool on page 192
Show Manipulator Tool on page 194
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Reference > Modify > Transformation Tools > Proportional Modification Tool
Select None to show the nodes custom manipulator, rather than a transform
manipulator. This is the default.
This information is saved with the scene. It is also shown in the Attribute Editor
in the Transform Display section.
Related topics
Use manipulators on page 56
Show a custom manipulator for the selected node on page 78
Related topics
Move, rotate or scale components proportionally on page 61
Parametric
(NURBS)
Distance Cutoff
Objects further away than this value are ignored. The distance is measured in
3D from the manipulator handle. For Parametric (NURBS) modification type,
you set Distance Cutoff U and Distance Cutoff V.
Distance Based On
The distance from the manipulator handle to the object directly influences the
modification factor. The distance is computed along the selected axes only. If
any of these is turned off, the distance used in the computation of the
propmod effect from the handle to the point ignores that component.
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Distance Cutoff
Objects further away than this value are ignored. The distance is measured in
3D from the manipulator handle. For Parametric (NURBS) modification type,
you set Distance Cutoff U and Distance Cutoff V.
Degree
Specifies the degree of effect in the U and V directions. A value of 0 applies
the transformation equally over the entire region.
A positive value decreases the effect of the transformation for objects further
away from the manipulator handle; the greater the degree, the greater this
dampening effect.
If Degree is negative, the effect of the transformation is increased for objects
further away from the manipulator handle.
Distance Based On
The distance from the manipulator handle to the object directly influences the
modification factor. The distance is computed along the selected axes only.
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Anim. Curve
Enter the name of an existing animation curve. Its vertical direction maps into
the modification factor. The distance maps to the anim curve time axis (in
seconds).
You can use the drop-down list to the right of the box to list and select all the
anim curves with names starting with propModAnimCurve. You can also
create one of those by choosing Create New from the same drop-down list.
Scale U, Scale V
For Parametric (NURBS) Modification type only.
Distance Based On
The distance from the manipulator handle to the object directly influences the
modification factor. The distance is computed along the selected axes only.
Example
Create myPropMove.mel file as:
global proc float myPropMove
(float $mx, float $my, float $mz,
float $px, float $py, float $pz)
{
float $value = rand (1.0);
return $value;
}
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Tip
Related topics
Set transformation values to zero on page 71
Note
Normals
The normals on polygonal objects will be frozen.
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Note
You only need to turn on Normals if you are applying Modify >
Freeze Transformation to an object that has been sheared, skewed
or non-proportionally scaled. Turning on Normals will bake the
normals so they will not update if you make subsequent tweaks to
the objects shape.
Normals will not be frozen on a polygonal object that has been
negatively scaled.
Related topics
Snap one object to another on page 75
Options
Move
Object
Parent
Grandparent
Snap Type
Only appears in Snap 2 points to 2 points. You click two pairs of points on
the two objects to align them. This option controls what Maya does when the
pairs of points are different distances.
Left
Snaps the first and third points you click, and aligns the
second and fourth points in the same direction as the
first and third.
Middle
Snaps the second and fourth points, aligns the first and
third in the same direction.
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Right
Related topics
Align objects on page 73
Mid
Aligns centers.
Max
Dist
Stack
Align In
You can select an axis or multiple axes in which to align the selected objects.
For example, to align tops/bottoms turn on World Y.
Align to
You can use this drop-down list to specify how to align objects in the Min,
Mid, and Max modes. This drop-down list does not apply to the Dist
(Distribute) or Stack modes.
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Selection
Average
Last Selected
Object
Click an icon to align the objects. The icons show how the bounding boxes
align. For example:
Align tops.
Align bottoms.
Align centers.
In the following example, the objects align to the far right of the cube outside the
transparent box.
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Objects align
to the far right
of the cube.
Related topics
Align objects on page 73
Related topics
Snap one object to another on page 75
Modify > Snap Align Objects > Snap Together Tool >
Move and rotate object(s)
As the tool snaps the points together, it rotates the moving object so the
objects snap together along normals. This can help prevent the objects from
intersecting.
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Related topics
Snap all creation tools to a surface or construction plane on page 73
Related topics
Change the pivot point on page 66
Related topics
Change the name of one or more objects on page 134
Related topics
Change the name of one or more objects on page 134
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Related topics
Create, edit, or delete custom attributes on page 102
Options
Attribute Name
Type the name of the attribute you are adding.
Data Type
Select the data type for the attribute:
Vector
Float
Integer
Boolean
String
Enum
Note
If you select Float or Integer, you can also set Numeric Attribute
Properties.
Attribute Type
Select a type:
Scalar
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Enum Names
When you're adding a new Enum attribute, you need to define the list of
acceptable strings. There are two default strings, Green and Blue, in the
Enum Names list that you can change. To change, select Green or Blue and
then enter the new string in the New Name text box. To add a new string,
click the blank entry below the last list item and type the string in the New
Name text box.
The following list of names are reserved internally for (dynamic) shading
attributes. You may use these names for custom attributes, but beware they may
produce unexpected results in the shading network. For example, during shading
the uvCoord value is provided, therefore ignoring your custom uvCoord attribute
value.
blobbySurfaceFactor
displacement
easMask
farPointCamera
farPointObj
farPointWorld
filterSize
flippedNormal
illuminationIndex
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infoBits
lightData
lightTable
matrixObjectToWorld
matrixWorldToObject
mediumRefractiveIndex
normalCamera
numShadingSamples
objectId
objectType
opticalDepth
outColor
outGlowColor
outMatteOpacity
outParticleEmission
outTransparency
particleAge
particleAttrArray
particleColor
particleEmission
particleEntryParam
particleExitParam
particleIncandescence
particleLifespan
particleOrder
particleTransparency
particleWeight
pixelCenter
pixelCoverage
pointCamera
pointObj
pointWorld
primitiveId
rayDepth
rayDirection
rayOrigin
receiveShadows
refPointCamera
refPointObj
refPointWorld
renderState
shadowAttenuation
tangentUCamera
tangentVCamera
translucenceDepth
triangleNormalCamera
uvCoord
uvFilterSize
vertexCameraOne
vertexCameraThree
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vertexCameraTwo
vertexUvOne
vertexUvThree
vertexUvTwo
Related topics
Create, edit, or delete custom attributes on page 102
Options
You can rename a custom attribute. Select it in the Attributes list and modify
the name in the New Name text box.
In attribute names, all punctuation except for the underscore (_) and the
pound sign (#) are illegal characters
You can add, remove, or modify minimum and maximum values (for Integer,
Float, and Vector type attributes). Select the attribute in the Attributes list
and then turn on or off the Has Minimum and Has Maximum check boxes, as
well as type values for these in the corresponding Min/Max text boxes.
You can control the display of custom attributes in the Channel Box. Select
the attribute in the Attributes list and then turn the Keyable check box on or
off. When Keyable is turned on, the custom attribute appears in the Channel
Box.
You can change Enum strings. Select the Enum attribute in the Attributes list
and modify the strings in the Enum list the same way you created them.
Note
Note
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Related topics
Create, edit, or delete custom attributes on page 102
Related topics
Convert NURBS surfaces to a polygon mesh on page 53 in the Polygon
Modeling guide
Merge Tolerance
Controls how close vertices must be in order to be merged into a single mesh
(when Attach Multiple Output Meshes is on).
Note
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Note
Standard fit
Standard Fit is the default tessellation method. It is adaptive tessellation,
meaning that the following options are used to determine when to stop the
tessellation.
For example, the tessellation stops at the Fractional Tolerance value you set. If
there is an edge shorter than the Minimal Edge Length, the tessellation stops on
that edge. If the surface is flat enough within the edge (the specified chord/
height ratio is small enough), the tessellation stops there.
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Valid values range between 0 and 1, where larger values result in fewer polygon
vertices.
For example, the default value, 0.1, means that the height must be larger than
1/10 of the chord length before additional edit points are created.
Fractional Tolerance
The Fractional Tolerance value determines the degree of accuracy maintained
between the original surface and the interpolated polygonal surfaces. The default
is to be accurate to within 0.01 units, where a unit refers to the current unit of
linear measure (the default unit of measure is centimeters). Therefore, at no
point will the polygonal surface be more than the tolerance distance away from
the original NURBS surface.
In this next example, notice how you can enhance the polygonal surfaces
accuracy when you change the Fractional Tolerance value from 1 to 0.01.
Default Fractional
Tolerance value
(0.01).
3D Delta
The 3D Delta value determines the 3D spacing for U and V isoparms on a surface
that makes up the initial grid for the tessellation. In the following example, the
3D Delta value is changed from the default 0.1 to 1.0.
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3D Delta default
value 0.1.
3D Delta value
changed to 1.0
General
Set the Tessellation Method to General to display the following options.
U Type/V Type
The U Type and V Type pop-up menu items let you specify whether you want
to split the surface based on where the spans are (then split each span), or
based on the parameterization of the whole surface.
Number U/Number V
Each span or surface is split into the number of polygons you specify here.
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Per Span U = 20
Per Span V = 20
Count
Set the Tessellation Method to Count to display the following slider.
Count slider
Use the Count slider to determine how many polygons the surface can be
tessellated into. See the following examples.
Control Points
This tessellation method converts the NURBS model to polygons while matching
the CVs of the original NURBS surface. There are no other options for this
operation.
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Notes
When you use the Control Points Tessellation Method:
The Type option you set is ignored and the resulting polygon is in Quads by
default.
If you convert trimmed NURBS surfaces the surfaces convert as though they
were not trimmed.
When you use the Attach Multiple Output Meshes option, the operation may fail
to attach surfaces for a variety of reasons:
The surfaces to be attached must have their normals facing in the same
direction or the attach will fail.
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Keep Original
Keeps the original object when creating the subdivision surface. When Keep
Original is turned on, you can select the initial editing mode for the
subdivision surface. When this option is off, the original object is replaced by
the subdivision surface.
Hotkeys
` (left single quote
beside the 1 key)
Shift + `
Alt + `
Alt + Shift + `
Page Up
Page Down
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Uniform
Poly Count
Adaptive
Vertices
Level
If you are using the Uniform option, set the level to determine how many
faces are to be used in the tessellation. For example, if Level is 3, the faces
at level 3 are used in the tessellation.
Original Object
Select what you want done with the original selected object after tessellation.
Use the Original Object settings to maintain a form of construction history, as
these override the global construction history settings.
Replace
Hide
Show
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Share UVs
With this option turned on, the resulting polygon will maintain existing UV
mesh borders. If this option is off, UV borders are created for each polygonal
face.
Replace
Deletes the original object, leaving only the original transform node. To
maintain the scene hierarchy, maya keeps the original transform node and
makes the resulting NURBS patches children of it.
Output Type
Instead of NURBS, you can choose to create a Bezier surface by turning on
the Beziers option. You can export Beziers surfaces for use with some game
engines.
If you perform operations from the Edit NURBS menu, such as inserting an
isoparm, the surface will switch from Bezier to NURBS. To switch back to
Bezier, use Edit NURBS > Rebuild Surfaces.
Related topics
Convert textures to a polygon mesh on page 50
Convert Texture to Geometry workflow tips on page 53
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Input Image
Specifies the image you want to convert into geometry. Type the directory
path and file name in this text box. Because it is possible to have multiple
textures assigned to a surface, you must specify which image you want
converted in the Input Image text box.
Quantize
Images that contain subtle color changes (color ramps or blends) can be
problematic for the detection and segmentation phase of the Texture to
Geometry feature. Turning this option on helps the feature determine
segments in images that contain gradient color changes. For example, if the
image contained a gradient (ramp) background, the gradient region would be
divided into equal segments based on the Quantize Level option settings.
Turn this option on only if your image contains gradient color changes.
Quantize Levels
Quantize Levels uses the color value information in HSV color space to set
the number of color levels in the image when the Quantize option is turned
on. The level setting affects how the gradient color regions get divided during
the detection and segmentation phase. For example, a Quantize Level of 16
indicates that the detection/segmentation of the image would be divided into
16 areas based on the Value parameter in HSV color space for the pixels in
the gradient region. This option is only available when the Quantize option is
turned on and is specifically useful for images that contain gradient color
changes.
Search Radius
Texture to Geometry uses a search algorithm that looks at neighboring pixels
in the image to determine which segment of the image matches a given pixel.
Search Radius determines the size of the searching radius in pixels. The valid
range for this option is between 3 and 10. The default Search Radius is 7
pixels. The smaller you set the Search Radius value, the less likely the
search algorithm will find a segment and the more segments will get
produced as a result.
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Color Range
Specifies the size of the palette of colors that may be accepted into a
segment during the initial detection of colors in the image. The range is
between 1 and 10 colors. Setting the Color Range to a smaller value limits
the color range and introduces more segments. Setting the Color Range to a
larger value increases the size of the search range and creates less
segments. The default value of 4.5 is useful in the majority of situations.
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Fit To Selection
Specifies that the resulting mesh will be constrained to fit the polygonal
mesh currently selected in the scene. As a result, the converted mesh is
modified to fit over top of the selected mesh using the Surface Offset
specified and the existing UV texture coordinates for the selected mesh,
unless an alternate UV Set is specified. When Fit to Selection is off, the
resulting surface mesh is positioned at 0, 0, 0 in the scene view along the
X,Y plane.
Surface Offset
Specifies how far the converted mesh will be offset away from the selected
surface in centimeters. The range is between 0 and 1, with a default setting
of 0.01 cm. The resulting surface mesh is offset perpendicular (normal) to
the selected mesh. Offsetting the resulting mesh makes it appear as if it
were actually mapped onto the surface when rendered.
UV Set
Lets you specify an alternate set of UV texture coordinates when the resulting
mesh is fit to a selected polygonal mesh. The UVs must be non-overlapping
and should be within the 0 to 1 texture mapping range as they appear in the
UV Texture Editor. The name of the UV set you specify must explicitly match
the name of the UV set as it appears in the UV Texture Editor.
Note
Its possible to fit the resulting mesh to a different mesh after the
initial creation. To do this you must connect the output mesh
attribute from the mesh shape node to the inputMesh on the
converter node. For example:
connectAttr -f pSphereShape1.outMesh
<n>Converter.inputMesh
Where pSphereShape1 is the name of the mesh you want to fit on,
and <n>Converter.inputMesh is the name of resulting mesh, with n
being the name of the original input image.
Generate Shaders
Specifies that shading materials get assigned to the resulting mesh based on
the various Segment options. The number of shading materials that get
produced directly correlates to the maximum number of segments produced
in the segmentation phase (maximum = 100).
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When shading materials are generated for the mesh with this option, they
have a connection to the texture to geometry node. For example, if you
update parameters for the texture to geometry node in the Attribute Editor,
the assignment of shading materials will update automatically.
Shader Template
Lets you specify an existing shading material type for use as a template for
the shading materials that are assigned to the resulting polygon mesh when
Generate Shaders is turned on. The drop-down list lets you select shader
types from the existing shading materials in the current scene so that the
shading attributes for your resulting mesh match the attributes of the
selected surface mesh when it gets applied.
Display
Display > Grid
Shows or hides the grid in all view panels.
When the grid is visible, you can turn it off in an individual panel using the
panels Show > Grid item.
Related topics
Show, hide, or change the grid on page 46
Show > Grid on page 321
Subdivisions
Specifies the number of divisions between major grid lines. Setting the
Subdivisions option to a value greater than 1 specifies that each main grid
interval is subdivided by the amount specified. The default is 5.
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Color
You can change the color of the axes, grid lines and labels, and subdivision lines.
Axes
Specifies a color for the X and Z axes on the grid. The default is dark grey.
Subdivision lines
Specifies a color for the subdivision lines. The default is light grey.
Note
You can also change the color of the axes, grid lines and numbers,
and subdivision lines in the Colors window (Window > Settings/
Preferences > Colors). Go to the Inactive tab and then the Modeling
category to find these color options. Here you can also change the
color of the X-, Y-, and Z-axis that appear in the Origin and View
axes.
Display
You can turn on and off the display of grid elements, including axes, thicker lines
for axes, grid lines, subdivision lines, and grid line numbers.
Axes
Turns on or off the display of the axes. The default is on.
Grid Lines
Turns on or off the display of the grid lines. The default is on.
Subdivision lines
Turns on or off the display of the subdivision lines. The default is on.
Hides the grid line numbers. This is the default for both
Perspective and Orthographic Grid Numbers.
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On Axes
Along Edge
Note
Related topics
Show information over top of a view (heads-up display) on page 47
Create a custom heads-up display readout on page 164
Items
Object Details
Displays a list of object details that includes: Backfaces, Smoothness,
Instance, Display Layer, Distance From Camera and number of Selected
Objects. The details are displayed in the top-right corner of the panel. The
default is off.
Poly Count
Displays polygon statistics for the visible objects displayed in the view panel,
including Vertices, Edges, Faces, Triangles, and UVs. This feature is useful
for games development. The first column on the left lists the total
components of all the polygons in the scene. The second column lists the
total components of the selected polygon(s). The third column lists the total
selected components. The default is off.
Subdiv Details
Subdiv current level: Displays the level setting for the currently selected
components of the subdivision surface. This option is particularly useful when
subdivision components are displayed as points rather than numbers and the
level information is required.
Subdiv mode: Displays the mode for the currently selected subdivision
surface. That is, Standard or Polygon Proxy mode.
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Animation Details
Turns on or off the display of a list of animation details, which include:
Playback Speed, Current Character, and IK Solver Enable. The details are
displayed above the Frame Rate in the bottom-right corner of the panel. The
default is off.
Frame Rate
Displays the frame rate in fps for the current view in the bottom-right corner.
The default is off.
Camera Names
Displays the camera name (persp, top, side, front) in the bottom-center of
camera views. The default is on.
View Axis
Displays the global axis in the bottom-left corner of all views. The default is
on.
Origin Axis
Displays the global axis at the origin (0, 0, 0) within the perspective view. The
default is on.
Poly Count
Object
Details
SubDiv Details
Origin Axis
View Axis
Camera
Name
Animation
Details
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Tool Message
Shows or hides the tool prompts that appear for certain tools. See also Help
Preferences.
Restore UI Elements
Restores the visibility of UI parts to their state before you selected Hide All UI
Elements. If certain parts were hidden before you selected Hide All UI
Elements, they will still be hidden.
Related topics
Main window on page 19
Related topics
Show or hide objects on page 48
The Hide menu items are:
Items
Hide Selection
Hides selected object(s).
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Tip
All
Hides all objects, whether they are selected or not.
Hide Geometry
Displays a menu that lets you select the type of geometry you want to hide.
Hide Kinematics
Displays a menu that lets you select the type of kinematics you want to hide.
Hide Deformers
Displays a menu that lets you select the type of deformers you want to hide.
Hide Cloth
Available only if you have Maya Unlimited and are using Maya Cloth. Hides
cloth objects. For details, see Cloth.
Lights
Hides lights.
Cameras
Hides cameras.
Texture Placements
Hides texture placements.
Construction planes
Hides construction planes.
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Animation Markers
Hides animation markers.
Light Manipulators
Hides light manipulators.
Camera Manipulators
Hides camera manipulators.
Template / Untemplate
Makes an object unselectable, for use as a reference in your scene.
Templated objects appear slightly dimmed. You cannot select or snap to
templated objects.
Geometry / No Geometry
Shows or hides the actual geometry of the object (for example, the surface or
polygon mesh). This lets you turn on the display of components (such as
CVs) but turn off the actual object itself.
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Fast Interaction
Improves performance by displaying fewer geometric entities (such as
polygons), especially when moving the camera (for example, tumbling the
scene view).
Related topics
UV Texture Editor
Related topics
Show or hide components on page 49
Show or hide object-specific UI on page 50
Rotate Pivots
Turns on or off the display of the objects rotate pivots.
Scale Pivots
Turns on or off the display of the objects scale pivots.
Selection Handles
Turns on or off the display of selection handles on manipulators.
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Backfaces
No backfaces
Culling Options
Keep wire
Keep hard
edges
Keep vertices
Displays vertices.
Vertices
Show vertex points on the selected polygons.
UVs
Show UVs on the selected polygons.
Unshared UVs
Show the UVs on your object.
If the UVs are not shared, multiple purple dots display close to the vertex to
which a given UV belongs. When you select the UV in the UV Texture Editor, a
line displays pointing to the face it belongs to.
Turn on the Unshared UVs option to display and be able to select unshared UVs.
3D view
Selected UV
Selected UV
Translated UV
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Component IDs
Display index numbers on an objects vertices, edges, faces or UVs,
depending on which component types you select. The numbers for UVs only
appear in the UV Texture Editor.
Face Normals
Show perpendicular lines (normals) of each face of the polygon.
Vertex Normals
Show perpendicular lines (normals) of each vertex of the polygon.
Normals Size
Adjust the length of the normals by entering a value or using the slider to
specify a size. The range is from 0.2 to 10.
Standard Edges
Display all edges in default settings.
Soft/Hard Edges
Show dotted lines as soft edges and solid lines as hard edges.
Hard Edges
Show only hard edges (soft edges are invisible).
Border Edges
Highlights all border edges (only in the Texture Editor).
Crease Edges
Turn on or off the crease edges on polygons.
Edge Width
Adjust edge width by entering a numeric value or using the slider to select
ranges of 0.02 to 10.
Face Centers
Show a small square to indicate the face center.
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Face Triangles
Show all polygon faces as triangles.
Non-planar Faces
Highlight all non-planar faces.
Reset Display
Restore default settings.
Limit to Selected
Limits the changes that you make to the selected polygons. To apply display
changes to all polygons, turn off this option.
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Color operations
Edit Points
Display edit points for the selected NURBS surfaces.
Hulls
Display hulls for the selected NURBS surfaces.
Patch Centers
Display small squares at patch centers.
Surface Origins
Show the origin curve of the NURBS surfaces.
Custom
Allows you to customize your NURBS display options by setting many options
at once. You can specify the scope of which NURBS objects display their
components using the Scope drop-down list. The scope can be active
objects, all objects, new curves, or new surfaces.
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Hull
Shows hulls only. You can apply the setting to active objects or to all objects.
Additionally, the options allow you to control the number of hull divisions
displayed.
Rough/Medium/Fine
Displays objects at preset levels of quality. Selecting Medium or Fine slows
the display and interactive performance, but improves image precision.
The options for these selections allows you to apply the setting to active
objects or to all objects.
Note
Custom Smoothness
Lets you customize the display quality.
In the following figure, an objects smoothness is changed from a default
medium level of quality to a custom hull quality level.
Before
After
Geometry
To display all geometry, select Full. To display hulls only, select Hull.
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Wireframe
Surface Div per Span U
Surface Div per Span V
Together, these settings subdivide the NURBS patches for display purposes
to give it the appearance of a finer mesh. The range is from 0 to 32.
Shaded
Display Render Tessellation Geometry
Turn on to see the pattern of tessellation that the renderer will use for the
surface. You must be in shade mode to see this pattern.
Hull
Hull Simplification U
Hull Simplification V
If you have the Geometry set to Hull, you can use these settings to control
the number of hull divisions displayed.
Edges
Show edges for the selected Subdiv surface.
Faces
Display points as faces for the selected Subdiv surface.
UVs
Show UVs for the selected primitive.
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Hull/Rough/Medium/Fine
Displays objects at preset levels of quality. Selecting Medium or Fine slows
the display and interactive performance, but improves image precision.
The options for these selections allows you to apply the setting to active
objects or to all objects.
Lattice Shape
Turns on or off the display of the objects lattice shape when you have
selected a lattice deformer. The lattice deformer switches between displaying
its lattices and the L icon. For information on lattices, see Lattices.
Joint Size
Adjust joint sizes by entering a value or use the slider for ranges of 0.01 to
10.
IK Handle Size
Adjust IK handle size by entering a value or use the slider for ranges of 0.01
to 10.
Joint Labels
Turns on or off the display of joint labels in the scene view for selected
joints.
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Pivot
Turns on or off the display of the cameras pivot, which is the point that the
camera rotates around.
Clipping Planes
Turns on or off the display of the cameras clipping planes.
Cycling Index
Turns on or off the display of the cameras cycling index. By clicking on this
control, you can cycle through the available manipulator controls one at a
time for the selected camera.
Light
Center of Interest
Turns on or off the display of a lights center of interest manipulator.
Pivot
Turns on or off the display of a lights pivot, which is the point that the light
rotates around.
Cycling Index
Turns on or off the display of a lights cycling index. By clicking this control,
you can cycle through the available manipulator controls for the selected light
on at a time.
Other options
Painted Effects Mesh Display
Show the paint effects as a 3D mesh.
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Window
Window > Settings/Preferences > Preferences
Shows the Maya Preferences window. See Preferences overview on page 407.
Related topics
Selection, tools, and actions on page 19
Select tools and actions on page 25
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Drag
Refreshes the display during the drag.
Demand
Refreshes the display only when you release the mouse button and click the
Refresh button that appears in the bottom right of the display window.
Release
Refreshes the display only when you release the mouse button.
Surfaces options
To control complex operations on surfaces during mouse interaction, in the
Surfaces section, select one of the following beside the surface:
On
Performs complex operations during mouse interactions.
Off
Completely disables complex operations during mouse interaction.
Interactive
Suspends complex operations during mouse interaction.
Paint Effects
To control the playback of animated Paint Effects brushes or animated strokes, in
the Paint Effects section, select one of the following:
On
The scene view refreshes whenever something changes, whether during
playback or if a parameter is modified.
Off
A brush won't update until setAttr is run on it.
Interactive
The scene view refreshes when playback ends, or when a parameter is
modified.
Deformers options
To control complex operations on deformers during mouse interaction, in the
Deformers section, select one of the following beside the surface:
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On
Performs complex operations during mouse interactions.
Off
Completely disables complex operations during mouse interaction.
Interactive
Suspends complex operations during mouse interaction.
Per Node
For Cluster Resolution and Lattice Resolution only, improves redraw
performance for individual cluster or lattice deformations by setting the Use
Partial Resolution attribute to partial and setting the Percent Resolution on a
per node basis. For details, see Character Setup.
Global
For Cluster Resolution and Lattice Resolution only, improves the redraw
performance of all cluster or lattice deformations. (You do not need to set the
Percent Resolution for each cluster or lattice.)
Set Global Cluster Resolution and Global Lattice Resolution to Full, High,
Medium, or Low. A Low setting corresponds to a low percentage, and
therefore more improved performance.
For more information on surfaces, see NURBS and Polygonal modeling. For more
information on deformers, see Character Setup.
Related topics
Change user interface colors on page 144
General tab
Use the General tab to change the default colors for components in these areas:
3D Views, User Defined, Ghosts, Heads Up Display, Animation, Animation
Editors, Multilister, Hypergraph / Hypershade, Outliner, and Trax Editor.
Active tab
Use the Active tab to change the default colors for components in these areas:
General, Objects, Components, Deformers, Manipulators, Animation, and Artisan
Brushes.
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Reference > Window > Settings/Preferences > Shelf Editor
Inactive tab
Use the Inactive tab to set the colors for objects that are not selected. The
Inactive tab lets you change the default colors in the following areas or tools:
General, Modeling, Objects, Components, Deformers, and Animation.
Related topics
Shelves on page 23
Select actions on a shelf on page 28
Add a tool, action, or MEL script to a shelf on page 147
Edit the contents of a shelf on page 148
Use a custom name or icon for a shelf item on page 149
Change the display of shelves on page 150
Shelf Contents
Click the Shelf Contents tab to display the contents of a specific shelf. From
here you can move and delete shelf items, change an items label and
tooltip, as well as change its icon and icon name.
Edit Commands
Click the Edit Commands tab to view and edit the MEL code associated with
a tool or action.
Icon Name
Type a label for the icon. This text appears on top of the icon to distinguish it
from other items that use the same icon. Note that the icon name always
appears on top of the icon, unlike the label, which you can specify to show or
hide.
Change Image
Click this button to change the icon image.
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Reference > Window > Settings/Preferences > Marking Menus
Close
Click Close to accept your changes but not write them to the disk
immediately. If your UI preference is to save shelf changes only when
explicitly requested, the changes stay in effect only for the current session.
Otherwise your changes are saved the next time you save a file or quit the
application.
Options menu
Icon Only
Displays only the icon. This is the default.
Icon/Text Below
Displays the label below the icon.
Icon/Text Beside
Displays the label beside the icon.
Save Automatically
When this option is on, your changes to the shelves are saved when you exit
Maya. This is the default.
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Reference > Window > Hypergraph: Hierarchy
Open Hypergraph
Create new
Hypergraph
panel
Use the first one
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Reference > View > Camera Tools > Tumble Tool
To show all objects or the selected objects in a specific view panel, use the
panels View menu.
Related topics
Center the view on selected or all objects on page 43
Panel menus
View
Related topics
Tumble, track, dolly, or tilt the view on page 41
Tumble on object
Uses an object as the tumble pivot if the Tumble Tool icon is over the object
when you start tumbling.
Tumble Pivot
The camera tumbles about its pivot point. This tumble pivot can also be set
in the cameras Attribute Editor.These values are stored in world space
coordinates.
View operations such as Frame Selection, Frame All, Look at Selection,
Default Home, and Bookmarks all set the tumble pivot.
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Reference > View > Camera Tools > Track Tool
Orthographic views
Locked
If on, you cannot tumble an orthographic camera. If off, you can tumble an
orthographic camera. Locked is on by default.
Stepped
If on, you can tumble an orthographic camera in discrete steps. The Stepped
operation lets you easily return to the Default Home positions. If off, you can
tumble an orthographic camera smoothly. Stepped is only available if Locked
is off. Stepped is on by default.
Ortho step
The angle of steps (in degrees) that you can tumble an orthographic camera
when Locked is off and Stepped is on. The valid range is 0.01 to 180. The
default value is 5.
Related topics
Tumble, track, dolly, or tilt the view on page 41
Track Scale
Scales the speed of the camera movement. The slider range is 0 to 100. The
default value is 1.
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Reference > View > Camera Tools > Dolly Tool
Related topics
Tumble, track, dolly, or tilt the view on page 41
Scale
Scales the speed of the camera movement. The slider range is 0.01 to 10.
The default value is 1.
Local
If on, drag in the cameras view to move the camera toward or away from its
center of interest. If off, drag in the cameras view to move both the camera
and its center of interest along the cameras sight line. Local is on by
default.
Center of Interest
If Center of Interest is on, middle-drag in the cameras view to move the
cameras center of interest toward or away from the camera. If off, drag in
the cameras view to move the camera toward or away from its center of
interest. left-marquee a region and snap the center of interest to the center
of those objects.Center of Interest is off by default.
If Center of Interest (and/or Local) and Bounding box are on, when you drag
in the views, a red line with a small x at the end points to indicate the Center
of Interest.
Towards center
Turning off this option dollies towards the current location of the Dolly Tool
icon when you start dollying.
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Surface
Bounding box
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Reference > View > Camera Tools > Zoom Tool
Related topics
Tumble, track, dolly, or tilt the view on page 41
Use the mouse to control camera azimuth, elevation, yaw or pitch on
page 42
Related topics
Tumble, track, dolly, or tilt the view on page 41
Use the mouse to control camera azimuth, elevation, yaw or pitch on
page 42
Related topics
Tumble, track, dolly, or tilt the view on page 41
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Rotation type
Controls whether the camera movement is an Azimuth Elevation movement or
a Yaw Pitch movement.
Tip
Related topics
Tumble, track, dolly, or tilt the view on page 41
Use the mouse to control camera azimuth, elevation, yaw or pitch on
page 42
Rotation type
Controls whether the camera movement is a Yaw Pitch movement or an
Azimuth Elevation movement.
Tip
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Reference > View > Camera Tools > Fly Tool
To change the camera direction, release the Ctrl or Control key and drag the
left mouse button.
Tumble, track, and dolly are available while the Fly Tool is active.
Shading
Shading menu
The Shading menu provides a number of ways to look at your scene. The quality
can range from a simple wireframe display to a smooth- shaded view.
Related topics
Change the look and smoothness of the selected objects on page 47
Shading > Wireframe on page 315
Shading > Smooth Shade All on page 316
Shading > Smooth Shade Selected Items on page 316
Shading > Flat Shade All on page 316
Shading > Flat Shade Selected Items on page 316
Shading > Bounding Box on page 316
Shading > Points on page 316
Shading > Shade Options on page 316
Shading > Interactive Shading on page 318
Shading > Color Index Mode on page 318
Shading > Backface Culling on page 319
Shading > Smooth Wireframe on page 319
Shading > Hardware Texturing on page 319
Shading > Hardware Fog on page 319
Shading > Apply Current to All on page 319
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Reference > Shading > Smooth Shade All
Note
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Reference > Shading > Shade Options
Wireframe isoparms
appear over the
shaded objects
X-Ray
Object
Transparency
Sorting
Polygon
Transparency
Sorting
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Reference > Shading > Interactive Shading
Bounding Box
Points
High Quality
Rendering
Disable Shadows
During interaction no shadows are drawn.
Backface Culling
During interaction, all polygon faces that face away from the viewer are not
drawn.
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Note
Texture Filter
Select a texture filter for your hardware texture display when you are in High
Quality Rendering mode. Select a filter from the drop-down list.
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Reference > Lighting menu
Lighting
Lighting menu
Use the items in this menu to select which lights or groups of lights to use in
your scene.
Related topics
Change the look and smoothness of the selected objects on page 47
Lighting > Use Default Lighting
Lighting > Use All Lights
Lighting > Use Selected Light
Lighting > Use No Lights
Lighting > Use Previously Specified Light
Lighting > Two Sided Lighting
Lighting > Shadows
Lighting > Specify Selected Lights
Show
Show menu
Use the items in this menu to show or hide specific object types in a panel.
Related topics
Show or hide objects on page 48
Show > Isolate Select on page 320
Show > Grid on page 321
Related topics
Show an isolated subset of objects or components in a panel on page 50
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Items
View Selected
Activates or deactivates the isolate select feature. When activated, the word
Isolate appears at the bottom of the panel and the current selection becomes
isolated.
Bookmarks
Enables you to bookmark an isolated selection. To create a bookmark, select
Show > Isolate Select > Bookmarks > Bookmark Current Objects. Select the
option box if you want to name the bookmark; otherwise, a default name is used.
To view bookmarked items, select Show > Isolate Select > Bookmarks >
BookmarkName. Select it again to turn it off and return to the previous view. You
can view multiple bookmarks at the same time.
Bookmarks are saved with the scene as a set.
Notes
Isolate Select does not work for subdivision surface vertices or edges. Isolate
subdivision surface faces instead.
Related topics
Show, hide, or change the grid on page 46
Display > Grid on page 288
Panels
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Tip
The objects you want to render are usually within a certain range
from the camera. Setting the near and far clipping planes just
slightly beyond the limits of the objects in the scene can help
improve image quality.
Note
Panels menu
The items in this menu let you set the contents of this specific panel as well as
the overall layout and panel contents.
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Related topics
Change the panel layout on page 44
Control what camera is shown in a view on page 46
Create a custom panel layout on page 145
Quick layout buttons on page 196
Panel editor on page 327
Items
Perspective
Lets you change to a perspective view or create a new perspective view.
Orthographic
Lets you change to an orthographic view or create a new orthographic view.
Panel
Displays a menu containing the following:
Outliner
Opens the Outliner, where you can view objects and their
attributes hierarchically.
Graph Editor
Dope Sheet
Opens the Dope Sheet, where you can edit event and
sound synchronization and timing. For more information,
see Animation.
Trax Editor
Opens the Trax Editor, where you can create and edit
time-independent clips of character animation. For more
information, see Animation.
Hypershade
Visor
UV Texture
Editor
Render View
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Reference > Panels menu
Blend Shape
Dynamic
Relationships
Devices
Relationship
Editor
Reference Editor
Component
Editor
Paint Effects
Script Editor
Opens the Script Editor Panel, where you can view and
enter MEL commands.
Hypergraph Panel
Hypergraph
Hierarchy
Hypergraph #
New Scene
Hierarchy
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Reference > Panels menu
Layouts
Lets you specify how different camera views are arranged spatially in the
Maya window.
Saved Layouts
Lets you select a panel layout.
Tear Off
Moves the current camera view into a separate window. The current view is
replaced with the next view in the Panels list (to see this list, select Panels >
Panel Editor).
Panel Editor
Opens the Panel editor window, where you can create new panels, re-label
existing panels, rename layouts, and change layout configurations.
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13
Reference
Panel editor
To show the panel editor, select Panels > Panel Editor in a panel
Tabs
Panels
Displays existing panels you can rename or delete.
Select a panel and edit the Label field to rename it. You cannot rename the
Top, Side, Front, or Persp view panels.
New Panel
Contains controls for creating a new panel type.
Add a new panel to the list of available panels on page 145
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Layouts
Displays existing panel layouts.
Click a layout and click the Edit Layouts tab to edit it.
Edit Layouts
Displays the current panel layout for editing.
Create a custom panel layout on page 145
Configurations
Use this tab to change the configuration and proportions of the layout.
From the drop-down list, select the panel layout you want.
Resize the panes by dragging the borders in the thumbnail view of the layout.
The main window changes to reflect your changes.
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Contents
Use this tab to change which panel contents appear in the layout.
Scene
Independent
Associated with
Scene
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History
Displays the history of the panels you used.
Maya keeps a record of panel layout changes. This lets you step forward or back
through each view. This is helpful if you are moving between two layouts and
cannot remember their names.
History Depth
Specify the number of configurations you want stored in the history.
Wrap History
Toggle this on to return you to the first view or the most recent view
configuration when you reach the end of recorded history.
Clear History
Click this button to delete the record of all the panels you have used.
Previous Layout
Click this button to browse back through the panel layouts.
Next Layout
Click this button to browse forward through the panel layouts.
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Menu Sets
From the Menu Sets editor, you can create, edit, rename, remove, and restore
menu sets.
To open the Menu Sets editor, select the Status Line drop-down list and select
Customize.
Rename
Renames the currently selected menu set.
Remove
Removes the currently selected menu set.
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Revert to Default
Restores the menu set to its default state. This option is available if the
menu set currently selected in the Menu Sets column is one of the default
Maya menu sets (the Animation, Polygons, Surfaces, Rendering, and
Dynamics menu sets in Maya, as well as the Cloth menu set in Maya
Unlimited).
Component Editor
A spreadsheet of values contained in the components of an object.
Related topics
Edit component numeric values directly on page 82
Sort Alphabetically
When Sort Alphabetically is turned off, the items that make up the columns
are displayed in their order in the hierarchy. When Sort Alphabetically is
turned on, the items are sorted in alphabetical order. Layout
Change Precision
Controls how many decimal places Maya shows for numbers in the cells.
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Layout
Load Selected Components
This is the same as the Load Components button at the bottom of the
window. Updates the editor with the current selection when Auto Update is
off.
AdvPolygons
Lists vertex face component data, including color and normal values for the
vertex face.
Weighted Deformers
Lists component data of CVs, vertices, or lattice points influenced by cluster
deformers (cluster weights).
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Rigid Skins
Lists component data of CVs, vertices, or lattice points bound to a skeletons
joints by rigid skinning (joint cluster weights).
Smooth Skins
Lists component data of CVs, vertices, or lattice points bound to a skeletons
joints by smooth skinning (skin cluster weights).
Springs
Lists component data for springs, including stiffness and damping data.
Particles
Lists component data for particles, including color or velocity data.
Outliner
The Outliner shows a hierarchical list of all objects in the scene in outline form.
To show the Outliner select Windows > Outliner.
Related topics
The Outliner on page 90
View and edit the hierarchy of nodes on page 105
Outline
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To...
Do this
or minus
next
To...
Do this
Rename a node.
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Note
The Display and Show menu settings are saved with a scene file.
The menu settings are not saved when you open a new or different
scene.
Menus
Display
DAG Objects Only
Only show transformable nodes.
Shapes
Show shape nodes.
Attributes (Channels)
Allow the display of attributes on nodes. Use the round plus and minus
buttons to show a nodes attributes.
Set Members
Allow the display of members under the sets.
Connected
Only show attributes that are connected another node, keyed, or connected
by set driven key, a constraint, a motion path, or an expression.
Reveal Selected
Expands the outline to show the currently selected node(s).
Channel Names
Select what attribute names to show when Attributes (Channels) is on. Nice
names are more readable. Long and Short names are the actual names of
attributes, which you can use in expressions and MEL.
Sort Order
Select Scene Hierarchy to show the hierarchy. Select Alphabetical Within Type
to show flat alphabetical lists of each node type.
Attribute Order
Changes the order in which the attributes are displayed in the Connection
Editors list. Attributes can be sorted in ascending or descending alphabetical
order.
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Show
Objects
Select which object types to show in the Outliner. Select Clear Below to turn
off all filters.
Attributes
Select which attribute types to show in the Outliner. Select Clear Below to
turn off all filters.
Hidden
Hidden attributes.
Keyable
Keyable attributes.
Scale, Rotate,
Translate
Driven by Anim
Curve
Driven by
Expression
User Defined
User-defined attributes.
Invert Shown
Reverse the filters so visible objects are hidden and hidden objects are
visible.
Show All
Turns off all filters in the Show menu.
Create Entry
Lets you save the current Show menu filter with a name.
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Create Entry is only available when the objects and attributes displayed in the
Outliner have been filtered by the Show Selected Type(s) menu option.
Delete Entry
Lets you delete a saved Show menu filter.
Auxiliary Nodes
Lets you set what nodes are considered auxiliary.
Attribute Editor
Lists attributes on the selected object. Tabs across the top of the Attribute Editor
let you select nodes connected to the shown node.
While the Channel Box provides a more compact view of keyable attributes, the
Attribute Editor gives you full graphical controls to edit attributes rather than just
text boxes. There are ramp and graph graphical controls. For more information,
see Attribute editor graphical controls on page 344.
You can set an option in Window > Settings/Preferences > Preferences to have
the Attribute Editor open in a window instead of the side panel.
Related topics
Nodes and attributes on page 85
Change attribute values in the Attribute Editor or Channel Box on page 95
Save and reuse attribute presets on page 101
Lock the value of an attribute on page 102
Create, edit, or delete custom attributes on page 102
Open multiple Attribute Editors on page 103
Channel Box on page 346
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manually
Note
If you select more than one item, Maya automatically updates the
most recently selected one (that is, the most recent one in the pick
list).
Click the Load Attributes button at the bottom of the Attribute Editor.
Menus
List
Use this menu to load attributes into the Attribute Editor and to define which
items display in the Selected/Object menu.
Selected/Object
The Selected menu lists objects currently selected in the scene while the Object
menu displays all the objects in the scene of a selected type.
Focus
This menu displays all nodes that have been selected in the scene while the
Attribute Editor is open. The most recently selected node is at the top of the list.
Attributes
Use this menu to add, edit, and delete extra attributes for an object or node.
These appear under the Extra Attributes section. You can also add, edit, and
delete attributes using the Modify menu.
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Context menu
output connection node
If you set a key for the attribute or connect a texture to it, the resulting output
connection node name displays as the first menu item. To load the attributes for
this node into the Attribute Editor, select it.
Set Key
Select this option to set a key for the attribute. This options disappears from the
menu if you have already connected a texture to the attribute.
Break Connection
Select this option to break the connection between the attribute and a key or
texture.
Color Chooser
This option displays for color attributes only. Select it to open the Color Chooser.
Lock/Unlock Attribute
Select the Lock option to lock an attribute value so that it cannot be changed.
Use Unlock Attribute to unlock the value.
Select the Dont Ignore when Rendering option to render with the set connection.
For details, see Rendering.
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Data Type
Select the data type for the attribute:
Vector
Float
Integer
Boolean
String
Enum
Note
If you select Float or Integer, you can also set Numeric Attribute
Properties.
Attribute Type
Select a type:
Scalar
Per Particle
(Array)
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Enum Names
When you're adding a new Enum attribute, you need to define the list of
acceptable strings. There are two default strings, Green and Blue, in the
Enum Names list that you can change. To change, select Green or Blue and
then enter the new string in the New Name text box. To add a new string,
click the blank entry below the last list item and type the string in the New
Name text box.
Warning! The following list of names are reserved internally for (dynamic)
shading attributes. You may use these names for custom
attributes, but beware they may produce unexpected results in the
shading network. For example, during shading the uvCoord value is
provided, therefore ignoring your custom uvCoord attribute value.
blobbySurfaceFactor
displacement
easMask
farPointCamera
farPointObj
farPointWorld
filterSize
flippedNormal
illuminationIndex
infoBits
lightData
lightTable
matrixObjectToWorld
matrixWorldToObject
mediumRefractiveIndex
normalCamera
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numShadingSamples
objectId
objectType
opticalDepth
outColor
outGlowColor
outMatteOpacity
outParticleEmission
outTransparency
particleAge
particleAttrArray
particleColor
particleEmission
particleEntryParam
particleExitParam
particleIncandescence
particleLifespan
particleOrder
particleTransparency
particleWeight
pixelCenter
pixelCoverage
pointCamera
pointObj
pointWorld
primitiveId
rayDepth
rayDirection
rayOrigin
receiveShadows
refPointCamera
refPointObj
refPointWorld
renderState
shadowAttenuation
tangentUCamera
tangentVCamera
translucenceDepth
triangleNormalCamera
uvCoord
uvFilterSize
vertexCameraOne
vertexCameraThree
vertexCameraTwo
vertexUvOne
vertexUvThree
vertexUvTwo
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Ramp
Each color entry in a ramp has a circular color handle above the ramp, and a
square color icon below the ramp. The active color has a white border around its
color handle and icon. Ramps can be used for many types of gradients, including
transparency, color, and so on.
Click the handle to edit
the color entry.
Click-drag the handle to
move the color entrys
position.
For more details about ramps in shading, see Ramp Shader in the Shading book.
Graph
The graph control has handles which you can drag in the graph area to set
position-value pairs. The active point has a white border around its handle and
icon. Graphs can be used for many types of attributes where value changes per
position, including paint effect settings, fluid settings, and so on.
Click the handle to
select it.
Click-drag the handle to
move the graph points
position.
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Checking the vertical box alters the size of your ramp. Once you check the vertical
box, the ramp or graph automatically adjusts to a suitable size.
When you save your scene, Maya also saves the layout that you have chosen for
your control.
Related topics
View and edit multiple attributes on multiple nodes on page 99
Menus
Names
Names > Short Attribute Names, Long Attribute Names
Select whether to show the short or long attribute names at the tops of the
columns.
Layouts
Layouts > Show Selected Columns Only/Show All Columns
Hides the attribute columns that are not currently selected. Select Show All
Columns to return to the full display.
Key
Key > Key Selected
Sets keys at the current frame for the attributes (cells) currently selected in
the spreadsheet.
Tabs
The different tabs show different types of attributes.
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Use the arrows at the right end of the tabs to show more tabs that are hidden by
the windows edge.
Use Layouts > Show Selected Columns Only and Layouts > Remember This
Layout to create a new custom tab with only the attributes you want.
Spreadsheet
Channel Box
The Channel Box is the primary, fastest, and most streamlined tool for editing
object attributes. It lets you quickly set keys, and lock, unlock, or create
expressions on attributes.
Channel Box
Selected object
Object attributes
Object attributes
Like the Attribute Editor, you use the Channel Box to modify an objects attribute
values. The Channel Box is different from the Attribute Editor in the following
ways:
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It displays only the keyable and nonkeyable displayed attributes for the
selected object. This lets you easily access nonkeyable channels from the
Channel Box without running the risk of accidentally keying them. You can
make a channel keyable or nonkeyable from the Channel Box.
You can change multiple attribute values of multiple objects (see View and
edit multiple attributes on multiple nodes on page 99)
The information displayed in the Channel Box varies, depending on what kind of
object or component you have selected. If you havent selected an object, the
Channel Box is blank.
Related topics
Nodes and attributes on page 85
Change attribute values in the Attribute Editor or Channel Box on page 95
Show or hide the manipulator for an attribute in the Channel Box on
page 97
Lock the value of an attribute on page 102
To make a channel keyable or nonkeyable on page 350
Create, edit, or delete custom attributes on page 102
Control the display of attributes in the Channel Box on page 104
Connect attributes with an expression on page 113
in the
You can display either the Channel Box or the Attribute Editor in the sidebar, but
not both.
Use the Channel Box toolbar to control the display of the Channel Box and Layer
Editor.
You can resize the Channel Box using the arrow buttons at the bottom of the
Channel Box / Layer Editor.
Click
Channel Box.
to narrow the
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Attributes
When you select a geometric object, the Channel Box displays these sections:
Section
Usage
objectName
SHAPES
INPUTS
OUTPUTS
If youve selected two or more objects, the Channel Box displays the attributes
for the last object selected only. To display the attributes in the Channel Box of
another selected object, select Object > objectName.
Edits you make in the Channel Box affect all selected objects of the same type as
the one displayed.
Component attributes
If you display attributes of an object component, the Channel Box displays only
one section for shape attributes that pertain to the component.
For example, suppose youve created a NURBS curve with the following CVs:
If you turn on component selection mode (in the main menu bar) and select the
CVs, the Channel Box displays this:
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You can display the CV values in the Channel Box and enter new values. To
display the values, click CVs (click to show) in the Channel Box.
State
Color
Locked
Gray
Nonkeyable
Light gray
Muted
Brown
Blended
Green
Keyed
Light Orange
Expression
Purple
Constrained
Blue
Connected
Yellow
Click the timeline frame number where you want to set the key.
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Click the timeline frame number where you want to set the key.
Enter values for the desired attributes in the Channel Box. Press Enter after
entering the attributes.
You can key the same attribute value for two or more objects. Select the objects,
click the frame, enter the value in the text box, then select Channels > Key
Selected.
You can also key multiple attribute values for multiple objects. Follow the
instructions in the previous paragraph, only select several attribute text boxes
using Ctrl- or Shift-click before typing the numerical entry.
To make a channel keyable or nonkeyable
1
Select the object that has the channel you want to make keyable or
nonkeyable.
In the Channel Box, select the channel you want to make keyable or
nonkeyable.
the channel.
The Channel Boxs Channels pop-menu appears.
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If you want to make the selected channel keyable, select Make Selected
Keyable.
The selected channel now appears light gray in the Channel Box.
To copy keyed attribute values
1
In the Channel Box, select the desired attributes. (You can select either the
attribute name, or the attribute text boxes.)
Select the attributes you want to paste the keyframed values to.
Click the timeline frame number where you want to set the breakdown.
Click the timeline frame number where you want to set the breakdowns.
INPUTS
Use the INPUTS component of the Channel Box to modify an objects
construction history.
Related topics
Organize objects on display layers on page 136
Edit all objects on a layer at once on page 137
Menus
Layers menu
Create Empty Layer
Creates a new display layer, depending on the selection in the drop-down list,
with a default name, for example layer1.
Membership
Opens the Relationship Editor for removing or adding objects to layers.
Attributes
Opens the Attribute Editor for the selected layer(s). There are some attributes
in the Attribute Editor not available through the Edit Layer window.
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Visible/Invisible
Normal/Template/Reference
Shaded/Unshaded
Textured/Untextured
The above layer settings menu items are also available when you right-click a
Display layer.
Options menu
You can set the following binary options:
Show Namespace
When using namespaces, object names can sometimes get very long. This
can make it difficult to differentiate objects by name. Turning off the display
of namespaces replaces the namespace portion of a nodes name (if any)
with ...:. The shortened name makes it easier to distinguish between
different objects in your scene.
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Note
Context-sensitive menu
The following commands are available when you right-click a layer:
Delete Layer
Deletes the layer.
Membership
Attributes
See above.
Display Type
Select how the layer appears.
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Normal
Template
Reference
Level of Detail
Select the level of display detail for layer objects:
Full
Bounding Box
Shading
Turn on to make layer objects appear shaded when in shaded display.
Texturing
Turn on to show textures on layer objects when in shaded display.
Playback
Turn on to animate layer objects during playback. If you have several
characters in a scene and want to look at each characters animation
separately, you can place each character in its own layer and play back the
animation of each character as desired.
Visible
Turn on to make the objects in the layer visible.
Color
Select the color of all objects belonging to the layer.
Number
This is the number assigned to the layer.
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By Number
By Name
Click Display in your Render Layer Editor (Window > Rendering Editors >
Render Layer Editor) to view your display layers.
In the Render Layer Editor, select the display layer that you wish to associate
with a color. Double-click the color box, which is the box beside the layer
name, and the Edit Layer dialog box appears.
Relationship Editor
Use the Relationship Editor to edit relationships in Maya, where a relationship is
a collection or grouping of objects or components. These relationships include:
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sets
deformer sets
character sets
partitions
display layers
render layers
Note
Related topics
Organize objects on display layers on page 136
Create and edit sets on page 138
Keep a collection of sets from having overlapping membership on
page 139
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To display objects
On the right side panel, select one of the following options from the List menu.
Manual Load
Turn this on to display objects by choosing one of the following options:
Load List from
Selection
Add Selection to
List
Remove
Selection from
List
Panels
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Type text in the text boxes at the top of each panel to only show items with
that text in their names. Click the icon to the left of the text boxes to switch
the filter on or off.
Click a set on the left side, then click items on the right side to highlight or
unhighlight them. Highlighted items on the right are connected to the item on
the left.
Color Chooser
The color Chooser appears whenever you click a color swatch; for example, when
you select Window > Settings/Preferences > Color Settings and change a color
setting in Maya.
Storage tilesto store,
right-click a tile or click
the arrow button
Current color
Eyedropper
Color wheel
Blend box
Palettes (including
Adobe palettes)
Related topics
Change an objects wireframe color on page 51
Change user interface colors on page 144
Controls
Color wheel and storage tiles
The fastest way to select a color is to drag the selector in the color wheel. Once
you have the color selected, you can drag the brightness control on the left.
Another quick way to select a color is to left click one of the storage tiles at the
top. To store the current color on a tile, right click a tile or click the arrow button.
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Eyedropper
The eyedropper tool lets you grab a color from anywhere on the computer screen,
including other applications. Click the eyedropper button, then position the
eyedropper cursor anywhere on your screen. Click again to grab the color.
HSV
In this color model, Hue corresponds to the pure colors of the rainbow, such
as yellow, blue, and green. Saturation is the amount of white mixed with the
hue to set the intensity of the color. Value is the amount of black mixed with
the hue to make it darker. If the Value is 0 (zero), then the color is black,
regardless of the values for Hue and Saturation.
RGB
This color model describes how red, green, and blue light combines at
different intensities to produce different colors. Using RGB, you can select
which value range you want.
0 to 1
0 to 255
A (alpha) slider
With the A (alpha) slider, you can control the opacity or transparency of the
color you select. Many Maya options already have an alpha or transparency
control, but if it does not or you are calling the Color Selector from the
command line, you can use this slider to control the alpha channel.
Organize objects on display layers on page 136
Blend box
The Blend box creates a blend between colors so that you can select a new color
from the blended gradient. The following illustration explains how to use it.
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2. Click anywhere in
the blend box to select
a blended color.
Palette
In the Palette section, you can create and save custom color palettes. You can
also open Adobe color palettes (file extension .aco), if it is in one of the following
formats: RGB, HSV, CMYK, Lab, or Inverted Lab. (Other formats, such as
Pantone, are not supported.)
The following illustration highlights the palette components.
Click Blend to
create a color
gradient between a
group of cells you
selected
Select a palette
from the pull-down
Left click a cell to
select a color
...or...
right click a cell to
store a color
Select a color using any of the Color Select tools, such as the Wheel.
When finished assigning colors, click Save and specify the filename.
You can save the file in any directory. It is saved in ascii format.
Visor
Window > General Editors > Visor
The Visor displays textures, images, and shading nodes in the project directory.
Visor tabs contain a collection of items in the scene, or directories and files on
disk. You can customize the way you view files, and create and customize tabs.
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You can also drag items with the middle mouse button from Visor into
Hypershade to create a new node, or onto a swatch in Hypershade to connect
nodes.
To view an image
Double-click an image file in the images directory to view the image in fcheck.
To create a new tab
1
Click Create.
Scene
Displays a collection of nodes in the current scene.
Disk
Displays files on disk, such as a texture library.
Paint Effects
Displays Paint Effects files, such as brush settings.
Show Nodes Which Are
For Scene tabs, select to display only certain nodes types within a specified
tab.
Root Directory
For Disk and Paint Effects tabs, either type the path name if you know it, or
click the folder icon to browse through directories to select the directory
where the items are stored.
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Menus
File menu
Import
Opens the Import dialog box so you can select a Maya scene file (such as a
file containing a shader) to import into Maya.
Tip
As Normal
As Projection
Include
Placement
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View menu
Frame Selected
Frames only the selected nodes in the current Visor layout.
Frame All
Frames all the nodes displayed in the current Visor layout.
Tabs menu
Each tab contains the nodes that make up the current scene. These options let
you create new tabs and customize the default tabs.
Rename Tab
Select a tab then select this option to rename it.
Remove Tab
Select a tab then select this option to remove it.
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To selectively load file and proxy references using the Preload Reference Editor
1
Select the file that contains the file references you want to load, then click
Open.
The file browser appears, listing the default scene directory for your project.
The Preload Reference Editor appears. The Preload Reference Editor lists all
available file references for the scene. Depending on how the Referencing
options were set, some file references will appear loaded or unloaded in the
Preload Reference Editor. When an icon appears beside a particular file
reference it indicates that one or more proxy references exist for that
reference.
4
Select one or more items in the Preload Reference Editor by doing one of the
following:
Click the check box next to a reference to indicate that you wish the
reference to be loaded.
Right-click an item and select Set Active Proxy To from the menu that
appears. When a file reference contains one or more proxy references,
the Set Active Proxy To option appears. Set Active Proxy lets you select
which proxy reference you want to load into the scene by displaying the
list of available proxy references (by their proxy tags) in the Set Active
Proxy To submenu.
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Tip
Note
Related topics
Create or edit a marking menu on page 153
Assign a marking menu to a hotkey on page 155
Add a marking menu to the hotbox on page 155
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Zone
Hotbox Region
If you selected Hotbox for Use Marking Menu in, select the Hotbox zone the
marking menu occupies: North, South, East, West, or Center.
Mouse Button(s)
Select the left, middle, or right mouse button used to display the marking menu.
You can select one, two, or three mouse buttons.
Icon Filename
Enter the name of the icon file. For more information, see MEL and Expressions.
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Command(s)
Enter the MEL script used as the command for the menu item. You can drag the
MEL script from the Script Editors bottom panel with the middle mouse button.
Check Box
Displays a check box beside the marking menu item.
Radio Button
Displays a check box beside the marking menu item.
Neither
Displays nothing beside the marking menu item.
Option Box
Turn Option Box on to display the option box beside the menu item so you can
change a tools options from the marking menu.
Note
If the tool or action does not have an options window, you must use
MEL code to create the box. Once the box is created, you must
write MEL code to invoke the option window. For more information
on MEL commands, see MEL and Expressions.
Modifier
Select either Alt (Windows and Linux)/Option (Mac OS X) or Ctrl or Command
(Mac OS X) for the hotkey modifier.
Direction
Use Press or Release to associate a command with the press or a release of
a key. For example, you can create a hotkey to instruct Maya to snap to a
curve when you press a key, then turn off the snapping when you release it.
If you added a key to an operation ending with (Press) or (Release), add the
same key to the corresponding (Release) or (Press) operation.
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Query
Click Query to determine whether the specified key settings have already
been assigned to a command.
Find
Click Find to highlight the category and command for the key you enter in the
Key field.
Ctrl or Control
Lists only hotkeys with a Ctrl-key combination.
Alt or Option
Lists only hotkeys with an Alt or Option-key combination.
Command
Lists only hotkeys with a Command + key combination. Available for Mac OS
X only.
List All
Lists all hotkeys.
Ignore Release
Turn on to ignore the hotkeys that activate when you release the key, versus
when you press the key. Turn off to see all hotkeys, including the ones
activated when you release the key.
Hotkey editor
Lets you assign predefined commands, MEL scripts, or marking menus to keys
and key combinations.
Related topics
Assign a marking menu to a hotkey on page 155
Assign a predefined command to a hotkey on page 157
Assign a MEL script to a hotkey on page 158
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Current hotkeys
List box
Shows all hotkeys that active the selected command.
Remove
Select a hotkey and click Remove to unassign the hotkey.
List All
Opens a window listing every assigned hotkey and its command.
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Restore Defaults
Returns all hotkey assignments to their factory defaults (the original
commands they were assigned to when Maya was installed).
Modifier
Select a modifier to add to the key.
Direction
Select when the command activates: when you press the key down, or when
you let the key back up (release).
Edit area
New
Create a new user-defined command which you can then assign to a hotkey.
Edit
Edit the selected user-defined command in the Commands list.
Delete
Delete the selected user-defined command in the Commands list.
Name
The name of the selected command.
Description
A description of the commands purpose and effect.
Category
The category in which the command appears (in the Categories list box).
Command
The script that runs when the command is activated.
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Accept
Click to save the command you are creating or editing. This button is only
available after you click New or Edit to create or edit a command.
Cancel
Click to cancel editing a command. This button is only available after you
click New or Edit to create or edit a command.
Search
Lets you search for text in the name or script of all defined commands. Use
asterisks as wildcards.
Plug-in Manager
A plug-in is an add-on module that extends Mayas capabilities. File translators
are plug-ins you use to import and export various file formats. You can create or
purchase specialty plug-ins to customize Maya for a specific job.
Some features that can be added through plug-ins are:
file translators
tools
objects (nodes)
MEL commands
device drivers
Related topics
Supported file formats on page 122
Load or unload Maya plug-ins on page 161
loaded
Turn on loaded to load the plug-in for the current Maya session.
auto load
Turn on auto load to load the plug-in so that the next time you start Maya the
plug-in loads automatically.
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Information window
To view information about a particular plug-in, you must first load it, then click the
i button beside the plug-in.
Maya caches the list of current plug-ins. If you have added a new plug-in, click
Refresh to update any changes.
Maya displays the following information for a selected plug-in:
Name
The name of the plug-in. On Linux, plug-ins have the extension .so. On
Windows, they have the extension .mll. On Mac OS X, the extension is .lib.
Path
The location of the file. On Linux, the default plug-in location is:
/usr/autodesk/maya85/bin/plug-ins
Vendor
The manufacturer of the plug-in.d
Plug-in Version
The version number of the plug-in.
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Note
Auto Load
Indicates whether the plug-in has been marked for auto load.
Is Loaded
Indicates whether the plug-in is loaded.
Plug-in Features
Displays a list of the features added by the plug-in (for example, commands,
dependency nodes, file translators).
To display additional plug-ins, click the triangle to open the Other Registered Plugins section.
Script editor
The Script editor lets you type in single or multi-line scripts in either MEL or
Python and see their output in the history pane.
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Toolbar
Top pane: history of
commands and
results.
Related topics
Create and run a MEL script on page 21
Panes
The top pane shows the history of commands and their results.
Type MEL or Python commands and scripts in either the MEL or Python tab in the
bottom pane.
To execute the script in the bottom pane, do one of the following:
Tip
On Windows, you can change the font size of the text in the top or
bottom panes of the Script editor.
Select the top or bottom pane of the Script editor (click in the
window), then hold the Ctrl key and scroll with your middlemouse wheel.
The text gets larger or smaller as you scroll.
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Toolbar
You can access most Script editor commands directly from this toolbar.
Icon
Command
Load script.
Source script.
Save script.
Save script to Shelf.
Clear history.
Clear input.
Clear all.
Show history.
Show input.
Show all.
Echo all commands.
Show line numbers.
Execute all.
Execute: executes selected text.
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Icon
Command
Find down: searches for the text specified.
Find up: searches for the text specified.
Go to line: enter the line number in the text box and click this icon.
Menus
File
Load script
Loads the contents of a text file into the Script editor.
Source script
Executes the contents of a text file.
When you source a MEL script, local procedures are not declared or
executed.
If you change a script after sourcing it, the change is not automatically picked
up by Maya. You need to re-run the script with File > Source Script.
Save script
Saves the selected text to a text file.
Edit
The edit menu includes standard editing commands and their associated
hotkeys: Undo, Redo, Cut, Copy, Paste, and Select All, as well as the following
commands:
Go to...
Goes to the specified line number.
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Clear History
Clears the top pane of the Script editor.
Clear Input
Clears the bottom pane of the Script editor.
Clear All
Clears both the top and bottom panes of the Script editor.
History
Batch render messages
Shows batch rendering messages in the Script editor.
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Note
Command
The following commands allow you to create, delete, and rename new tabs in the
input area of the Script editor.
New Tab
Creates a new tab. You must choose whether the tab is for MEL or Python.
Rename Tab
Renames the current tab.
Select Tab
You can step through the tabs using the Previous and Next commands.
Delete Tab
Deletes the current tab.
Execute
Runs the MEL script in the bottom pane of the Script editor. You can also
press Enter on the numeric keypad.
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Additional notes
When Python requests input through stdin (for example, the Python raw_input
command), a dialog box appears where you can type your input.
Reference Editor
Reference Editor overview
Indicates one or more
proxy references exist
Proxy manager
node name
Edit reference path
Actual file path
Edit reference
namespace
Currently loaded
file name
Proxy tag
Indicates locked
reference
Indicates loaded or
unloaded reference
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Create
Reference
Duplicate
Reference
Select File
Contents
Reload
Reference File
Unload
Reference File
Add Proxy
Reference File
Display File
List, Outliner,
and Viewport
Display
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A Text Filter field appears in the File List and Outliner views in the Reference
Editor. To filter the items that are displayed in each of these views, type text into
the field.
The icon to the left of the Text Filter field indicates if the Text Filter is currently
active. If the Text Filter is active, click the icon to turn the filter off.
Indicates the Text Filter
is active.
For more information about using the Text Filter field, see Control which objects
or attribute types appear in an editor in the Basics guide.
File menu
Create Reference
See File > Create Reference on page 217.
Export Selection
Exports the selected objects as a reference and links that reference into the
current scene. You can set options here (see File > Export Selection). A file
browser opens to save the file with the name and location you specify.
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Edits that are applied in the parent scene, specifically setAttr, deleteAttr, and
addAttr, as well as commands that create and remove connections within the
same referenced file, specifically connectAttr and disconnectAttr, are saved
as part of the Save Reference Edits operation. Nodes and connections from
the parent scene that affect only nodes from the referenced file will be saved
to the reference file. For example, animation curves, construction history, and
textures that affect only the reference file will be saved into the reference
file. DAG nodes such as shapes from the main scene will never be saved to
the reference file, with the exception of new construction history shapes that
are parented beneath transforms from the reference file.
Saving reference edits is not possible if the file reference is unloaded. You
must first load the file reference before saving the edits.
Saving reference edits is not possible if the file reference is locked. You must
first unlock the file reference before saving the edits. For more information,
see Locking a file reference on page 19 of the File Referencing book.
Just like any file input/output operation, you cannot undo the Save Reference
Edits command.
Nodes that are automatically created for a scene (such as default cameras
and default shaders) are written to the child file during the Save Reference
Edits operation.
If you require new DAG nodes to be written out as part of the save reference
edits operation, you can import the referenced file so all of the items reside
in the scene, and then select only those imported items as well as any new
nodes, and export the selection as a reference again. In this way, all of the
edits to the nodes and attributes will get written to the exported file
reference.
Clean Up Reference
Removes all edits from the target reference node.
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Note
Reference Menu
Reload Reference/Unload Reference
Loads or unloads the selected reference. If the current reference is already
loaded, reload updates the loaded reference. This is useful when the
reference file is being edited simultaneously.
Duplicate Reference
Duplicates the file associated with the selected reference.
Replace Reference
Opens a file browser to replace the current reference with the one you select.
The group node and/or locator remains the same.
Remove Reference
Removes the selected reference and associated reference nodes from the
scene file. This is the preferred method for removing a reference and its
associated nodes.
Proxy Menu
Add Proxy >
Adds a proxy reference to the currently selected file reference. When you
select Proxy > Add Proxy > you can specify the file type to add and set the
Proxy Tag Options within the Proxy Options window that appears.
Note
The Proxy Options menu items are also available from the context
sensitive menu in the Reference Editor. To display this menu, select
a file reference and right-click the item.
If a proxy reference does not exist for the file reference, a proxy set is
created for the proxy references for that file reference. If a proxy reference
exists, the new proxy becomes a member of the existing proxy set for that
reference.
When a proxy reference is created, the listed file reference updates to display
a icon to indicate that one or more proxy references exist for that reference.
For information on how proxy references are tagged, see Proxy Tag options
below.
The Proxy Options () window is used to set the following options:
General Options
Proxy Tag
Options
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Remove Proxy
Removes the proxy reference that is selected from the list of proxy tags that
appears within the Remove Proxy submenu. The proxy reference is deleted
from the proxy set.
The list of available proxy references is displayed in the menu based on their
proxy tags. The list of proxy tags is generated from all of the proxy tags
currently in use within the proxy sets selected. When a proxy tag appears in
gray, it indicates that it is currently loaded.
When a proxy reference is removed from a proxy set, and only a single file
reference remains, the proxy set is removed and the reference returns to a
normal reference state. In the Reference Editor, the icon is removed from the
listed file reference, and the listed name of the file reference is updated.
Note
Reload Proxy As
Loads the proxy reference that is selected from the list of proxy tags that
appears within the Reload Proxy As submenu. The list of proxy tags is
generated from all of the proxy tags currently in use for the proxy sets
selected. When a proxy tag appears in gray, it indicates that it is currently
loaded.
Reload Proxy As is used to switch between proxy references for a given file
reference. The list of available proxy references is displayed in the menu
based on their proxy tags. When a proxy tag appears in gray, it indicates that
it is currently loaded.
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Note
A proxy for a specific proxy set is only reloaded when the selected
proxy tag matches one of the available tags for that set. For
example, if multiple proxy sets are selected and the high proxy tag
is chosen for reload, only those proxy references that have the
high tag will be reloaded. Any proxy set that does not include the
high tag will remain unchanged.
View menu
View Selected References
Displays only the selected references.
Selecting this option also creates a new Reference View Set, which can be
found in the View menu. This Reference View Set acts as a bookmark;
selecting the created Reference View Set in the future filters the references
in the Reference Editor and only displays the references that were selected
when the Reference View Set was created.
See Reference View Sets on page 47 of the File Referencing book.
File Particulars
The following file information displays when a referenced file is selected in the
Reference Editor. You can select to show or hide this information by clicking on
the disclosure triangle.
Unresolved Name
Displays a relative or absolute path including name of the referenced file,
without locations where Maya searches for the file.
Resolved Name
Displays the filename and path where Maya found the file.
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Namespace
Displays the current namespace for the selected file reference. The
namespace for a file reference can be edited within the text field. (This field
appears when namespaces are the selected name clash option.)
Notes
Rename Prefix
Displays a prefix that can be applied to object names in the event of name
clashes. (This field appears when namespaces are not the selected name
clash option.)
Hypergraph
Hypergraph overview
Presents a graphical view of the scene hierarchy or dependency graph, with boxes
representing nodes and lines representing relationships.
Related topics
The Hypergraph on page 91
View and edit the hierarchy of nodes on page 105
Change the order of nodes on page 107
Change the visual layout of nodes in the Hypergraph on page 106
Show inputs and outputs (dependency graph) on page 111
Connect input and output attributes on page 112
Connect attributes with an expression on page 113
Break connections between attributes on page 113
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Toolbar
Text filter indicator
Enter text
to filter listing
Create bookmark
Input & output
connections
Scene hierarchy
Frame all
Frame selection
Frame hierarchy
Frame branch
Bookmark Editor
Create container
Remove container
Collapse container
Expand container
Graph area
The graph area shows the network of boxes representing nodes, and lines
connecting them representing relationships. You can use the Hypergraph to
view and edit hierarchical relationships or dependency relationships (input
and output connections between attributes).
Use the camera move keys (alt + the middle mouse button and alt + the right
mouse button) to move around the graph the same way you move around in
view panels.
Hypergraph menus
Edit Menu
Rename
Rename the selected node.
Expand
Expand a node to one level below.
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Collapse
Collapse the selected node.
Expand All
Expand all subnodes below a node.
Show Selected
Display and expand a node that is currently not visible in the graph.
Create Container
Adds a new container node to the Graph area and adds any selected nodes
to it. Node connections between the original nodes are maintained. In
addition, unique attributes can be added to the container node.
Remove Container
Deletes the selected container node from the Hypergraph. Any nodes within
the selected container are moved out of the container before it is deleted.
When the container node is nested within one or more other container nodes,
the nodes within the container being removed are moved into the parent
container node one level up in the hierarchy.
To delete a container node and its contents, press the Delete key.
Collapse Container
Reduces the selected container node to the size of one node. The container
node is easily differentiated from other nodes in the Input/Output
connections graph via its thick, round-cornered border.
Expand Container
Increases the display size of the selected container node(s) to display all of
the nodes contained within it.
Clear View
Clear the current hierarchies and return an empty Hypergraph panel.
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Attributes
Open the attribute editor showing information of a selected node.
View Menu
Previous View
Show the previous view.
Next View
Show the next view.
Frame All
Zoom in to view the entire Hypergraph within the frame of the panel.
Frame Selection
Zoom in to view only the selected nodes.
Frame Hierarchy
Zoom in to view only the hierarchies of the selected nodes
Frame Branch
Zoom in to view only the branches of the selected nodes.
Lets you import and adjust the position of an image that displays behind the
nodes within your Hypergraph panel when displaying in either the dependency
graph mode (input/output connections) or for scene hierarchy mode when set
to Freeform display.
Background images can be displayed in both scene hierarchy and input and
output connections display modes. You can only use image formats accepted
by Maya. For more information, see Supported file formats on page 122.
Background images are saved when using the Bookmarks feature.
Image
Horizontal
position
Vertical position
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Scale
Fit to width
Fit to height
Note
Toggles the display of the currently loaded background image either on or off.
Bookmarks Menu
Create Bookmark
Store the current node arrangements as a quick reference. Select options to
name the bookmark, otherwise the bookmark is assigned a default name.
Bookmark Editor
Edit the stored bookmark.
Graph Menu
Scene Hierarchy
The scene hierarchy is the grouping of child nodes under parent nodes. For
more details, see Scene hierarchy on page 87.
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Example
You create a wine glass surface by revolving a NURBS curve. The following
dependency graph appears when you select the revolved surfaces shape
node and select Graph > Input and Output Connections:
Note
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Note
Example
Keyframe the translateX attribute of a NURBS sphere named Ball. If you
select Balls transform node and display all Input and Output Connections,
this graph appears:
The slanted box indicates Balls transform node has been animated. The
graph doesnt indicate which type of animation technique controls the
attribute.
Default Color
Attribute Type
Example Attributes
Blue
Single
transform.translateX,
makeNurbsSphere.radius
Cyan
Double
file.repeatUV,
cameraShape.cameraAperature
Green
Triple
transform.translate, lambert.color
Magenta
Data
nurbsSurface.create,
makeNurbsSphere.outputSurface
Red
Array
particleShape.position,
particleShape.velocity
You can change these default colors in the Colors window (Window >
Settings/Preferences > Colors).
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Tip
Layout
Restores the hierarchy arrangement to the original Input and Output
Connection layout.
Rebuild
Update your scene hierarchy or dependency graphs when it does not update
automatically. For example, if you add an object to a scene and it doesnt
appear in the scene hierarchy, rebuild the graphs to make the scene
hierarchy aware of the objects presence.
Note
-lgt
[HyperGraphControlName];
Rendering Menu
Show ShadingGroups/ Show Materials/ Show Textures/ Show Lights
You can show connections to shading groups, materials, textures, and lights.
See Rendering for details.
Example
Suppose you create a NURBS sphere, then use the Hypershade to create and
assign a Phong shading group to it. Next you use the Hypershade to create a
2D checker texture and assign it to the Phong node.
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The following dependency graph appears when you select Rendering > Show
Shading Groups in the Hypergraph.
Connection line
The white box next to an output node shows the nodes name and
attribute that provides the output. Each node name and attribute is
separated by a period, for example, checker1.outColor and phong1.color.
In the preceding figure, the outColor attribute of checker1 is output to the
color attribute of phong1.
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In many cases, you must be familiar with Maya internal operation details
to understand the node and attribute names you see in the white boxes.
Options Menu
Display > Shape Nodes, Hidden Nodes, Underworld Nodes
By default, the scene hierarchy does not display shape nodes, hidden nodes,
or underworld nodes. It displays only transform nodesnodes that hold
attributes and other information on an objects transformation and parentchild relationships.
Shape nodeholds an objects geometry attributes or attributes other than
the objects transform node attributes. A shape node is a child of a transform
node. A transform node has only one shape node.
Hidden nodeany object hidden using Display > Hide from Mayas menu bar.
The default cameras top, front, side, and persp are also hidden nodes.
Underworld nodea pair of nodes below a shape node. When you create a
curve on a NURBS surface, Maya generates an underworld transform node
and shape node below the shape node of the surface. The CV positions of
underworld nodes have UV coordinates on the surface rather than
coordinates in world or local space.
A dotted line in the scene hierarchy indicates a connection to an underworld
node. Connections to instanced objects are also indicated by dotted lines.
Note
Hypergraph option settings are saved with a scene file. The options
are not saved for Maya globally.
Example 1
If you select Create > NURBS Primitives > Sphere to create a sphere, Maya
creates a transform node and a shape node.
The spheres shape node holds the mathematical description of the spheres
shape. The spheres transform node holds the spheres position, scaling,
rotation, and so on. The shape node is the child of the transform node.
If you select Options > Display > Shape Nodes in the Hypergraph, the scene
hierarchy shows these nodes for the sphere:
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Maya gives the nodes the default names shown in the preceding figure. The
transform node is nurbsSphere1, the shape node is nurbsSphereShape1. If
you rename the transform node, for example, to Bubble, Maya renames the
shape node to BubbleShape.
If you rename the shape node, Maya does not rename the transform node.
Maya doesnt transmit a childs attribute changes up to its parent.
Example 2
If you select Create > NURBS Primitives > Sphere to create a sphere, Maya
creates a transform node and a sphere node. If you then select Modify >
Make Live, then use the Create > CV Curve Tool to draw a curve on the
surface of the sphere and turn on the display of shape nodes and underworld
nodes, the scene hierarchy appears as follows:
Maya gives the nodes the default names shown. The transform node is
nurbsSphere1, the shape node is nurbsSphereShape1. The curve1 and
curveShape1 nodes are underworld nodes for the curve created on the
spheres surface.
When a curve-on-surface is hard to select in the workspace because of
crowding or complex geometry, you can select it easily in the scene hierarchy
with underworld nodes displayed.
Example
Create a NURBS sphere named Ball and a NURBS cone named Cone. Write
an expression to assign the value of Balls translate Y attribute to Cones
translate Y attribute. The expression links the two values. When you move
Ball up or down in the view (in a Y-axis direction), Cone moves up or down
the same amount.
If you select Options > Display > Expression Connections, the scene
hierarchy displays this:
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Tip
You can change the color-coding of the connection lines and other
important entities by selecting Window > Settings/Preferences >
Colors from Mayas main menu bar and expanding Hypergraph/
Hypershade.
The Graph Layout Style lets you rearrange the layout style of nodes to suit
your needs. This option is only available in the Connection View. Rearranging
the layout can make the connections and their relationships more
meaningful.
Circular Layout
Hierarchical
Layout
Orthogonal
Layout
Symmetric
Layout
Tree Layout
Orientation
Horizontal
Display the Hypergraph hierarchy horizontally.
Vertical
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Layout
Freeform Layout
Place nodes or groups of nodes in any location without conforming to
structured hierarchy layouts.
Automatic Layout
Automatically groups the nodes into default hierarchies.
Hypergraph tips
Use the following tips to define an easier and faster workflow when using the
Hypergraph.
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DG node display
The node type for a given DG node is displayed in the pop-up window only
during mouse-over feedback.
Bookmark
The Bookmark remembers your node arrangements and background images.
Container nodes
Use the Create Container node feature to create logical groupings within the
dependency graph. Container nodes simplify the display of the dependency
graph display by letting you organize nodes into groupings that are
meaningful to your production pipeline.
Hypergraph limitations
The following limitations and workarounds relate to the Hypergraph.
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Maya Help
Maya Help overview
The Maya Help is accessible from the Help menu of Maya. The Maya Help
appears in your Web browser and gives you complete access to the online
documentation of Maya, including Whats New, User Guide, Learning Resources,
complete Commands, Nodes, and API documentation, as well as documentation
supplied by mental images on the mental ray renderer of Maya.
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Navigation
frame,
showing
Contents
The left-hand navigation frame gives you tabbed access to Contents, Index, and
Search capabilities. Help information appears in the right-hand frame. When you
first open the Maya Help, a legend appears in the right-hand frame, showing the
various information types of the Maya Help.
Navigation buttons are available on the top of the right-hand frame. These
include:
Send Email: sends a email to Maya documentation about the current page
Bookmark: opens a pop-up window that allows you to bookmark the current
page.
Place browser window on left, Place browser window on right: these two
buttons work with the Maya Browser plugin (if it is installed) to arrange the
Maya help and Maya on the screen to be read side-by-side. Otherwise, these
buttons just move and resize the browser window.
For more information, see Maya Web browser plug-in on page 23 and
Install the Maya Web browser plug-in on page 31.
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Set preferences: sets the screen width for the buttons that change the
browser width (see above), as well as the name of the Maya command port.
To set the screen width, click the left area of the preferences icon. To set the
command port name, click the right area of the preferences icon.
To reduce the amount of time spent searching the Maya Help, you can select
which groups of guides to search in with the drop-down list. For example, if
you know a particular topic is found in the rendering guides, you can select
Using Maya > Rendering and Render Setup for a faster search. The groups
are:
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Whats New
User Guide: information about how to use Maya. Includes several groups
by topic (General, Modeling, Animation, Dynamics, Rendering, and mental
ray)
You can choose to search the users guide for all new and updated
information. In the search tab, click Whats New search options and select
New, Updated, or New & Updated. Your search results show all selected new
or updated topics in this version of Maya. You can cut down your search by
selecting a group of guides, as discussed above.
Hotbox
Hotbox Controls > Hotbox Style
Controls what controls are available in the hotbox. The hotbox appears when you
hold down the space bar.
Related topics
Customize the hotbox on page 156
Menu
Zones and Menu Rows
Make all of the menu rows visible.
Zones Only
Display just the five marking menu zones. Menu sets are not available.
Preferences
Preferences overview
The Preferences dialog box sets preferences for many functional elements of
Maya, detailed in the following sections:
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Interface preferences
Interface
Menu set
This determines which menu set displays in the main Maya menu bar on
start-up. The default is Animation.
Show menubar
Hides or displays the main menu bar (Windows and Linux). Hides or displays
the Panels menu bar (all platforms).
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Tip
Windows
Turn on Remember Size and Position so that Maya restores the size and
position of all windows when closed and re-opened. If turned off, the Maya
windows always display in the center of the screen upon opening.
Command Line
Turn on Hold focus if you want the cursor to stay in the Command Line after
you press Enter (Windows and Linux) or Return (Mac OS X). Otherwise, the
cursor returns to the current window.
Expression Editor
Select an Expression Editor for editing text.
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Devices
Mouse Scroll Wheel
Lets you set whether or not Mayas scroll bars can be moved by your
mouses scroll wheel. When on, you can scroll through various lists and
windows in Maya using your mouses scroll wheel (for example, you can use
your mouses scroll wheel to scroll through a long list of attributes).
Mouse Tracking
On Mac OS X, Maya gives you the option of using either a three button
mouse, a two button mouse, or a single button mouse. (All documentation
assumes the use of a three button mouse).
The following table shows the functional equivalents of two or one button
mouse clicks to three-button mouse clicks.
Three Button
Two Button
One Button
or
command + the right
mouse button
When you use tumble, track, dolly, or select zoom with a one or two button
mouse, the command controls are different from the controls described in
the documentation for the three button mouse. Below is a table that
specifies the control changes.
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Function
Three Button
Two Button
One Button
option + the
middle mouse
button
option +
command + the
left mouse button
option + command
+ the left mouse
button
not available
Tumble
Track
Dolly
Select zoom
Note
For select zoom, hold the corresponding buttons for select zoom
and draw a box around the part of the view where you want to dolly
in and out.
If you drag the box out from left to right, you dolly in.
If you drag the box out from right to left, you dolly out.
UI Elements preferences
Visible UI Elements
Hides or displays UI elements. You can also control this display from the Display
> UI Elements menu.
Turns on any elements you want displayed in the Maya main window.
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Panel Configurations
When saving
When Save panel layouts with file is turned on, the panel layouts are saved
with the scene file. The default is on. (This replaces the former Save File
options.)
Tip
When opening
When turned on, this restores saved layouts from the file. The default is on.
(This replaces the former Open File options.)
File Browser
Environment variables
Controls if the Maya File Browsers expand environment variables in
pathnames.
Retain
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Help preferences
Heads Up Display
You can show, hide, or change the display of the heads-up display text that
appears for certain tools.
Tool messages
Shows or hides the tool messages.
Display time
Sets how long the tool message appears on screen, in seconds.
Popup Help
Tooltips
You can enable or disable tooltips.
Display time
Specify a display time for pop-up help. The default is four seconds.
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Help Language
Sets which documentation language set Maya loads when you use the help.
If you have another documentation language set installed you can click Other
and type a language/dialect code in the Specify language box.
Help Location
Local
Maya displays online help locally.
Remote
Maya displays online help from the URL in the URL box. This can be a help
system on an accessible network drive.
For more information, seeMaya Help overview on page 404.
Display preferences
Performance
Fast interaction
Turns Fast Interaction on to improve performance by displaying fewer
geometric entities (such as polygons). The default is off.
Notes
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View
Axes
Displays one or both of the XYZ coordinates (view and origin axes). If you
disable both choices, no XYZ coordinates appear.
View Axis
Origin Axis
Grid plane
Displays or hides the grid plane. The grid is a 2D plane that represents 3D
dimensions in the view. It is useful when you want to animate motion relative
to a solid surface. Select Hide to hide the grid. The default is Show.
This setting overrides the Display > Grid setting.
Affected highlighting
Turns highlighting display on or off. An object associated with or affected by a
selected object is highlighted in a different color. The default is on.
Note
You can edit this highlight color by selecting Window > Settings/
Preferences > Colors, clicking the Active tab, expanding General,
and modifying Active Affected.
Wireframe on shaded
Select how you want to display the wireframe on shaded objects.
Full
Reduced
None
Region of effect
This option lets you turn on or off the region of effect display. Region of effect
is the part of an object that potentially changes as a result of moving
selected CVs. Note that curves show the region of effect as well as surfaces.
The default is on.
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Region of
Effect on
Region of
Effect off
Shade templates
If on, template objects appear shaded in shaded view. If off, the templated
objects appear as wireframes while all other objects appear shaded. The
default is off.
Kinematics preferences
Inverse Kinematics
Joint size
Changes the display size of skeleton joint sizes. The range is from 0.01 to
5.0.
IK handle size
Changes the display size of IK handles. The range is from 0.01 to 5.0.
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None
IK
FK
Both
Note
By default, joints and bones appear dark navy blue. But when a
skeleton has both IK and FK, each skeleton appears as a different
color (FK is Black, IK is a Dark Red/Brown, and Blend appears
pink/magenta.
Manipulators preferences
Manipulator sizes
Global scale
Specifies the size of the manipulators. The range is from 0.10 to 10.00.
Handle size
Specifies the size of the handle. The range is from 4 to 100.
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Line size
Specifies the line thickness size of the rotate manipulators rings.
Show Manipulator
Default manipulator
You can specify a Default Manipulator option in the Show Manipulator section
to control what manipulator, if any, appears when you select the Show
Manipulator Tool. The Default Manipulator options include:
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None
Translate
Rotate
Scale
Transform
Smart
Component Manipulators
Reposition using middle mouse button
Reposition the move, rotate, and scale manipulators using the middle mouse
button in component mode. This moves the pivot point and manipulator in a
single action.
When you middle-click on an area of the screen, the manipulator moves to
that location and immediately is active. This is useful with the Rotate Tool as
the pivot point and the manipulator move in a single action.
NURBS preferences
NURBS Display
New curves, New surfaces
Select whether you want Edit Points, Hulls, CVs, or origins on new curves or new
surfaces:
Note
Surface divisions
Controls the smoothness of an object in a view. It also affects the rendering
of newly created surfaces. Enter a value or use the slider. The range is from
0 to 64. The higher the value, the smoother the surface.
Curve divisions
Controls the smoothness of a curve in a view. Enter a value or use the slider.
The range is from 1 to 128. The higher the value, the smoother the curve.
Shaded divisions
Controls how smooth your smooth-shaded object looks. Enter a value or use
the slider. The range is from 1 to 64. The higher the value, the smoother the
smooth-shaded object.
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Surface precision
Controls how NURBS primitives are displayed. When you create or move
NURBS objects far from the origin or when you scale NURBS objects to
extreme sizes, you may experience jitter during animation, problems selecting
objects, or problems with an objects display. Setting Surface Precision to
High can help these situations.
Polygons preferences
Polygon Display
Vertices
Specify how you want vertices to display:
Display
Normals
Backculling
Edges
Specify how you want edges to display:
Standard
Soft/Hard
Only hard
Highlight
Specify how you want to highlight polygons:
Border edges
Texture borders
Crease edges
Edge Width
Specify the width of the polygon edge. The range is from 1 to 10.
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Faces
Specify how you want faces to display:
Centers
Normals
Triangles
Non-planar
Normals size
Specifies the display size of the normals. The range is from 0.1 to 10.
Color
Turn Colored Shading on to use the Apply Color operation (Color > Apply
Color).
Color material
These menu options override any existing material channels and replace
them with the vertex colors you assign. For all options other than None,
lighting affects the objects shading.
None
Ambient
Ambient +
Diffuse
Diffuse
Specular
Emission
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Material blend
Renders material blends in hardware. For details of how Material Blend
operates, see Color > Material Blend Setting.
Backface culling
Specify the display for backface culling:
Off
On
Keep wire
Keep hard
edges
Subdivs preferences
Subdivs Display
Component Display
Maya draws components (vertices or faces) by default as points to indicate
finer levels of the base mesh. You can switch back to the previous behavior
(drawing components as numbers).
Points
Numbers
Settings preferences
World Coordinate System
Up axis
Sets the up axis to Y or Z. The default is Y.
Working Units
The units in your preferences relate only to the current scene; you can change
your current scene units without changing the default new scene units.
You can now specify default working units for new scenes (File > New Scene >
). You can specify linear units, angular units, and time settings.
The units you specify are not overwritten when you open a scene file with
different units. The first time you run Maya, the Default Working Units are set
from the Working Unit values in your preferences.
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Linear
Sets the unit of measure for operations that use linear values, for example,
moving and scaling. The default is centimeters.
Angular
Sets the unit of measure for operations that use an angular value, for
example, rotation. The default unit is degrees.
Time
Sets the working time unit for animation. The Time Slider displays time
values in the unit chosen. The Time Slider values update when you change
the time units. You can specify the time unit as frames or as clock values.
Frame selections include:
15 fps
2, 3, 4, 5, 6, 8, 10, 12, 16, 20, 40, 75, 80, 100, 120, 125, 150, 200,
240, 250, 300, 375, 400, 500, 600, 750, 1000, 1200, 1500, 2000,
3000, and 6000 frames per second.
milliseconds
seconds
minutes
hours
The terms frame and time refer to working time units as displayed in the
Time Slider. Technically the term frame applies only when Time is specified in
frames per second (fps). In general, time can refer to frames or to clock
values.
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Tolerance
The Tolerance value determines the degree of accuracy that is maintained
between the original and fit (or interpolated) curves. This setting applies globally
to Maya. You can change it on a case-by-case basis. Set the following tolerance
options:
Positional
Set the degree of accuracy between the actual positions of the original and
interpolated curves.
Tangential
Set the degree of accuracy required to determine if two NURBS objects are to
be made tangent across a shared edge or point.
On character sets
These options are available only when Auto Key is on.
For more information, see What are character sets? in the Character Setup
guide.
Key Modified
Attributes
Key All
Attributes
Rotation Interpolation
To set the rotation interpolation options, see Set rotation interpolation for
curves in the Keyframe chapter of the Animation guide.
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Independent
Euler-Angle
Curves
Synchronized
Euler-Angle
Curves
Synchronized
Quaternion
Curves
Tangents
Tangents determine the status of curve segments when they enter and exit from
a key.
Weighted tangents
Weighted tangents represent the amount of influence a tangent has on an
animation curve segment. When on, all new tangents are automatically
weighted. Weighted Tangents is off by default. See Edit tangents in the
Keyframe chapter of the Animation guide.
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Default in tangent
Specifies the default in tangent type. The In Tangent setting controls the
shape of the animation segment before a key.
Spline
Linear
Clamped
Flat
Plateau
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Spline
Linear
Clamped
Flat
Stepped
Plateau
Animation Blending
The Animation Blending preferences let you specify the types of blends that can
occur between object connections. For example, when you turn on the Always
Blend with Existing Connections Animation Blend preference, you can then both
animate and constrain a single object.
You can move or key objects that have existing connections such as
animation and constraints.
The Lock Output attribute is off by default for all new constraints.
When you key an object, Maya inserts pairBlend nodes between the
objects existing connections and the new keys.
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Cameras preferences
Default Cameras
Sets the default Near clip and Far clip values for cameras. For more
information, see Clipping planes.
Fit view
View compass
Go to bookmark
To select the amount of time the transition takes, use the slider to set a value or
type one in the box provided. You can choose a value from one-tenth of a second
up to five seconds.
Note
Dynamics preferences
Dynamics
Auto create rigid body
Turn this option on to automatically create active rigid bodies when you
connect an object to a field (apply a fields influence to geometry).
Run up from
Select one of the following options:
Previous Time
Start Time
Files/Projects preferences
Projects Settings
Default projects directory, Always start in this project
Use these settings to set up a default projects directory when you create new
projects and on startup.
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Uncompressed
As Is
Note
Display Layer
File import merge
Specify how you want the Display Layer merged when you import a file.
None
By Number
By Name
Render Layer
File import merge
Specify how you want the Render Layer merged when you import a file.
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None
By Number
By Name
Modeling preferences
Output Geometry Type
Output geometry as
These settings determine the type of geometry created from modeling actions
such as Revolve, Loft, Extrude, Fillet Blend, and so forth. Setting it here
affects all applicable modeling actions. Otherwise, select Mixed to use the
individual settings of each modeling action.
NURBS Interaction
Interaction mode
Specify whether you want certain NURBS modeling commands to behave like
actions or tools. An action performs a discrete function on selected objects.
A tool lets you manipulate objects until you complete the operation. You may
want to change actions to tools as you become proficient at Mayas NURBS
modeling.
To globally change the applicable modeling tools, select Everything is a Tool
or Everything is an Action. To individually set each command, select Mixed.
Polygons
Convert component selection
Turn on Convert component selection to have Maya automatically convert an
object selection to the appropriate component selection mode if an action
works only on components.
For example, if you select a polygonal object and try to extrude faces, Maya
automatically selects all the faces on the object and proceed.
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Rendering preferences
Rendering
Preferred renderer
You can select your preferred renderer. This is the renderer that Maya resets
to when you create a new scene (File > New Scene) or when you start Maya.
This can be one of Maya Software, Maya Hardware, Maya Vector (if loaded),
or mental ray (if loaded).
Selection preferences
Modifiers
Modifiers control Maya selection operations. They work with masks to control
what is displayed when you select items. You can turn on one or more of the
following:
Affects active
If you change from object to component selection mode, the selected object
is not affected. This option lets you select objects and components at the
same time. The default is on.
Pick chooser
When objects overlap in the view, lets you display a pop-up list of the objects
so you can select them. Left-click the overlap area to display the menu. The
default is off. Your selection is highlighted in the scene view as you select an
item in this list. Currently-selected items are marked with a box when the list
appears. (This was formerly called Popup Menu selection.)
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Note
You must hold down the left mouse key on Linux to select an item
in this list.
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Left-click to select
these faces on a
sphere...
This behavior is a consequence of the Pick Chooser menu. To make sure that
only the clicked-on components are selected, turn on Disable Pick Chooser
for Components.
Polygon Selection
Select faces with
Specify how you want to select polygonal faces:
Center
Whole Face
Priority
You can specify a selection priority for objects and components. By default,
NURBS curves have a higher selection priority than surfaces. This means that
Maya selects the NURBS curve before the surface when you select geometry that
contains both NURBS curves and surfaces.
1 Scroll to select the item
you want to prioritize.
2 Select Custom.
3 Enter the
priority number.
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Snapping preferences
With these options, you can control the size region around the mouse pointer that
is used for the snap operation.
Snapping
Use snap tolerance
When on, the snap region is restricted to a square area around the cursor,
defined by the Snap Tolerance option. When off, the snap region is unlimited;
you can snap to anything viewable.
Snap tolerance
Controls the size of the snapping area around the cursor when Use Snap
Tolerance is on. For example, if you have two curves close together and you
try snapping to one of the curves, the object may snap to the wrong curve. To
avoid this, try using a small Snap Tolerance value.
Edge Snapping
Snap magnets
Controls the number of magnet points inside edges. For example, 3 means
there are magnet points at each end and in the middle.
Magnet tolerance
Controls how sticky each magnet is; that is, how close the point must be to
a magnet before the point snaps to it. Set this to 100 to constrain points to
always be at magnet points.
Sound preferences
Sound
Waveform display
Controls how much of a sounds waveform (amplitude representation) is
displayed in the Time Slider. Default is Top.
Top
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Bottom
All
Repeat on hold
Specifies that a sound continuously repeats at the current time as you hold
down the mouse button until you drag the Current Time Indicator to the next
time in the Time Slider. Useful for locating a particular sound in a soundtrack.
Default is off.
Repeat size
Specifies how much sound (in the current time unit) is repeated when you
turn on Repeat on Hold. 1 specifies the smallest segment of soundabout
one-third of a time unit in duration, with the other two-thirds being silent. 2
specifies about half a time unit of sound, the rest being silence. 3 species
that the sound loops for that time unit. Only available if Repeat on Hold is on.
Timeline preferences
Timeline
Playback start/end
Specifies playback ranges start and end times. The playback start and end
times specify the Time Sliders playback range. The playback range is always
within the animation range. You can also specify the time units. See Edit
animation preferences in the Animation Basics chapter of the Animation
guide.
Animation start/end
Specifies animation ranges start and end times. The animation start and
end times specify the Range Sliders range. The playback range always stays
within the animation range, so changing the animation start and end times
can also change the playback start and end times. Default animation start
time is 0.00. Default animation end time is 40.00. You can also specify the
time units. See Edit animation preferences in the Animation Basics chapter
of the Animation guide.
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Height
Specifies the Time Sliders height (the vertical space it occupies). Increasing
the height is especially useful when you are working with sound. Double or
quadruple the height for a better display of sound waveforms. Click 1x
(normal height), 2x (double height), or 4x (quadruple height). Default is 1x.
Key ticks
Specifies how the line markers that indicate keys appear on the Time Slider.
Click None, Active, or Channel Box. Default is Active.
None
Active
Channel Box
Options
Options include Timecode and Snapping.
Timecode
Snapping
Timecode offset
Specifies the timecode of the initial time on the Time Slider. Useful for
matching videotape timing. Available if Timecode is on. Default is
00:00:00:00.
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Playback
Update view
If your workspace layout includes several views (for example, selected from
Panels > Layouts), you can improve performance by having the scene play in
only the currently active view. Click Active or All. Default is Active.
Active
All
Looping
Specifies what happens when the scene plays forward and then reaches the
playback end time (or if playing backwards, the playback start time). Click
Once, Oscillate, or Continuous. Default is Continuous.
Once
Oscillate
Continuous
Playback speed
Specifies the speed at which your scene plays. Select Play Every Frame, Realtime (24 fps), Half (12 fps), Twice (48 fps), or Other. Default is Play Every
Frame.
You can also specify the playback time units. See Edit animation
preferences in the Animation Basics chapter of the Animation guide.
Play every
frame
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Real-time
Half
Twice
Other
Other Speed
Playback by
Specifies playback increments if Playback speed is set to Play Every Frame.
For example, if you enter 4, Maya will play only every fourth frame (or time).
Default is 1.000. You can also specify the playback time units.
Undo preferences
Undo
Undo
Select On if you want to be able to undo operations. This is the default.
Queue
Select Infinite to perform an unlimited number of undo operations. This
option can use a lot of memory. Select Finite to limit the number of undo
operations you can perform (specified in the Queue Size box). The default is
Finite.
Queue size
If Finite is the selected Queue setting, specify here the number of undo
operations you can perform. The default is 50.
Save Actions
Set whether or not to save preferences when you exit Maya.
Modules preferences
Maya includes a number of different software modules. Each time you start
Maya, the software loads all the available licensed modules.
Loading several modules can use a lot of RAM and thus increase the start-up
time. To avoid this, you can disable one or more of the modules. You can still
load a disabled module by selecting it from the main menu bar.
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You can also disable various modules based on the specific tasks you are
performing. For example, if you are only rendering, you can improve system
response time by disabling Dynamics.
Application preferences
There are two groups of options you can set.
Identifier
Meaning
%f
File name
%s
Start frame
%e
End frame
%b
Jump by frames
%r
Frame rate
When Maya invokes this command, these identifiers are replaced by proper
values specified in Maya.
Example
The following examples refer to FrameCycler, although you can use many other
programs to view images and sequences. Please see your products
documentation for details of its command-line support.
To set up your View Image and View Sequence commands to work with
FrameCycler, enter the following:
View Image.
Path:
C:\Program Files\IRIDAS FrameCycler Standard\FrameCycler.exe
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440
Optional Flags:
%f
View Sequence.
Path:
C:\Program Files\IRIDAS FrameCycler Standard\FrameCycler.exe
Optional Flags:
%f %s-%e
Type in the path to the application you want to use in the field provided.
External Communication
This section sets options that control the command port of Maya. These settings
are generally used to facilitate communication with the Maya Web browser plugin. For more information, see Maya Web browser plug-in on page 23.
Name
The name of the command port. You can change the name (for security
reasons, for example).
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441
Basics
442
14
Basics Nodes
Reference
Camera node
For additional attributes not specified here, see camera (command) and camera
(node).
to limit which objects render based on their distance from the camera
Film Back
The Film Back attributes control the basic properties of a camera (for example,
the cameras film format: 16mm, 35mm, 70mm).
Film Gate
Lets you select a preset camera type. Maya automatically sets the Camera
Aperture, Film Aspect Ratio, and Lens Squeeze Ratio. To set these attributes
individually, set Film Gate to User. The default setting is User.
Camera Aperture
The height and width of the cameras aperture or film back, measured in
inches. The Camera Aperture determines the relationship between Focal
Length and Angle of View. The default values are 1.417 and 0.945.
Film Offset
Vertically and horizontally offsets the resolution gate and the film gate
relative to the scene. Changing the Film Offset produces a two-dimensional
track. Film Offset is measured in inches. The default setting is 0.
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14 | Basics Nodes
Reference > Camera node
The view guide fills the view. The edges of the view guide may
be exactly aligned with the edges of the view, in which case
the view guide are not visible.
>1
The higher the value, the more space is outside the view
guide.
Depth of Field
These attributes provide control over the cameras focus.
Tip
The more out of focus an image is, the longer it takes to generate
the final rendered image (that is, the post-render blur takes longer.)
Depth Of Field
If on, some objects in the scene are sharply focused and others are blurred
or out of focus, based on their distance from the camera. If off, all objects in
the scene are sharply focused. Depth Of Field is off by default.
Focus Distance
The distance from the camera at which objects appear in sharp focus,
measured in the scenes linear working unit. Decreasing the Focus Distance
also decreases the depth of field. The valid range is 0 to . The default value
is 5.
F Stop
The range of distances from the camera within which objects appear in sharp
focus (the depth of field). The range of distances is centered on the Focus
Distance. The range is smaller toward the camera and larger away from the
camera. The valid range is 1 (small depth of field) to 64 (large depth of field).
The default value is 5.6.
Output Settings
Control whether a camera generates an image during rendering, and what types
of images the camera renders.
Renderable
If on, the camera can create an image file, mask file, and/or depth file during
rendering. By default, Renderable is on for the default perspective camera,
and off for all other cameras.
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14 | Basics Nodes
Reference > Camera node
Note
Image
If on (and Renderable is on), the camera creates an image file during
rendering. The default setting is on.
Mask
If on (and Renderable is on), the camera creates a mask during rendering. A
mask is an 8-bit channel (the alpha channel) in the image file that represents
objects in shades of gray. Black areas represent areas where there are no
objects (or fully transparent objects), and white areas represent areas where
there are (solid) objects. Masks are used primarily for compositing.
Note
Depth
If on (and Renderable is on), the camera creates a depth file during
rendering. A depth file is a type of image file that represents the distance of
objects from the camera by shades of gray. Depth files are used primarily for
compositing. When on, the Depth Type attributes (next) are enabled.
Depth Type
Determines which objects Maya uses to create the Depth file.
Closest Visible
Depth
Furthest Visible
Depth
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14 | Basics Nodes
Reference > Camera node
Tip
Threshold
Used when compositing multiple layers of transparency (which varies from 0
to 1). For example, if Threshold is 0.9 (the default), when transparent
surfaces add up to 0.9 or larger, the surface becomes opaque.
Environment
Control the appearance of the scenes background as seen from the camera.
Different cameras can use different backgrounds.
Background Color
The color of the scenes background. The default color is black.
Image Plane
Creates an image plane and attaches it to the camera. Clicking the Create
button automatically changes the focus of the Attribute Editor to include
attributes for an image plane. See the Rendering book for details about
Image Plane attributes.
Special Effects
Shutter Angle
Controls the blurriness of motion blurred objects.
In a real-world camera, the shutter is actually a metal disk that is missing a
pie-shaped section. This disk sits between the lens and the film, and rotates
at a constant rate. When the missing section is in front of the film, it allows
light from the lens to pass through and expose the film. The larger the angle
of the pie-shaped section, the longer the exposure time, and moving objects
are more blurred. Shutter Angle is measured in degrees. The valid range is 1
to 360. The default value is 144.
Note
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446
14 | Basics Nodes
Reference > Camera node
Display Options
Controls the display of view guides in the cameras view, and provides options for
moving the camera. You can also access most of these attributes in any panels
View > Camera Settings pull-out menu.
Display Resolution
Displays a rectangle that indicates the area of the cameras view that
renders. The dimensions of the resolution gate represent the rendering
resolution. The rendering resolution values are displayed above the resolution
gate. See also the Rendering book.
Movement Options
Undoable Movement
If on, all camera movements are written to the Script Editor and become part
of the undo queue which lets you undo or redo them. This also lets you copy
camera movements and use them for other cameras or scenes.
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14 | Basics Nodes
Reference > General attributes
If off, you cannot undo or redo camera movements. Use Previous View or
Next View instead. Undoable movement is off by default.
Center of Interest
The distance from the camera to the center of interest, measured in the
scenes linear working unit.
Tumble Pivot
The point the Tumble Tool pivots the camera about when Tumble Camera
About is set to Tumble Pivot in the Tumble Tool settings window.
Orthographic Views
When you create a camera from the Create menu, the default view is perspective.
If you want an orthographic camera view, click the Orthographic check box and
change the Orthographic Width if necessary.
The Orthographic Views attributes also let you control the field of view for
orthographic cameras.
General attributes
General attributes
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448
Focus button Click this button to set the Attribute Editor focus to this
node.
Select button Click this button to select the node that is currently
displayed in the Attribute Editor.
Load Attributes button Click this button to manually load the attributes of
the selected object or node.
Copy Tab button Click this button to create a new window containing the
selected tab.
14 | Basics Nodes
Reference > Transform attributes
Transform attributes
Translate
Specifies the objects translation (Translate X, Y, and Z) attribute values in
world space.
Rotate
Specifies the rotation (Rotate X, Y, and Z attribute values) of the object in
world space.
Scale
Specifies the objectss scale (Scale X, Y, and Z) attribute values in world
space.
Rotate Order
Specifies the objects rotation order. You can set the rotate order when you
want a specific final rotation for an object, because each rotate order option
produces a different end orientation. For example, if the rotation order for an
object is set to xyz, the object first rotates about its X-axis, then its Y-axis,
and finally its Z-axis. Default is xyz.
Rotate Axis
Offsets the orientation of the object relative to the orientation of the objects
local rotation axis.
Inherits Transform
When this attribute is on, the current object inherits the transformations
(Translate, Rotate, Scale, and Shear values) of its parent object.
Display
Sets the overall display settings for the current object.
Display Handle
When this attribute is on, the display handle for the current object is
displayed.
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14 | Basics Nodes
Reference > Node behavior
Visibility
When this attribute is on, the current object is visible in the scene view.
When this attribute is off, the current object is hidden in the scene view.
Template
When this attribute is on, the current object is appears a template. See
Display > Object Display on page 294 and Make an object unselectable
(template) on page 135.
LOD Visibility
If the current object is connected to a lodGroup node, then this check box
displays the Hide/Show status of the objects display level. Also, this
attribute is read-only.
If the current object is not connected to a lodGroup node, this attribute turns
off the objects visibility in the scene view.
Node behavior
To change node behavior, select the node and expand the Node Behavior section
of the Attribute Editor.
Caching
Turn Caching on to temporarily store input node evaluations in the cache. When
Maya needs these evaluations (as input to the node), it uses the information
stored in the cache rather than re-evaluating the input node. If no changes have
been made to the node, it redraws more quickly. The cache is destroyed when
you edit an attribute. Note that caching uses more memory, which could affect
Mayas performance.
Node State
Changing the node state can improve performance. There are six possible node
states:
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Normal
HasNoEffect
14 | Basics Nodes
Reference > Level of Detail group node
Notes
The HasNoEffect state has a different meaning for each node type. Some
node types do not implement the state, in which case the state acts just like
Normal.
The Waiting node states are used internally by Maya to keep track of nodes
that are waiting for a view update in the Hypergraph. You should not normally
set nodes to a Waiting state.
Min Distance
Max Distance
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14 | Basics Nodes
Reference > Level of Detail group node
Edit the Threshold value for the object whose distance you want to change,
and press Enter (Windows and Linux) or Return (Mac OS X).
In the Hypergraph, use the middle mouse button to remove the object you
want to re-order from the group.
The other objects in the group move up the group hierarchy.
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452
Use the middle mouse button to drag the removed object onto the lodGroup
node. The object is added to the bottom of the lodGroups hierarchy.
Tip
You can also re-order a group by selecting Edit > Level of Detail >
Ungroup. Re-order the objects and create a new group.
Note
Index
Numerics
3D coordinates, about 17
3D Delta tessellation method 278
3D Paint Texture options 206
A
Absolute transform 181
actions
about 19
changing to tools 160
using 25
Active Object Pivots 415
adaptive tessellation 277
Adaptive tessellation method
when converting to polygons 283
Add Attribute (Modify menu) 271
Add Instance
when parenting 233
Add Proxy 388
Add Proxy options 386
Add to Current Selection brush option 185
Adobe Illustrator Object
creating 258
description 257
options 258
troubleshooting 258
updating 258
Affected Highlighting 415
Affects Active option 432
align objects 73
Always Blend with Existing Connections 427
animated nodes 396
animation
curves
using to create falloff 264
details, Heads Up Display 291
key options 424
markers, hiding 294
transitions (of view) 402
Animation Start/End 436
Annotation (Create menu) 260
Apply Current to All option 319
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453
Index
azimuth
control with mouse 42
description 313
B
backfaces
culling, display options 422
Background Color attribute
Environment attributes 446
Based on distance option 263, 264
Bevel
text type 257
blend box for colors 360
Blend With All Except Constraints 427
Bounding Box
Dolly camera setting 312
option 316
bounding volumes of objects 355
buttons
File 179
quick layout 196
Render 181
Sidebar 182
snapping 180
C
Camera Tools (View menu) 310
Basics
454
cameras
aperture 443
azimuth 313
center of interest 313
Center of Interest option 448
control which one is shown 46
elevation 313
hiding 293
manipulators, hiding 294
node 443
pitch 314
revolving 310
revolving about center of interest 313
rolling 313
tracking 311
yaw 314
zooming 313
caps
for cones 237
for cylinders 237
Center of Interest
about 448
Center Pivot (Modify menu) 271
center the view 43
Change Precision 332
Channel Box 346
colors 349
Channel Control
option 346
Channels 225
Check Box option 368
check boxes in marking menus 368
Chord Height Ratio (tessellation) 277
Chord Length
knots for CV curves 254
knots for edit point curves 255
circle
create 238
Clamped animation option 424
Click Box Size option 433
Closest Visible Depth, Depth Type 445
cloth
hiding 293
Index
collapsing shapes
in Hypergraph 403
Color editor 359
Color Index Mode option 318
Color Range 286
Color Shading option 421
color wheel 359
colors
change 144
change wireframe 51
Channel Box 349
display wireframe 294
Hypergraph, changing 403
set palette 361
value 360
Colors window tabs 306
command line 183
focus, default 409
command port
default 441
Command(s) option 368
commands
assign to hotkeys 157
edit completed 77
repeat 77
complex
manipulators 59
models, displaying 316
complex scene management 131
Component editor
inline numeric calculation 97
component editor
custom layouts 333
editing numeric values 82
interface 332
Component Use Object Pivot 191, 193
components
about 18
numeric values, edit directly 82
selecting 33
selection mode 432
show isolated subset 50
show or hide 49
compression mode 430
cones
creating 237
connection lines
in dependency graph 398
connections
direction of 398
lines in dependency graph 398
of nodes, show 111
construction history 55
about 86
edit 77
construction plane
about 55
snapping creation tools 73
Construction Plane (Create menu) 259
container nodes 107
creating and removing 109, 392
Control Points 225
Control Points tessellation method 280
converting textures to geometry 284
coordinate systems 54
copies of objects 56
Copy
geometry type 228
Count, tessellation method 280
Create menu
Annotation 260
Arc Tools 256
Construction Plane 259
CV Curve Tool 255
Empty Group 261
EP Curve Tool 255
Locator 260
Measure Tools 256
NURBS Primitives 234
Sets 261
Text 257
Create Reference (File menu) 217
cubes
creating 237
Cubic
primitive sphere option 235
culling
display options 422
Basics
455
Index
D
DAG view
connection lines 403
Decrease Depth Traversal Limit 397
default command port 441
Default In/Out Tangent animation options 424
Basics
456
Index
E
edges
display options 420, 422
hard, displaying 420
soft 420
Swap tessellation 280
Edit Attribute (Modify menu) 275
Edit Curves menu
customizing tools 160
Edit menu
Delete 224
Delete All by Type 225
Delete by Type 224
Duplicate 227
Duplicate with Transform 229
Group 230
Invert Selection 226
Level of Detail 231
Paint Selection Tool 184
Parent 233
Quick Select Sets 227
Select All 226
Select All by Type 227
Select Hierarchy 226
Ungroup 230
Unparent 233
Edit NURBS menu
customizing tools 160
edit points
displaying on new curves or surfaces 419
Basics
457
Index
editors
Attribute 338
Attribute Spread Sheet 345
attribute, open multiple 103
Channel Box 346
Color 359
Component 332
component 82
hotkey 369
Hypergraph 91, 390
Layer 352
Outliner 90, 334
Panel 327
plug-in manager 372
Relationship 356
shelf 146
Visor 361
elevation
control with mouse 42
description, for azimuth elevation tool 313
Empty Group (Create menu) 261
Enable Default Scene 201
Environment attributes 446
EP Curve Tool (Create menu) 255
EPS file import 211
Evaluate Nodes (Modify menu) 270
exact transformation values, typing 60
Exit Upon Completion
Tool option 161
Expand Popup List modifier option 433
Export All (File menu) 212
export objects to a new file 128
Export Selection (File menu) 212
Expression Editor
interface 379
expressions
connect attributes with 113
External Communication 441
ExternalWebBrowser directory 32
eyedropper tool 360
F
F Stop attribute 444
Basics
458
faces
display options 421
snap to center 190
factory settings, resetting 26
falloff
curve modification 264
linear modification 263
power modification 264
script modification 264
Far Clip Plane attribute 322
File buttons 179
File menu
Create Reference 217
Export All 212
Export Selection 212
Import 208
New Scene 201
Open Scene 202
Optimize Scene Size 207
Project 222
Reference Editor 221
Save Scene 204
Save Scene As 205
file referencing
Lock file 207
Save Reference Edits 383
File Type option 202
files
formats, supported 122
setting default projects directory 429
Film Aspect Ratio attribute 443
Film Back attributes 443
Film Gate attribute 443
Film Offset attribute 443
Fit To Selection 287
Flat animation option 424
Flat Shade options 316
flat tangents 426
flip objects 68
focal length of camera, changing 313
Focus Distance attribute 444
Focus Region Scale attribute 444
focus, command line 409
Index
Font
text object 257
Fractional Tolerance tessellation method 278
Frame All in All Views (Window menu) 309
frame rate
Heads Up Display 291
Frame Selection in All Views (Window menu) 309
Frames Per Step 417
Free
change axis definition 235
Freeze Transformations (Modify menu) 266
Furthest Visible Depth
Depth Type 445
G
General tessellation method 279
Generate Shaders 287
geometric primitives, creating 78
Geometry
NURBS Smoothness option 300
geometry
hiding 293
type 228
Gimbal rotate mode 190
global rotate mode 190
Global Scale 417
graph control 344
Graph Layout Style 401
graphs
rebuilding 397
graphs, large
improve performance 403
grid
show, hide, change 46
snapping to 180
Grid (Display menu) 288
Grid (Show menu) 321
Grid Plane 415
Group (Edit menu) 230
group objects 138
H
Handle Size 417
handles
size, specifying 417
hard edges
displaying 420
Hardware Fog option 319
Hardware Texturing option 319
Heads Up Display (Display menu) 290
heads-up display 47
customize readout 164
Height 437
cube option 237
help
get 24
Help Language 414
Help Location 414
hidden nodes 92
Hide (Display menu) 292
Hide and Show option 284
hierarchy
of nodes, view and change 104
parenting 88
select objects by 36
view 87
High Quality Filtering 319
Hold Focus command line option 409
horizontal layout of graph 395
hotbox
add marking menus 155
choose actions 27
controls 407
customize 156
default files 163
Basics
459
Index
hotkeys
assign command 157
assign marking menus 155
assign MEL script 158
assigning areas 368
editor, about 369
list 21
tumble, track, dolly 41
view list 159
HSV color model 360
Hull Simplification
NURBS Smoothness options 301
options 301
hulls
displaying on new curves or surfaces 419
Hypergraph 390
change the visual layout of nodes 106
changing default colors 403
collapsing shapes in 403
container nodes 107
deleting connections 404
Graph Layout Style 401
IK Handle Tool 404
Set Background Image 393
Show Background Image 394
window 91
I
Icon Filename option 367
icons
create for shelves 149
icosahedron 245
Ignore
when Rendering option 340
Ignore Selection Priority modifier option 433
Ignore version 203
IK Handle Size 416
IK handles
display size, setting 416
Ik/Fk Blending Display 416
IK/FK Joint Size 416
Illustrator file import 211
Basics
460
Image attribute
Output Settings 445
image formats 120
Image Plane attribute
Environment attributes 446
Import (File menu) 208
importing
merging layers 355
In Tangents, default 424
Increase Depth Traversal Limit 397
increasing virtual memory 169
Independent Euler-Angle Curves 425
Information window, for plug-ins 373
Inherits Transform attribute 449
inline numeric calculation
Attribute editor 97
Component editor 97
input
connections 394
nodes 398
Input box 181
Absolute transform 181
Relative transform 182
Rename 182
Select by name 182
installing
web browser plug-in 31
Instance Leaf Nodes 229
instances
create 228
objects, copying, instancing 56
interactive
display 318
interactive primitive creation 234, 238
subdivisions 253
Interactive Shading option 318
interactivity, improve 162
interface for Maya 17
interpolated curves
tolerance, setting 424
Invert Selection (Edit menu) 226
Isolate Select (Show menu) 320
Index
J
Japanese Maya interface
running on Mac OS X 176
running on Windows 176
text encoding 178
Joint Size 416
joints
display size, setting 416
K
Keep Original option 282
key ticks 437
keyable attributes 87
keys
options 424
kinematics
hiding 293
knot spacing
chord length 254
uniform 254
L
Label option 367
Lasso Select (Edit menu) 226
Lasso tool 183
Layer editor 352
layers
display 132
editing relationships 356
import merge options 430
index number 430
merge options 355
organize objects 136
layout
customize 145
edit 327
saved 325
Layouts option 325
Length
cube option 237
Level of Detail (Edit menu) 231
Level tessellation option 283
Lighting menu 320
lights
dependency graph 397
hiding 293
linking 356
manipulators, hiding and showing 294
Line Pick Size 418
Line Size 418
Linear
primitive sphere option 235
linear
animation option 424
modification falloff 263
lines
thickness, manipulators 417
Load All References 203, 209, 218
Load No References 203, 209, 218
Load Selected Components 333
local
dolly camera setting 312
rotate mode 190
rotation axes, displaying and hiding 295
space 54
space, Move tool 186
Locator (Create menu) 260
Lock option 217
lock value of an attribute 102
Locked
Tumble camera setting 311
Looping 438
M
main window 19
Make Live (Modify menu) 271
Basics
461
Index
Basics
462
Maya Help
narrowing search 406
navigation buttons 405
overview 404
tips 406
Whats New search 406
Maya web browser plug-in 23
examples 32
preferences 441
measure
distance between points 140
Measure Tools (Create menu) 256
MEL commands
add to shelf 148
adding to marking menu 368
start-up 164
MEL protocol commands 23
examples 32
MEL scripts
adding to marking menu 368
assign to hotkey 158
propMod script 264, 265
MEL, about 87
Menu set menu 179
menu sets
custom 21, 150
Menu Sets editor 151
menu_ChangePanelLayout.mel 163
menu_ChangePanelType.mel 163
menu_ChangeSelectionMask.mel 163
menu_CommonModelingPanes.mel 163
menu_ControlPaneVisibility.mel 163
menus
about 21
add to shelf 147
creating tools from 160
Lighting 320
Menu set 179
Panels 322
Shading 315
using 25
Merge Tolerance 276
merging display layers 355, 430
Minimal Edge Length tessellation method 278
Index
N
namespaces 209, 220
navigation buttons
Maya Help 405
Near Clip Plane attribute 322
Never Blend with Existing Connections 427
New Curves option 419
New Group
create for instances 228
New Scene (File menu) 201
New Surfaces option 419
Node Display Override Color 106
nodes
animated 396
attribute names in dependency graph 395, 398
camera 443
change the order 107
containing param curves 396
customize manipulator 78
description 85
general attributes 448
group 88
hidden 392
hierarchy, view and change 104
input 398
output 398
script, execute 202
set update state 114
show and hide 114
show connections 111
slanted boxes 396
types 92
use full names 207
visual layout 106
normalize
each face separately 250
the whole object 250
normals
change display 146
Freeze Transformations option 266
size on polygons 421
Number of Copies 228
Number of Sections
primitive sphere option 236
Number of Spans
sphere primitive option 237
Number U tessellation 279
Number V tessellation 279
numeric
values, edit directly 82
NURBS
convert to polygons (options) 277
curves, using to create falloff 265
CVs, select region of 38
display options 419
surface precision 420
tessellation methods 277
Basics
463
Index
O
Object
pivot point option, primitives 235
Object Display (Display menu) 294
object space 54
objects
about 18
align 73
bounding volumes 355
change name 134
change the look 47
change wireframe color 51
deleting 80
duplicating 80
export to new file 128
filter information 115
group 138
make unselectable (template) 135
move, rotate, scale 59
organize on display layers 136
parenting 88
selecting 33
selection mode 432
show isolated subset 50
show or hide 48
smoothness, controlling 419
snapping 75
space coordinate system, Move tool 186
viewing more than one at the same time 232
octahedron 245
Only for non-rigid deformations 267
Open Scene (File menu) 202
Optimize Scene Size (File menu) 207
orientation
setting for polygonal primitives 248
origin, about 17
Original Object
Subdiv to NURBS conversion option 284
tessellation option 283
Ortho step
Tumble camera setting 311
Basics
464
Orthographic views
Attribute Editor, cameras 448
camera settings 311
Out Tangents, default 424
Outliner editor 90, 334
output
connections 394
nodes 398
Output Settings attributes 444
Output Type
Subdiv to NURBS option 284
P
packages
options 439
paint files, browsing with Visor 361
Paint Selection (Edit menu) 226
Paint Selection Tool (Edit menu) 184
painting
select components by 37
palette of colors 361
paletteColors.mel 163
pan the view 41
Panel option 323
panels
add 145
add layout to shelf 148
deleting 146
editor 327
layout, change 44
layout, customize 145
tear off as window 45
Panels menu 322, 323
panes
of Script editor 375
param curves 396
parameter values, show 141
Parent 228
Parent (Edit menu) 233
parent node 54
Parent to World, unparenting 233
parenting objects 88
Index
Pole Axis
construction plane 260
Poly
text type 257
Poly Count tessellation method
when converting to polygons 283
Polycount
Heads Up Display 290
polygonal primitives
setting subdivisions for 246
polygons
convert NURBS to (options) 277
display options 420
select region of 38
selection options 434
set polygon count 280
tessellation methods 277
Popup Help 413
position manipulator 57
Positional tolerance option 424
power modification falloff 264
preferences
Animation
Working Units 423
files 164
files, path 162
Preferences window 407
Prefix Hierarchy Names (Modify menu) 271
Preload Reference Editor 364
pre-loading file references 365
Preserve Position 230, 231
parenting 233
unparenting 234
Preserve Reference 208, 213
preset attributes 101
Previous State Size 418
previous views
return 43
Basics
465
Index
primitives
circle curves 238
cones 237
creating 78
cubes 237
cylinders 237
interactive creation 234, 238
interactive setting of subdivisions 253
plane 237
planes 237
polygonal, setting axis (orientation) for 248
polygonal, setting texture mapping for 249
setting texture mapping 249
spheres 234
square curves 238
torus 238
priority selection preference 434
prism primitive
description 241
Project (File menu) 222
Project Data Locations 222
projects
directory, default 429
organize files 129
propMod script 264, 265
proportional transformation 61
proxy references
adding a proxy reference 388
Reload Proxy As 388
Remove Proxy 388
proxy tag
options 220, 389
pyramid primitive
description 242
Q
quadrangles
converting NURBS to 277
quality, performance 162
Quantize 285
Quantize Levels 285
Queue option 439
Queue Size option 439
Basics
466
quick
layout buttons 196
Quick Select Set (Create > Sets) 261
Quick Select Sets (Edit menu) 227
R
Radio Button option 368
radio buttons in marking menus 368
Radius
primitive sphere option 235
ramp control 344
rebuilding graph 397
redo 77
Reference Editor
description 380
Reference Editor (File menu) 221
region
selection, change size of 38
Region of Effect 415
region of effect display 415
Relationship Editor
interface 356
Relative transform 182
Reload Proxy As 388
Remove Duplicate Shading Networks 208
Remove Instance
unparenting 233
Remove Proxy option 388
Rename 182
Renderable attribute 444
rendering
buttons 181
nodes 92
repeat last command 77
Repeat on Hold 436
Repeat Size 436
Replace option 284
Reposition Using Middle Mouse Button 419
reset tools or actions 26
Reset Transformations (Modify menu) 266
return to previous views 43
revolving cameras 310
Index
S
Save Reference Edits 383
Save Scene (File menu) 204
Save Scene As (File menu) 205
Saved Layouts 325
Saved Layouts (Window menu) 309
scale
in increments 193
manipulator 58
objects 59
pivots, displaying 295
setting 312
tool 192
Scale attributes 449
Scale setting (Azimuth Elevation) 314
Index
selection
about 19
handles, displaying 295
options 180
selection masks
about 179
actions 34
Selective Preload 203, 364
sending
MEL protocol commands 23
sets
defined 132
editing 356
partitions 139
Sets (Create menu) 261
settings files, modify 162
Shade options 316
Shade Templates 416
Shaded Divisions option 419
shaded objects
smoothness, controlling 419
wireframe on 415
shader libraries
browsing with Visor 361
Shader Template 288
shading
applying to all objects 319
interactive 318
shading groups
display example 397
displaying in dependency graph 397
Shading menu 315
shape nodes 92
Shapes 225
shapes option 216
shelf editor 146
Basics
468
shelves
about 23
add an item 147
custom names or icons 149
customize 146
default 28
edit 148
options 307
path 163
shortcuts
tools and actions 198
tumble, track, dolly 41
view 197
Show (Display menu) 292
Show in Contents 405
Show Manipulator tool 194
Show menu
Grid 321
Isolate Select 320
Show Nodes Which Are
Visor 362
Show Selected Columns 333
Show Selected Objects 333
Shutter Angle attribute 446
Sidebar buttons 182
simplification, hull 301
size
construction plane 260
handles 417
manipulators 417
of scene, optimize 134
slanted boxes 396
Smooth Shade options 316
smoothness
change 47
setting 419
Snap Align Objects (Modify menu) 267
Snap box dolly to
camera settings 312
Snap Rotate 190
Index
snapping
all creation tools to a surface or construction
plane 73
buttons 180
move settings 189
one object to another 75
to a view plane 180
to polygonal components 189
to View Planes option 180
tolerance options 435
soccer ball primitive
description 245
soft edges
displaying 420
sound
options 204
spaces 54
spans
change number for primitives 237
NURBS Smoothness options 301
Special Effects attributes
cameras 446
Spline animation option 424
square, create 238
stack trace
show 378
Standard Fit tessellation method 277
Start and End Sweep Angles
primitive sphere option 235
Start Maya from the command line 29
Status Line, about 20
Step Size
rotating 191
scaling 193
Stepped
animation option 424
Tumble camera setting 311
Steps after Current Frame 417
Steps before Current Frame 417
storage tiles 359
Subdivision Surface Mode option 282
Subdivisions
setting for polygonal primitives 246
supported image formats 120
T
Tangential tolerance option 424
tangents
default in 426
default out 426
flat 426
settings 425
tangents, weighted 424
tear off a window 45
Tear Off Copy option, Panels menu 325
Tear Off option, Panels menu 325
tear-off menus 22
template objects 135
Basics
469
Index
tessellation
NURBS Smoothness options 301
tessellation methods
3D Delta 278
about 277
Chord Height Ratio 277
Control Points 280
Count 280
Edge Swap toggle 280
for conversion to polygons 282
Fractional Tolerance 278
General 279
Minimal Edge Length 278
Number U and Number V 279
secondary controls 280
Standard Fit 277
U and V Type 279
tetrahedron 245
Text (Create menu) 257
text, creating 78
texture
displaying in dependency graph 397
libraries, browsing with Visor 361
placements, hiding 293
Texture Blend 319
Texture Filter 319
texture mapping
for primitive planes 252
options for polygonal primitives 250
setting for polygonal primitives 249
Basics
470
Index
tools
about 19, 160
add to shelf 147
changing to actions 160
creating from menus 160
using 25
top of a view
show information 47
torus
create 238
Track Geometry setting 311
Track Scale setting 311
track the view 41
track tool 311
transform node 92
transformation
about 53
along axes 68
rotate attributes 191
set values to zero 71
type exact values 60
Transformation Tools (Modify menu) 262
transition speed, changing 402
Translate attributes 449
translators 122
Transparency Based depth
Output Settings attributes, for cameras 446
triad option 186
triangles
converting NURBS to 277
Trim
text type 257
Tumble
about 41
camera settings 310
Locked camera setting 311
Ortho step camera setting 311
Orthographic views camera settings 311
pivot camera setting 310
Stepped camera setting 311
Tumble camera about camera settings 310
Tumble pivot camera setting 310
Tumble scale camera setting 310
Tumble Pivot attribute 448
U
U Type tessellation method 279
U/V
patches, cube option 237
UI Elements (Display menu) 292
underworld nodes 92
undo
change history 77
option 439
setting number of 439
Undoable Movement attribute 447
Ungroup (Edit menu) 230
Ungroup Under 231
Uniform
knots for CV curves 254
uniform knots
for edit point curves 255
Uniform tessellation method
when converting to polygons 283
Unparent (Edit menu) 233
Unselect All button 185
Unselect brush option 184
unselecting
CVs 184
vertices 184
Update View 438
upstream and downstream connections 402
Use Namespaces 220
User Defined
pivot point, reposition 235
User defined anim curve option 264
User defined script option 264
user interface
about 17
customize 143
hide elements 411
object-specific, show or hide 50
preferences files 163
userColors.mel 163
userHotkeys.mel 163
Basics
471
Index
userNamedCommands.mel 163
userPrefs.mel 164
userRGBColors.mel 163
utility nodes 93
Update 186
UVs
displaying 296
linking 356
V
V Type tessellation 279
Vertex
snap to 190
vertical layout of graph 395
vertices
display options 420
selecting 184
Vertices tessellation method
when converting to polygons 283
view
center 43
changing transition speed 402
hierarchy and dependency 87
planes, snapping to 180
return to previous 43
View Arrangement (Window menu) 309
View menu
Camera Tools 310
virtual memory
increase 169
Visor window 361
W
Waveform Display 435
web browser plug-in 23
installing 31
preferences 441
Weighted Tangents key option 424
Whats New
search options 406
white boxes in dependency graph 395, 398
Basics
472
Width
cube option 237
window
tear off from panel 45
Window menu
Frame All in All Views 309
Frame Selection in All Views 309
Saved Layouts 309
View Arrangement 309
windowPrefs.mel 164
wireframe
color, change 51
display 422
displaying 316
displaying on shaded objects 415
option 315
shade option 316
Wireframe Color (Display menu) 294
Wireframe on Shaded 415
Working Units 423
World
group under, instances 228
world space 54
Move tool 186
X
X-ray shade option 316
Y
yaw
control with mouse 42
of camera 314
Y-up
about 18
switch to Z-up 162
Z
zoom
about 41
cameras 313
scale setting 313
Index
Z-up
about 18
switch to Y-up 162
Basics
473
Index
Basics
474