Autodesk 663B1-05A111-1001 User Guide

Autodesk 663B1-05A111-1001 - Maya Real-Time Animation Suite 2010 Manual

Autodesk 663B1-05A111-1001 manual content summary:

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    Basics
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    OR ERROR FREE. IN NO EVENT SHALL AUTODESK, INC. BE LIABLE TO ANYONE FOR SPECIAL, COLLATERAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES IN CONNECTION WITH OR ARISING OUT OF PURCHASE OR USE OF THE SOFTWARE OR THESE MATERIALS. THE SOLE AND EXCLUSIVE LIABILITY TO AUTODESK, INC., REGARDLESS OF THE FORM OF
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    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 Work with menu items, tools, and options 25 Select tools and actions
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    Table of Contents Change one type of selection to another 37 Grow, shrink, or change the selected region of CVs or polygon components 38 3 Viewing the scene 41 How do I? Move and rotate the camera 41 Tumble, track, dolly, or tilt the view 41 Use the mouse to control camera azimuth,
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    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
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    types appear in an editor 115 Save and reuse object or attribute visibility filters in editors 116 6 File management 119 About Managing your files 119 Supported image formats (rendering 120 Basics 6
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    Table of Contents How do I? Supported file formats 122 Create, open, or save a scene file 126 Open recently saved files 127 Import files 128 Export objects to a new file 128 Export
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    Table of Contents Basics 8 Change user interface colors 144 Create a custom panel layout 145 Add a new panel to the list of available panels 145 Change the length (scale) of normals in the display 146 Customize shelves 146 Create, rename, rearrange, or delete a shelf 146 Add a tool, action,
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    Table of Contents 9 Performance tips 169 How do I Set Maya to use maximum memory (increase the Virtual Memory limit 169 Get the most out of Maya 169 10 Running Maya in Japanese 175 About Japanese Maya Overview 175 How do I Run Maya with a Japanese user interface 176 Run Maya in English
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    Table of Contents Basics 10 File > Save Scene 204 File > Save Scene As 205 File > Save Preferences 207 File > Optimize Scene Size 207 File > Import 208 File > Export All, Export Selection 212 File > View Image 216 File > View Sequence 216 File > Create Reference 217 File > Reference
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    Table of Contents Edit > Select All by Type 227 Edit > Quick Select Sets 227 Edit > Duplicate 227 Edit > Duplicate Special 227 Edit > Duplicate with Transform 229 Edit > Group 230 Edit > Ungroup 230 Edit > Level of Detail 231 Edit > Parent 233 Edit > Unparent 233 Create 234 Create > NURBS
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    Table of Contents Basics 12 Modify > Transformation Tools > Proportional Modification Tool . 263 Modify > Transformation Tools > Soft Modification Tool 266 Modify > Reset Transformations, Freeze Transformations 266 Modify > Snap Align Objects > Point to Point, 2 Points to 2 Points, 3 Points to 3
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    Table of Contents Window 304 Window > Settings/Preferences > Preferences 304 Window > Settings/Preferences > Tool Settings 304 Window > Settings/Preferences > Performance Settings 304 Window > Settings/Preferences > Color Settings 306 Window > Settings/Preferences > Shelf Editor 307 Window >
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    Table of Contents Shading > Color Index Mode 318 Shading > Backface Culling 319 Shading > Smooth Wireframe 319 Shading > Hardware Texturing 319 Shading > Hardware Fog 319 Shading > Apply Current to All 319 Lighting 320 Lighting menu 320 Show 320 Show menu 320 Show > Isolate Select 320
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    Table of Contents Reference Editor 380 Reference Editor overview 380 Reference Editor toolbar 380 Reference Editor Layouts 381 Reference editor menus 383 Hypergraph 390 Hypergraph overview 390 Hypergraph tips 402 Hypergraph limitations 403 Maya Help 404 Maya Help overview 404 Hotbox 407
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    Table of Contents Snapping preferences 435 Sound preferences 435 Timeline preferences 436 Undo preferences 439 Save Actions 439 Modules preferences 439 Application preferences 440 14 Basics Nodes 443 Reference Camera node 443 General attributes 448 General attributes 448 Transform
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    1 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: • Creating models. Polygons, NURBS, and
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    1 | Interface overview About > Objects and components Origin (0,0,0) (7,3,4) 7 43 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). To specify points on
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    tool by the following: • The menu item has the word Tool in it. • When you select the tool it shows up in the Tool Box. • Instructions appear on the help line when the tool is active. Related topics ™ "Select objects or components" on page 33 ™ "Select tools and actions" on page
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    1 | Interface overview About > Main window Main menus Status Line Shelves Panel menus Tool Box • 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
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    1 | Interface overview About > Menus and menu sets • Change the menu set • Access common functions • Control the selection mask • Set various options • Change the contents of the sidebar. Related topics ™ "Shelves" on page 23 ™ "Display > UI Elements" on page 292 ™ "Quick layout buttons" on page 196
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    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. Drag
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    is available for browsers on Windows, Linux, and Mac OS X platforms that support the Netscape plug-in API, as well as the plug-in scriptability extension. See the instructions in the Related Topics. Related topics ™ "Install the Maya Web browser plug-in" on page 31 Autodesk Maya Error Report Basics
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    Report appears. 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? Get help To... Show the online
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    a tool or menu item in the interface. Get a description of/ instructions for the action under the mouse pointer. Do this Select Help > Find Help The Maya Help is also provided in PDF format. You can print the online books using Adobe® Acrobat® Reader, available free from Adobe at www.adobe.com. To
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    1 | Interface overview How do I? > Set the options for a tool or menu item To use an action (menu item) • Click a menu item to perform the action on the selected objects or components. Some actions work differently depending on the order you select the objects. For example, you select all the
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    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,
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    . Maya does not include the shelves in Linux because they can slow the startup time on those platforms. However you can use the following instructions to load them. 1 Open the Script Editor (Window > General Editors > Script Editor). 2 To load all shelves, copy the following and paste it into the
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    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 "
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    Runs the specified command on startup. The command should be enclosed in double quotes to protect any special characters, including spaces. Copies all error, warning, and information messages (those that normally appear in the Script Editor window) to the specified file (use complete file name). Do
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    browser plug-in automatically 1 Select Help > Browser Setup Assistant to begin the automatic configuration process. The Browser Setup Assistant appears. 2 Follow the Browser Setup Assistant instructions. Basics 31
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    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 be set up manually. See the instructions in
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    2 Selecting How do I? Select objects or components Object mode Component mode Selecting specific component types The following table has tips for selecting certain types of components. They follow the same general pattern for selecting components, but demonstrate some selection techniques or
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    2 | Selecting How do I? > Select a node Basics 34 To... Do this Select an arbitrary point on a surface. Press the right mouse button on a surface and select Surface Point. Press the left mouse button on an isoparm and drag to select a point on the surface. Select a NURBS surface patch. Press
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    or off in the selection mask. Click the type icon in the selection mask area of the Status Line (toolbar). When an icon is depressed, that type is to a preset combination of objects and components based on workflow. If the area to the left of the selection mode icons on the Status Line (toolbar)
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    2 | Selecting How do I? > Save and reuse a selection Save and reuse a selection Quick-select sets are useful to: • Make it easier to quickly select commonly used sets of objects/components. • Save a complex selection so you can re-use it later without having to reselect each object. To create a
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    can select a face and then use Convert Selection > To Edges to select the edges around the face. The Convert Selection type menu items do not Selection submenu. For more information, see the following in the Polygonal Modeling guide. • Select > Convert Selection > To Vertices • Select > Convert
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    . NURBS CVs To... Grow or shrink a selection. Select the CVs around the current selection. Select CVs on the edges of the surface. Do this • Chose Edit NURBS > Selection > Grow CV Selection. • Chose Edit NURBS > Selection > Shrink CV Selection. Chose Edit NURBS > Selection > Select CV
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    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
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    2 | Selecting How do I? > Grow, shrink, or change the selected region of CVs or polygon components Basics 40
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    3 Viewing the scene How do I? Move and rotate the camera Tumble, track, dolly, or tilt the view To look around in a scene, you move the virtual camera associated with a view panel. Hold Alt Drag The left mouse button To... Tumble Alt The middle mouse button Alt Alt + Ctrl The right mouse
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    shortcuts actually correspond to tools. While it is much more convenient to use these keyboard shortcuts, you may occasionally want to use the tool form, or set the options for the tool: ™ "View > Camera Tools > Tumble Tool" on page 310 ™ "View > Camera Tools > Track Tool" on page 311 ™ "View
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    3 | Viewing the scene How do I? > Center the view on selected or all objects 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
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    3 | Viewing the scene How do I? > Change the panel layout To... Return to a bookmarked view. Create a shelf button for a bookmark Do this In the panel menus select View > Bookmarks and then click the name of the bookmark. In the panel menus select View > Bookmarks > Edit bookmarks. Click the
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    3 | Viewing the scene How do I? > Create a window from the contents of a panel (tear off) To... Resize the panels Switch between panel layout and filling the screen with the active panel. Set the contents of a panel. Use a preset layout of panels. Go back in the panel layout history. Go forward in
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    3 | Viewing the scene How do I? > Control what camera is shown in a view Basics 46 To... Move the contents of a panel into a floating window and change the panel's contents. Do this In the panel, select Panels > Tear Off. Control what camera is shown in a view When you start a new scene it has
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    3 | Viewing the scene How do I? > Show information over top of a view (heads-up display) ™ "Show > Grid" on page 321 Show information over top of a view (heads-up display) In the Display > Heads Up Display submenu, turn items on or off. Related topics ™ "Create a custom heads-up display readout" on
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    3 | Viewing the scene How do I? > Show or hide objects Press... To display the selected objects as You can also use X-ray shading, which automatically displays objects with slight transparency to let you see and select things behind opaque surfaces. In a view panel, select Shading > Shade Options
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    3 | Viewing the scene How do I? > Show or hide components To... Show only an object's bounding box. Do this Select Display > Object Display > Bounding Box. 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
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    3 | Viewing the scene How do I? > Show or hide object-specific UI Show or hide object-specific UI To show or hide... A lattice deformer attached to the selected object. Pivot points on the selected objects. Selection handles attached to the selected objects. Manipulators on the selected cameras or
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    3 | Viewing the scene How do I? > Change an object's wireframe color To... Do this Always only show the selected objects in the panel as the selection changes. In the panel, turn on Show > Isolate Select > Auto Load Selected Objects. Select whether new objects will or won't be in the isolated
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    3 | Viewing the scene How do I? > Change an object's wireframe color To... Change the colors available in the wireframe color palette. Make an object use the default wireframe color. Do this Select Display > Wireframe Color and double-click a color swatch. or Select Window > Settings/Preferences >
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    4 Transforming objects About Transformations Transformations change an object's 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 object's (or component's) pivot point, and
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    4 | Transforming objects About > World space, object space, and local space Transformation Rotation Relationship to Pivot Rotates object around the pivot point. Related topics ™ "Change the pivot point" on page 66 ™ "Move, rotate, or scale objects and components" on page 59 World space, object
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    4 | Transforming objects About > Construction history ™ "The pivot point" on page 53 Maya's 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
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    . If you replace a reference with a different file, instanced objects within both files should have the same name. Otherwise you may encounter errors when retrieving the scene. Related topics ™ "Duplicate" on page 80 How do I? Transform objects and components Use manipulators The Move Tool, Rotate
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    Drag the outer ring to rotate about view axis Drag to rotate in the X direction Drag to rotate in the Z direction Drag the virtual sphere area to rotate in X, Y and Z Drag to rotate in the Y direction • Drag the rings to rotate around the different axes. • Drag the outer ring to rotate
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    4 | Transforming objects How do I? > Use manipulators Scale manipulator Drag to scale in the Y direction Drag to scale proportionally Drag to scale in the Z direction Drag to scale in the X direction • Drag a box to scale along that axis. • Drag the center box to scale uniformly in all
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    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
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    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 Select the object or component. 2 Select the Move Tool or
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    4 | Transforming objects How do I? > Move, rotate or scale components proportionally Note If you are moving a selected NURBS object to an extreme distance or scaling an NURBS object to an extreme size, you may need to activate the High Precision NURBS display to view the objects correctly. The
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    4 | Transforming objects How do I? > Use the Universal Manipulator To transform the selected components proportionally 1 Select the components you want to modify. Only the selected components are influenced by the tool. 2 Select Modify > Transformation Tools > Proportional Modification Tool > ˆ. 3
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    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
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    4 | Transforming objects How do I? > Move, rotate, or scale components with reflection A numerical entry text box appears. 2 Type a value in degrees and press Enter. Note The value entered is in degrees no matter what the setting is of your Working Units. To scale your object proportionately
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    4 | Transforming objects How do I? > Move, rotate, or scale components with reflection This face mirrors the movement. Face selected for movement Moving faces with reflection: moving the selected face also moves the corresponding face along the reflection axis. To move, rotate, or scale
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    4 | Transforming objects How do I? > Change the pivot point Basics 66 Note The position of the reflection plane on the manipulator doesn't correspond to the actual origin of reflection (which may be outside of the current view); it's just a visual indication of the reflection plane (x, y, or z).
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    4 | Transforming objects How do I? > Change the pivot point 2 In the Pivots section, turn on the pivot display options so you can see the effects of editing the pivot values. 3 Do one of the following: • In the Local Space section, type X, Y, and Z coordinates for the Rotate Pivot and Scale Pivot
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    Tool in four additional ways: • Move along live object axis • Orient the Move axis towards a point (Set to point). • Align the Move axis with an edge (Set to Edge). • Align the Move axis with a face (Set to Face). • Move along custom axis (Custom Axis orientation). Basics 68
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    4 | Transforming objects How do I? > Transform along different axes Move along live object axis You can set the Move Tool to move objects along the axis of a live object. Most commonly, you would make a construction plane live, but any object can be set live. Example: moving an object along the axis
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    (the left mouse button + w), select Align Along and then Align Axis With Face or Align Axis With Face. 3 Select an edge or face in the scene. It can be an edge or face on any object, including the currently selected object. The axis of the Move Tool changes. You can see the
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    4 | Transforming objects How do I? > Set transformation values to zero • Select Modify > Transformation Tools > Move Tool > ˆ. 2 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 • Local rotates around an object's own
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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 Align and snap Snap to the grid, a curve, points, or a
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    4 | Transforming objects How do I? > Snap all creation tools to a surface or construction plane Snap all creation tools to a surface or construction plane You can set a surface so that all creation tools (such as the curve drawing tools) are locked on to the surface. This does not affect actions (
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    4 | Transforming objects How do I? > Align objects This is the object the other objects align to. 3 Do any of the following: • Click an icon to align the objects. The icons show how the bounding boxes align. For example: Align tops. Align bottoms. Align centers. Align tops to the bottom of the
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    4 | Transforming objects How do I? > Snap one object to another 3 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
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    76 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. To snap two objects together at one point 1 Select the point that
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    to show a list of recent commands. Hold the space bar to open the hotbox and press the left mouse button in the Recent Commands area on the left to show a menu of recent commands. Related topics ™ "Edit completed commands (construction history)" on page 77 Edit completed commands (construction
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    4 | Transforming objects How do I? > Show a custom manipulator for the selected node Basics 78 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
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    I? > Create text 3 Use the menu button at the right end of the Font box to select a type face and style. 4 Select one of the following: 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
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    4 | Transforming objects How do I? > Cut, Copy, and Paste Basics 80 Cut, Copy, and Paste To... Cut the selection and put it on the clipboard Copy the selection to the clipboard Paste from the clipboard Do This Select Edit > Cut. Select Edit > Copy. Select Edit > Paste. Related topics ™ "Edit >
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    4 | Transforming objects How do I? > Duplicate You can also make lightweight references to existing objects, known as instances. Instances are linked to the original object, so changing to the original automatically updates all its instances. To make a simple duplicate of the selected objects
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    4 | Transforming objects How do I? > Edit component numeric values directly Edit component numeric values directly With the Component Editor you can view and edit the numeric values of each individual component of an object in a spreadsheet format. For example: • The stiffness of individual springs.
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    4 | Transforming objects How do I? > Edit component numeric values directly To... Switch between always showing the current selection and manually updating the selection. Change the decimal precision in the cells. Do this In the Component Editor, turn List > Auto Update on or off. When Auto
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    4 | Transforming objects How do I? > Edit component numeric values directly Basics 84
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    5 Nodes and attributes About Nodes and attributes Nodes Maya is built around nodes. An "object", such as a sphere, is built from several nodes: a creation node that records the options that created the sphere, a transform node that records how the object is moved, rotated, and scaled, and a shape
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    5 | Nodes and attributes About > Nodes and attributes 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
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    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 can't can be done in another language
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    5 | Nodes and attributes About > Scene hierarchy 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
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    of two ways Maya represents your scene (the other being the scene hierarchy). It's 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
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    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. Basics 90
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    5 | Nodes and attributes About > The Hypergraph 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
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    5 | Nodes and attributes About > Node types Basics 92 ™ "Hypergraph overview" on page 390 Node types Transform node A node that contains an object's transformation attributes-values for its translation, rotation, scale, and so on. It also holds information on parent-child relationships it has with
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    5 | Nodes and attributes About > Node types • assemble multiple nodes together for a special purpose. Container nodes do not change the hierarchical relationships between nodes. Container nodes can be created, and modified using the Hypergraph's Edit menu or by using the icons on the Hypergraph
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    5 | Nodes and attributes How do I? > Node types If you rename the shape node, Maya does not rename the transform node. Maya doesn't transmit a child's 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
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    Attribute values with an purple background in the Channel Box or Attribute Editor are controlled by a connection to another attribute. You cannot edit them manually. To... Enter a value for an attributes Change a value and return the keyboard focus to the view windows so you can use hotkeys. Change
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    5 | Nodes and attributes How do I? > Change attribute values in the Attribute Editor or Channel Box To... Enter a value relative to the current one. Quickly link the attribute to another value. (Attribute Editor only) Create a complex expression Do this • Type +=n to add n to the current value. •
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    5 | Nodes and attributes How do I? > Show or hide the manipulator for an attribute in the Channel Box Show or hide the manipulator for an attribute in the Channel Box Normally when you click an attribute name, a manipulator appears on the selected object to control that attribute, and you can also
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    5 | Nodes and attributes How do I? > Inline numeric calculation in multiple cells Examples Adding a value to selected cells 1 Select the cells to operate on. 2 Enter +=4.0 into the active cell. The selected cells increase by 4.0. Subtracting a percentage from selected cells 1 Select the cells to
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    5 | Nodes and attributes How do I? > View and edit multiple attributes on multiple nodes 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"
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    5 | Nodes and attributes How do I? > View and edit multiple attributes on multiple nodes To... Enter a value relative to the current one. Do this • Type +=n to add n to the current value. • Type -=n to subtract n from the current value. • Type *=n to multiply n by the current value. • Type /=n to
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    5 | Nodes and attributes How do I? > Save and reuse attribute presets 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 Save and
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    to other nodes. • 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. Troubleshoot when the Presets button is grayed out Some node types cannot be saved as presets. Shape
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    5 | Nodes and attributes How do I? > Open multiple Attribute Editors 3 Type the name of the attribute. 4 Select the type of value the attribute holds: • Vector: three floating point values. • Float: a single floating point value. Maya does not display floating point numbers in the user interface
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    5 | Nodes and attributes How do I? > Control the display of attributes in the Channel Box 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"
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    5 | Nodes and attributes How do I? > View and edit the hierarchy of nodes View and edit the hierarchy of nodes To... Do this Show scene hierarchy in the Hypergraph. 1 Select Window > Hypergraph. 2 In the Hypergraph, select Graph > Scene Hierarchy. Show scene hierarchy in the Outliner. Move a
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    layout of nodes in the Hypergraph Change the visual layout of nodes in the Hypergraph To... Do this Switch between automatic and manual layout. Select one of the following: • Options > Layout > Automatic Layout. • Options > Layout > Freeform Layout. Move nodes in freeform Drag nodes with the
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    5 | Nodes and attributes How do I? > Change the order of nodes Change the order of nodes When Maya draws or renders the scene, it looks at each node in the scene in order and applies the node's effect (for example, creating an object or applying a rotation) to the scene. In certain limited
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    5 | Nodes and attributes How do I? > Organize nodes into logical groupings 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
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    , select Edit > Remove Container. • Select the Remove Container icon on the Toolbar of the Hypergraph. 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
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    5 | Nodes and attributes How do I? > Organize nodes into logical groupings • Select the Collapse Container icon on the Toolbar of the Hypergraph. • Double-click the border on the expanded container node. The selected container node is minimized to the size of a regular node. To expand a container
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    5 | Nodes and attributes How do I? > Show inputs and outputs (dependency graph) To add or remove nodes from a container node 1 Press Alt + Shift and drag the node into or out of the container node. The node is added or removed from the container. Tip You can also remove a node from an existing
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    5 | Nodes and attributes How do I? > Connect input and output attributes To show connections for only certain types of nodes 1 Select a node of the type, or multiple nodes of different types you want to show. 2 In the Hypergraph, select Show > Show Selected Type(s). 3 To show all nodes again, select
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    5 | Nodes and attributes How do I? > Connect attributes with an expression To change the input or output of a connection 1 Point to the connection line in the Hypergraph, toward the connection you want to change (input or output). 2 Drag the line end with the left mouse button and drop it on a new
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    5 | Nodes and attributes How do I? > Set a node's update state • 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
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    5 | Nodes and attributes How do I? > Show or hide nodes Show or hide nodes To... Do this Expand or collapse hierarchy under a node. • In the Outliner, click the plus or minus icon to the left of the node name. • In the Hypergraph, double-click the node. Show auxillary node types. In an editor,
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    5 | Nodes and attributes How do I? > Save and reuse object or attribute visibility filters in editors Basics 116 To temporarily filter out objects or attributes from the editor display To... Only show items with specific text in their names. Only show certain types of objects. Only show certain
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    5 | Nodes and attributes How do I? > Save and reuse object or attribute visibility filters in editors 2 In the editor, select Show > Show Selected Type(s). 3 Select Show > Create Entry. 4 Type a name for the filter and click Save. The filter appears in the Show > Objects submenu. To save an
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    5 | Nodes and attributes How do I? > Save and reuse object or attribute visibility filters in editors Basics 118
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    " 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
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    image formats (rendering) Basics 120 Supported image formats (rendering) Maya can save rendered image files in several image file formats. The following table lists these formats alphabetically. For more information on
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    6 | File management About > Supported image formats (rendering) File Format Class Quantel (.yuv) Quantel QuickDraw (.pict) Mac Apple® Mac Quicktime® Image (.qtif) Apple® Quicktime Mac Movie (.qt) RLA (.rla) -- SGI® (.
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    broadcast. Mac An image format unique to Macintosh applications. These formats are only supported on Macintosh machines. Supported file formats The following lists general file format support. There may be slight differences in support between platforms and depending on variations in file formats
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    6 | File management About > Supported file formats Data Import MEL FBX DXF OBJ IGES StudioTools® wire AIFF image mov (ascii motion) VRML2 EPS Adobe® Illustrator® OpenFlight® STL * via wrl2ma Data
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    6 | File management About > Supported file formats Data Export StudioTools wire mov (ascii motion) VRML2 GE2 RTG mental ray® RIB Open Inventor2 OpenFlight® Shockwave3D Windows Yes Yes Yes Yes Yes
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    6 | File management About > Supported file formats Image Input Cineon Quantel Targa MacPaint Adobe® PhotoShop® PNG QuickDraw Windows Yes Yes Yes Mac OS X Yes Yes Yes Yes Yes Linux Yes
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    6 | File management How do I? > Create, open, or save a scene file Image Output MacPaint Adobe® PhotoShop® PNG QuickDraw DDS Windows Mac OS X Yes Yes Linux Yes Yes Yes Yes Yes Yes Yes Note The mayaAscii and mayaBinary file formats are the only ones that preserve all the information
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    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
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    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
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    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
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    6 | File management How do I? > View images or animations To switch to a different project 1 Select File > Project > Set. 2 Select the top level folder of the project. To change where the project stores different types of files 1 Select File > Project > Edit Current. 2 Edit the paths. Tips
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    7 Scene management About Managing complex scenes Maya provides many organizational features to help you manage complex scenes. Some of the features allow you to organize the items directly in your working scene while others allow you to segment your scene into many files and work discretely with
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    7 | Scene management About > Organizing objects Basics 132 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
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    partitions to keep sets separate where overlapping members could cause problems. Maya creates partitions to keep character sets, shading 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
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    7 | Scene management How do I? > Optimize scene size How do I? Optimize scene size There are several functions available in Maya to decrease the size and complexity of your scene. Basics 134 To... Do this Remove empty, invalid, and unused information from the scene. File > Optimize Scene size
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    7 | Scene management How do I? > Make an object unselectable (template) Note In node and attribute names, all punctuation except for the underscore (_) and the pound sign (#) are illegal characters. To change the name of an object or node Do one of the following: • Select an object or node and
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    7 | Scene management How do I? > Organize objects on display layers Basics 136 To... Select a templated object. Do this Use the Hypergraph or Outliner to select the templated node. or Click the "Select by hierarchy and combinations" icon in the Status Line (toolbar) and set the selection mask to
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    7 | Scene management How do I? > Edit all objects on a layer at once To... Delete layers without any objects. Do this In the Layer Editor, select Layers > Delete Unused Layers. Related topics ™ "Organizing objects" on page 132 ™ "Edit all objects on a layer at once" on page 137 ™ "Group objects
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    7 | Scene management How do I? > Group objects together Basics 138 Related topics ™ "Organizing objects" on page 132 ™ "Organize objects on display layers" on page 136 Group objects together When you group objects together, you can select, move, rotate, and scale the group as a single unit. To...
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    7 | Scene management How do I? > Keep a collection of sets from having overlapping membership ™ "Keep a collection of sets from having overlapping membership" on page 139 Keep a collection of sets from having overlapping membership Partitions lets you group sets together while ensuring that the sets
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    7 | Scene management How do I? > Annotate or document objects Basics 140 2 On the left side, click the plus icon to next to the partition name to show its contents. 3 Click the set you want to remove. 4 In the Relationship Editor's left side menus select Edit > Remove Highlighted From Partition.
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    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 Show parameter or arc-length values
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    7 | Scene management How do I? > Show parameter or arc-length values on a curve or surface Basics 142
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    prefs • Mac OS X: ~/Library/Preferences/Autodesk/maya//prefs • Linux: ~/maya File path variables" in the Environment Variables guide for more information. Most preferences are disk runs out of space, free up some space before exiting the Maya application. Related topics ™ "Directly modify
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    8 | Preferences and customization How do I? > Show or hide user interface elements Show or hide user interface elements To... Do this Show or hide a specific part Open the Display > UI Elements submenu and of the user interface select an item. Hide all user interface and only show the view/
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    8 | Preferences and customization How do I? > Create a custom panel layout Related topics ™ "Change an object's wireframe color" on page 51 ™ "Window > Settings/Preferences > Color Settings" on page 306 Create a custom panel layout To create a new custom panel layout 1 Set up the layout, panel sizes
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    8 | Preferences and customization How do I? > Change the length (scale) of normals in the display Basics 146 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. 2 Click the
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    8 | Preferences and customization How do I? > Add a tool, action, or MEL script to a shelf 2 Click the Shelves tab. To add a new shelf 1 Open the shelf editor. 2 Click New Shelf. 3 Type a name for the shelf in the text box. To rename, rearrange, or delete a shelf 1 Open the shelf editor. 2 In the
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    8 | Preferences and customization How do I? > Edit the MEL script associated with a shelf item To add a MEL command or script to a shelf 1 In the Script Editor (Window > General Editors > Script Editor), select the MEL commands you want to add to the shelf. 2 Drag the selection with the middle
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    8 | Preferences and customization How do I? > Use a custom name or icon for a shelf item To... Move an icon to another shelf. Copy an icon to another shelf. Do this Drag the icon with the middle mouse button onto the shelf tab you want to move the icon to. Hold Ctrl and drag the icon with the
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    the left mouse button on the black triangle to the left of the shelf area. In the pop-up menu, turn off Shelf Tabs. Switch shelves when the Press the left mouse button on the small tab icon to the left of the shelf area. In the pop-up menu, select the shelf to display. Related topics ™ "Use
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    8 | Preferences and customization How do I? > Manage custom menu sets Custom menu set information is stored in your Maya user preferences. All customization of menu sets is done using the Menu Sets editor. Related topics ™ "Manage custom menu sets" on page 151 ™ "Menu Sets" on page 331 Manage custom
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    8 | Preferences and customization How do I? > Manage custom menu sets Basics 152 To add menus to a menu set 1 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
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    8 | Preferences and customization How do I? > Create or edit a marking menu To rename a menu set 1 Do one of the following with the menu set selected in the Menu Sets column: • Right-click and select Rename. • Select Menu Set > Rename. 2 Enter a new name for the menu set and click Rename. Tip You
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    8 | Preferences and customization How do I? > Create or edit a marking menu Basics 154 To... Do this Open the Marking Select Window > Settings/Preferences > Marking Menus dialog box. Menus. Start a new marking menu. In the Marking Menus dialog box, click Create Marking Menu. Edit an existing
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    8 | Preferences and customization How do I? > Assign a marking menu to a hotkey ™ "Add a marking menu to the hotbox" on page 155 Assign a marking menu to a hotkey Marking menus appear when you hold a hotkey and press the left mouse button. You can set a hotkey to show one of the pre-made marking
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    bar to show the hotbox. 2 Press the left mouse button in the Hotbox Controls area to show the marking menu. 3 Drag down to the Hotbox Style submenu. 4 Select bar to show the hotbox. 2 Press the left mouse button in the Hotbox Controls area to show the marking menu. 3 Drag left, right, up, or down to
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    mouse button in the center of the hotbox. 1 Hold the space bar to show the hotbox. 2 Press the left mouse button in the Hotbox Controls area to show the marking menu. 3 Drag down to the Hotbox style submenu. 4 In the submenu, turn on the Center zone RMB pop-ups option. Related
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    /Preferences > Hotkeys. 2 Commands are grouped into categories. Click the category name in the Categories list you want to put your script in. 3 In the command area at the bottom of the hotkey editor, click New. 4 Type a Name and Description for the new command. 5 In the Command text box, type the
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    8 | Preferences and customization How do I? > View a list of all assigned hotkeys If the hotkey you set already has a command assigned, Maya asks if you want to override it. Example MEL scripts You can use the following MEL scripts to create toggles for x-ray and wire/shaded modes. Script 1: /MEL to
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    8 | Preferences and customization How do I? > Switch operations between actions and tools Switch operations between actions and tools Maya makes a distinction between tools and actions. • Tools work continuously: any clicks or drags you make while the tool is active apply the tool. For example, the
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    8 | Preferences and customization How do I? > Load or unload Maya plug-ins Tool options If you change an action to a tool, the options window for that tool displays two extra options: • Exit Upon Completion If this option is off, Maya's focus remains on the tool after you finish using it. You can
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    scene provided by the plug-in to the "Unknown" node type. Even if you reload the plug-in, the nodes remain Unknown. Related topics ™ "Supported file formats" on page 122 ™ "Plug-in Manager" on page 372 Improve performance, quality, or interactivity Use the settings in Window > Settings/Preferences
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    My Documents\maya\\prefs • Mac OS X: ~/Library/Preferences/Autodesk/maya//prefs • Linux: ~/maya//prefs. You can preference files. If the disk runs out of space, free up some space before exiting the Maya application. Color and hotkey files The following .mel files store
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    >\My Documents\maya\\scripts • Mac OS X: ~/Library/Preferences/Autodesk/maya// scripts. • Linux: ~/maya//scripts. (where scene file or starts a new scene). Refer to the MEL and expressions guide for information on script nodes. Create a custom heads-up display readout Use
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    8 | Preferences and customization How do I? > Create a custom heads-up display readout The following explains the basics of using the command. Read the headsUpDisplay command documentation in the online help for a full explanation of the command's usage and flags. Related topics ™ "Show information
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    8 | Preferences and customization How do I? > Create a custom heads-up display readout 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 <
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    8 | Preferences and customization How do I? > Create a custom heads-up display readout } 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
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    8 | Preferences and customization How do I? > Create a custom heads-up display readout Basics 168
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    2000/XP, the normal application memory partition is 2GB for system and 2GB for applications. For Maya, this have problems starting if /3GB is used. See Microsoft knowledgebase article: 328269 • support.microsoft. • Segment your scene into areas that don't overlap (for example, using a grid layout). Use
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    are in the Hardware Texturing section of the shader node, Texture Filter drop-down list. • Use the new Use default material display mode if applicable. • Don't use extra Shading menu settings like Wireframe on Shaded if you don't need them. • If possible, use Show > Isolate Select to limit what
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    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 you're only using hardware shaders in the scene
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    are expensive to render, don't use more than you need. Autoshading is free and can provide an acceptable alternative for some lights when using the Maya We suggest you defragment regularly and thoroughly with a dedicated application. Standard tools offered by the operating system are often not
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    9 | Performance tips How do I > Get the most out of Maya • Use File > Optimize Scene Size > ˆ to remove unused scene data. Modeling • Use the Reuse Triangles attribute on polygons. • Use Poly Reduce to simplify complex geometry. Polygonal models that don't have the following will display faster:
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    9 | Performance tips How do I > Get the most out of Maya Basics 174
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    Maya with a Japanese user interface" on page 176. Note Refer to www.autodesk.com/qual-charts for the most up to date information on qualified hardware and Maya files containing Japanese text" on page 178. • Maya only supports object names entered as single byte characters (ASCII, or plain Western
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    10 | Running Maya in Japanese How do I > Run Maya with a Japanese user interface 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 Run Maya
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    10 | Running Maya in Japanese How do I > Run Maya in English within a Japanese environment 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 Run Maya in English within a
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    Maya files are saved from the Maya Japanese language user interface in the .mb (Maya Binary) format, they can be shared between the various supported platforms and operating systems without conversion. If you need to save and work with Maya text files containing Japanese (.ma, .mel), the text files
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    11 Basics Tools Reference Status line (toolbar) Menu set menu ™ "Menus and menu sets" on page 21 ™ "Select tools and actions" on page 25 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
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    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 (
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    11 | Basics Tools Reference > Status line (toolbar) Make selected object live Converts the selected surface to a live surface. ™ "Modify > Make Live" on page 271 Render buttons Click these buttons to open the Render View window, perform a normal render, perform an IPR render, or open the render
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    11 | Basics Tools Reference > Status line (toolbar) Input Mode Sidebar buttons Click a button to show a sidebar: • Attribute Editor/notes • Settings for the current tool • Channel Box/Layer Editor How to use Relative transform Type numbers in the X, Y, Z fields to move, scale, or rotate based on
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    Command line 11 | Basics Tools Reference > 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
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    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 Selection Tool options The options described below are unique to the Paint Selection Tool
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    Toggle 11 | Basics Tools Reference > Paint Selection Tool Unselects selected components and selects unselected components. Select Unselect Toggle Tip • To unselect selected components while Select is chosen, press the Control key and paint over them. Similarly, when Unselect is chosen, press
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    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,
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    11 | Basics Tools 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
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    can set the Move Tool to move the selected object along an axis defined by an edge. 1 Select an object. 2 Click Set to Edge. 3 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
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    11 | Basics Tools Reference > Move Tool Relative While Maya moves the object, relative spacing is maintained. Turn this option off if you don't 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
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    11 | Basics Tools Reference > Rotate Tool 3 In the Tool Settings window, select a Snap to Live Polygon setting-Face Center or Vertex. 4 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
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    Use Object Pivot Lets you rotate object components about the object's pivot point. Center as virtual trackball If this option is turned on, dragging the area inside the rotation manipulators (the center) rotates the object or component. If this option is turned off, you can only rotate the object or
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    11 | Basics Tools 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
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    11 | Basics Tools 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
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    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): Basics 194
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    11 | Basics Tools 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
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    11 | Basics Tools Reference > Quick layout buttons Basics 196 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
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    11 | Basics Tools Reference > View hotkeys View hotkeys Hold + drag Alt + the left mouse button Alt + the middle mouse button Alt + the right mouse button or Alt + the left and middle mouse buttons Function Tumble Track Dolly Press a f Function Show all Show selected Press 1 2 3 Function
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    11 | Basics Tools Reference > Tool and action hotkeys Press Alt+B Function Changes the background color of the perspective and orthographic panels: standard (light gray), dark gray, or black Related topics ™ "Create or edit a marking menu" on page 153 ™ "Assign a predefined command to a hotkey"
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    Press F8 p Shift + p s Shift + w Shift + e Shift + r 11 | Basics Tools Reference > Tool and action hotkeys Function Switch between object/component selection mode Parent Unparent Set key Key the selected object position Key the selected object rotation Key the selected object scale Press 8 ctrl +
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    11 | Basics Tools Reference > Tool and action hotkeys Basics 200
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    12 Basics Menus 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. File > New Scene > ˆ Enable Default Scene Turning on this option allows you to select a file to be loaded into the scene whenever a
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    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 disabling script node execution only if you have an error in your script.
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    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 files that are opened in an earlier version of Maya are not supported as feature compatibility to earlier software versions cannot be ensured. The
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    bird reached the end of the rope. If you knew that the bird reached the end of the tightrope at time 108, you would specify a sound file offset of 108. Move files You must import move files. See "File > Import" on page 208. Anim files You must import anim files. See
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    it with the latest incremental backup file. File > Save Scene As Allows you to select a new name and location for the scene file. 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 Basics 205
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    12 | Basics Menus Reference > File > Save Scene As ™ "Work with proxy references" on page 42 of the File Referencing book ™ "File > Save Scene" on page 204 ™ "File > Export All, Export Selection" on page 212 File > Save Scene As > ˆ File type Sets the file type to mayaBinary or mayaAscii. The
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    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
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    > File > Import Related topics ™ "Optimize scene size" on page 134 File > Import Loads data from a scene file into the existing scene. 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 File > Import
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    12 | Basics Menus Reference > File > Import Load all references Opens the file with all references loaded. You can change the state of reference loading 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
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    12 | Basics Menus 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
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    12 | Basics Menus Reference > File > Import Adobe Illustrator and EPS options The Illustrator importer cannot import Illustrator text objects. Convert any text objects in your file to paths before you import the file into Maya. Scale factor Allows you to control the scale of the curves produced
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    compressed) and as much as will fit into the specified time range is pasted into the new area. Paste Method Specify a paste method. Insert Places the clipboard contents before any existing keys in or the selected objects to a new scene file. Related topics ™ "Supported file formats" on page 122
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    12 | Basics Menus Reference > File > Export All, Export Selection ™ "Create, open, or save a scene file" on page 126 ™ "Recover data after a crash" on page 130 ™ "File > Save Scene" on page 204 ™ "File > Save Scene As" on page 205 Default file extensions Defaults to exporting the file with the
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    are writing the file using the expected file format. mental images (.mi) file options See File > Export All, Export Selection (mental ray) in the Rendering guide. Move file options Attributes Type the name of an attribute in the Attributes box and click Add to add the attribute to the list of
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    12 | Basics Menus Reference > File > Export All, Export Selection Float Eight digits of precision Double Seventeen digits of precision Custom A setting between 1 and 18. File Contents Use Node and Leaf Attribute Names When the Use Node and Leaf Attribute check box is selected, the node and
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    File > View Image By default, uses FCheck to view the image you select. You can change this option in the Preferences. For more information, see "Application preferences" on page 440. File > View Sequence By default, uses FCheck to view the sequence of images you select.You can change this option in
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    Deferred When this option is turned on, any reference created is added to the scene in an unloaded state, and only appears when it is manually loaded. 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
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    12 | Basics Menus Reference > File > Create Reference Basics 218 File type Select from the drop-down list the file type you are importing. If you aren't 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
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    12 | Basics Menus 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
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    12 | Basics Menus Reference > File > Create Reference Basics 220 Name Clash options Use Namespaces When you reference a scene with the Use Namespaces option turned on, Maya creates a new namespace that contains the imported or referenced data. Turning on the Use Namespaces option ensures that all
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    12 | Basics Menus 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.
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    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
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    12 | Basics Menus Reference > File > Project > Set File > Project > Set Lets you select a current project to work on. A project lets you group together all the different files needed for a scene or group of related scenes. Related topics ™ "Organize files into projects" on page 129 File > Recent
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    12 | Basics Menus Reference > Edit > Undo, Redo, Repeat Basics 224 Edit > Undo, Redo, Repeat ™ "Undo, Redo, and Repeat" on page 77 Edit > Recent Commands Brings up a list of recently-selected commands. You can click on a command in this list to repeat the command. Edit > Cut Cuts the selected item
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    12 | Basics Menus Reference > Edit > Delete by Type > Channels, Static Channels, Non-particle Expressions Edit > Delete by Type > Channels, Static Channels, Non-particle Expressions Hierarchy To delete the component from the selected object only, select Selected. To delete the component from the
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    Lasso Select Lets you select objects and components in view panels by drawing a free form shape around them. Related topics ™ "Lasso Tool" on page 183 ™ " See also "How Artisan brush tools work" in the Artisan and 3D Paint guide. Related topics ™ "Paint Selection Tool" on page 184 ™ "Select
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    12 | Basics Menus Reference > Edit > Invert Selection Edit > Invert Selection Selects all unselected objects, and deselects all selected objects. Related topics ™ "Select objects or components" on page 33 Edit > Select All by Type The items in this submenu select every object of a certain type in
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    12 | Basics Menus Reference > Edit > Duplicate Special Edit > Duplicate > ˆ Geometry Type Select how you want the selected object(s) duplicated. Copy Make a copy of the geometry being duplicated. Instance Create an instance of the geometry being duplicated. When you create an instance, you do
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    12 | Basics Menus Reference > Edit > Duplicate with Transform Duplicate Input Graph Turn this option on to force the duplication of all upstream nodes leading up to the selected object. Upstream nodes are defined as all nodes with connections feeding into selected nodes. For example, if A, B, and C
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    12 | Basics Menus Reference > Edit > Group Edit > Group Groups objects together under a new transform node, allowing you to select and transform them all at once. Related topics ™ "Group objects together" on page 138 Edit > Group > ˆ Group Under Group objects under one of the following: Parent
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    changing their position when ungrouped. Edit > Level of Detail Lets you associate multiple versions of some geometry to be replaced based on distance in a game engine. This lets you produce a high-quality version of a model for up-close and a low-quality version for far-away, with multiple versions
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    12 | Basics Menus Reference > Edit > Level of Detail • 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. The new object is added to the bottom of the lodGroup's
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    12 | Basics Menus Reference > Edit > Parent Edit > Parent Makes the selected nodes children of the last node you selected (the key object). Select the objects you want to assign to the parent, then shift-select the parent and select Edit > Parent. That is, if two objects are selected in sequence,
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    12 | Basics Menus Reference > Create > NURBS Primitives Basics 234 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
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    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
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    12 | Basics Menus Reference > Create > NURBS Primitives Linear Use Tolerance You can use this option to improve the precision of the primitive's shape. If set to Global tolerance, the Positional tolerance value in the Settings part of the Preferences window is used (Window > Settings/Preferences >
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    's up arrow. Options unique to cubes follow: Width, Length, Height Sets the cube dimensions. 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
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    12 | Basics Menus Reference > Create > Polygon Primitives 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
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    12 | Basics Menus Reference > Create > Polygon Primitives Create > Polygon Primitives > Exit on Completion This option interacts with Interactive Creation. When Exit on Completion is turned on, you must select a primitive type again in order to create another primitive. When this option is turned
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    12 | Basics Menus Reference > Create > Polygon Primitives Height Specifies the height of the cylinder. (For interactive creation, appears as a single-click setting only.) For more information, see: • "Divisions" on page 246 • "Axis" on page 248 • "Create UVs" on page 249 Cone Radius Specifies the
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    12 | Basics Menus Reference > Create > Polygon Primitives 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
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    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: • "Divisions" on page 246 • "Axis" on page 248 • "Create UVs" on page 249 Pyramid
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    Pipe 12 | Basics Menus Reference > Create > Polygon Primitives 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
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    12 | Basics Menus Reference > Create > Polygon Primitives 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
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    12 | Basics Menus Reference > Create > Polygon Primitives • "Create UVs" on page 249 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: • Tetrahedron:
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    12 | Basics Menus Reference > Create > Polygon Primitives For more information, see: • "Divisions" on page 246 • "Axis" on page 248 • "Create UVs" on page 249 Divisions The values you enter in these boxes change the primitive by adding or taking away faces of the polygonal surfaces. Almost all
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    12 | Basics Menus Reference > Create > Polygon Primitives Subdivisions around Axis (Axis = Y) 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
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    12 | Basics Menus Reference > Create > Polygon Primitives 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,
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    12 | Basics Menus Reference > Create > Polygon Primitives Create UVs The following table lists the common Create UVs attributes for each type of polygon primitive. Shape Normalize Preserve Aspect Other Options Ratio Sphere Yes Cube Yes Yes Cylinder Yes Yes Cone Yes Yes Plane Yes
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    12 | Basics Menus Reference > Create > Polygon Primitives 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
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    12 | Basics Menus Reference > Create > Polygon Primitives Preserve Aspect Ratio (Default.) Normalized UVs maintain the original ratios of the UVs without stretching the UVs to fill the 0 to 1 texture space. This option affects the appearance of the texture map on the primitive. Basics 251
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    12 | Basics Menus Reference > Create > Polygon Primitives Aspect Ratio not Preserved Basics 252 Preserve Aspect Ratio UV options for primitive spheres The options window for a polygonal sphere primitive includes a Create UVs menu where you can select an item to specify how you want the texture
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    Primitives 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
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    12 | Basics Menus Reference > Create > CV Curve Tool Adjust cap subdivisions after create Adds additional steps to the Interactive Creation process that let you adjust the cap subdivisions on primitives that contain caps (Cylinder, cone, pyramid, prism, helix, pipe). The default setting is off. This
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    12 | Basics Menus Reference > Create > EP Curve Tool The curve does not go through the end CVs. Multiple End Knots on Multiple End Knots off 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
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    12 | Basics Menus Reference > Create > Pencil Curve Tool Basics 256 Create > Pencil Curve Tool Lets you draw a freehand NURBS curve. 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
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    page 140 Create > Text > ˆ Text Specifies the text to be created. Font Typographical style for the text. For details on using a character from an expanded options apply. See Surfaces > Bevel Plus in the NURBS Modeling guide for more details. Create > Adobe Illustrator Object The Create Adobe
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    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
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    : • Increase the value of the Tolerance attribute after import Bevel error Tolerance=0.001 Tolerance=0.014 • Fixing the curves in Adobe Illustrator and 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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    12 | Basics Menus Reference > Create > Locator Related topics ™ "Construction planes" on page 55 ™ "Snap all creation tools to a surface or construction plane" on page 73 Create > Construction Plane > ˆ Pole Axis Sets the orientation of the construction plane. The default is an XY plane. XY YZ XZ
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    12 | Basics Menus Reference > Create > Empty Group 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
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    12 | Basics Menus Reference > Modify > Transformation Tools > Move Tool, Rotate Tool, Scale Tool, Show Manipulator Tool ™ "Relationship Editor" on page 356 Modify Modify > Transformation Tools > Move Tool, Rotate Tool, Scale Tool, Show Manipulator Tool These menu items act the same as clicking the
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    12 | Basics Menus Reference > Modify > Transformation Tools > Proportional Modification Tool Select None to show the node's 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
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    Falloff: Power Using the Proportional Modification Tool, you can set the degree to any value between +5 and -5 and the falloff is non-linear (it forms a logistic curve). However, if you set the degree to 1, the falloff is linear again. Distance Cutoff Objects further away than this value are ignored
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    12 | Basics Menus Reference > Modify > Transformation Tools > Proportional Modification Tool 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
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    12 | Basics Menus Reference > Modify > Transformation Tools > Soft Modification Tool Modify > Transformation Tools > Soft Modification Tool For more information, see Soft Modification Tool. Modify > Reset Transformations, Freeze Transformations Reset transformations sets the transformations on the
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    12 | Basics Menus Reference > Modify > Snap Align Objects > Point to Point, 2 Points to 2 Points, 3 Points to 3 Points 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
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    12 | Basics Menus Reference > Modify > Snap Align Objects > Align Objects Right Snaps the midpoint of the first and third points to the midpoint of the second and fourth, and aligns the other matching points in the same direction. Modify > Snap Align Objects > Align Objects Aligns objects in
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    12 | Basics Menus Reference > Modify > Snap Align Objects > Align Tool Selection Average Last Selected Object Uses the average minimum, middle, or maximum value of the objects' bounding boxes as the alignment reference. Uses the minimum, middle, or maximum value of the bounding box of the key
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    12 | Basics Menus Reference > Modify > Snap Align Objects > Snap Together Tool Basics 270 Objects align to the far right of the cube. Related topics ™ "Align objects" on page 73 Modify > Snap Align Objects > Snap Together Tool Lets you visually pick the points on two objects to snap together.
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    12 | Basics Menus Reference > Modify > Make Live Modify > Make Live Converts the selected surface to a live surface. For NURBS surfaces, curves drawn on a live surface become curves-on-surface. All other creation tools automatically snap to the live surface. Select this item again to turn it off.
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    12 | Basics Menus Reference > Modify > Add Attribute Custom attributes have no direct effect on any characteristic of an object in Maya. You can use them to control a combination of other attributes. You might also use a custom attribute as a variable-a place to store a value temporarily to be read
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    12 | Basics Menus Reference > Modify > Add Attribute numbers. If you select Scalar, you can specify Minimum, Maximum, and Default values for a Float or Integer attribute. Per Particle (Array) Creates a per particle attribute. You can set this type of attribute to different values for each
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    12 | Basics Menus Reference > Modify > Add Attribute Basics 274 infoBits lightData lightTable matrixObjectToWorld matrixWorldToObject mediumRefractiveIndex normalCamera numShadingSamples objectId objectType opticalDepth outColor outGlowColor outMatteOpacity outParticleEmission outTransparency
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    12 | Basics Menus Reference > Modify > Edit Attribute vertexCameraTwo vertexUvOne vertexUvThree vertexUvTwo Modify > Edit Attribute You can edit custom (or dynamic) attributes from either the main menu (Modify > Edit Attribute) or from the Attribute Editor (Attributes > Rename Attributes).You can
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    topics ™ "Convert NURBS surfaces to a polygon mesh" on page 53 in the Polygon Modeling guide Modify > Convert > NURBS to Polygons > ˆ Attaching multiple output meshes Attach Multiple Output values are modified. Note This feature only supports Maya software NURBS tessellation settings. It does not
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    polygon type. Quad polygon type. Note When you tessellate a trimmed NURBS surface, some 3-sided (triangle) polygons may be created along the trim edge even when the option is set to Quads. Choosing a tessellation method Tessellation means that you create a set of polygons from NURBS geometry
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    Fractional Tolerance value from 1 to 0.01. Value set to 1.0. Default Fractional Tolerance value (0.01). Minimal Edge Length Enter a value or use the Minimal Edge Length slider to set the minimum length of the edges of the triangles or quads that are created. 3D Delta The 3D Delta value determines
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    12 | Basics Menus Reference > Modify > Convert > NURBS to Polygons 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. Setting the initial tessellation controls Unless Use Chord Height or Use Chord Height Ratio
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    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. Turn Edge Swap on to produce triangles with the opposite orientation for the final quadrilateral. Count Set the Tessellation Method to Count to display the following
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    12 | Basics Menus Reference > Modify > Convert > NURBS to Subdiv, Polygons to Subdiv Standard Fit method. Control Points method. 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
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    12 | Basics Menus Reference > Modify > Convert > Subdiv to Polygons Maximum Edges Per Vertex Set the maximum number of edges each vertex in the original surface can have to successfully convert it to a subdivision surface. Keep Original Keeps the original object when creating the subdivision
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    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 The subdivision surface is deleted when the polygonal surface
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    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
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    are detected and then subsequently converted into segments that define the areas for subdivision of the resulting mesh. Quantize Images that contain 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
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    produced during the segmentation phase. For example, a Minimum Segment Size value of 0.5 would indicate that a color segment must occupy at least half of the area of the input image in order to be detected and segmented. While the valid range for this option is between 0.005 and 1.0, useful values
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    12 | Basics Menus Reference > Modify > Convert > Texture to Geometry Surface Fitting Options These options specify how the resulting surface mesh is constrained to fit onto a selected surface in the scene. Fit To Selection Specifies that the resulting mesh will be constrained to fit the polygonal
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    12 | Basics Menus Reference > Display > Grid 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
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    , you can set the grid line numbers to display on the axes, along the edge of the grid, or just hide them. Orthographic grid numbers In the Orthographic views you can set the grid line numbers to display on the axes, along the edge of the grid, or just hide them. Hide Hides the grid line numbers.
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    along the axes. Displays the grid line numbers along the edge of the grid. Note To restore the default grid option 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
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    12 | Basics Menus Reference > Display > Heads Up Display 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
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    12 | Basics Menus Reference > Display > UI Elements Tool Message Shows or hides the tool prompts that appear for certain tools. See also Help Preferences. Display > UI Elements The items in this menu control the visibility of various user interface elements, including the Status Line, the Shelf, the
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    12 | Basics Menus Reference > Display > Hide, Show Hide Unselected CVs To control the display of CVs, select the CVs that you want to remain visible, and then use Display > Hide > Hide Unselected CVs to hide all the other CVs on that surface. This affects the display of CVs in component selection
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    12 | Basics Menus Reference > Display > Wireframe Color Animation Markers Hides animation markers. Light Manipulators Hides light manipulators. Camera Manipulators Hides camera manipulators. Display > Wireframe Color Lets you set the wireframe color of the selected objects. You can leave the color
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    Backface Culling. Select one of the following options: Off By default, Maya turns backface culling off. All wireframes are shown. On Surfaces appear invisible in areas where the normal points away from the camera. Basics 295
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    Basics Menus Reference > Display > Polygons Backfaces No backfaces Culling Options Keep wire Displays wireframe outlines. Keep hard edges Sets backface culling for soft edges only. Keep vertices Displays vertices. Vertices Show vertex points on the selected polygons. UVs Show UVs on the
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    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
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    12 | Basics Menus Reference > Display > Polygons Face Triangles Show all polygon faces as triangles. Non-planar Faces Highlight all non-planar faces. Basics 298 Reset Display Restore default settings. Limit to Selected Limits the changes that you make to the selected polygons. To apply display
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    while in shaded mode. This option is turned on by default whenever you select these commands. Select a Color Material Channel to refine your application. See Coloring polygons for details about using these options and the Apply Color operation. Display > NURBS CVs Show control vertex (CV) for the
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    12 | Basics Menus Reference > Display > NURBS 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
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    these settings to control the number of hull divisions displayed. Display > Subdiv Surfaces Vertices Show vertex points on the selected primitive. 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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    12 | Basics Menus Reference > Display > Animation 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
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    12 | Basics Menus Reference > Display > Rendering Pivot Turns on or off the display of the camera's pivot, which is the point that the camera rotates around. Clipping Planes Turns on or off the display of the camera's clipping planes. Cycling Index Turns on or off the display of the camera's cycling
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    12 | Basics Menus Reference > Window > Settings/Preferences > Preferences Basics 304 Paint Effects Mesh Display On Stroke Display Quality Use this to set a percentage display quality for the selected Paint Effects strokes. For more information, see "Modify stroke display quality" on page 73.
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    12 | Basics Menus Reference > Window > Settings/Preferences > Performance Settings Screen refresh options To set when to refresh (or redraw the screen) when manipulating objects, in the Dependency Graph Evaluation section, select one of the following: Drag Refreshes the display during the drag.
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    ™ "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
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    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. Window > Settings/Preferences > Shelf Editor The shelf editor provides a dialog box with which
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    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
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    12 | Basics Menus Reference > Window > Hypergraph: Hierarchy Window > Hypergraph: Hierarchy Opens a new Hypergraph window with the Scene Hierarchy option selected. Also see: ™ "Window > Hypergraph: Connections" on page 309 Window > Hypergraph: Hierarchy > ˆ Open Hypergraph Create new Hypergraph
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    12 | Basics Menus Reference > View > Camera Tools > Tumble Tool To show all objects or the selected objects in a specific view panel, use the panel's View menu. Related topics ™ "Center the view on selected or all objects" on page 43 Panel menus View View > Camera Tools > Tumble Tool Revolves the
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    camera moves an object moves at a speed that may be different than the speed of the cursor. This problem occurs with objects far from the camera. Track Geometry is off by default. If on, as the camera + Alt + the left mouse button to drag a marquee around the area you want to dolly in on. Basics 311
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    12 | Basics Menus Reference > View > Camera Tools > Dolly Tool Related topics ™ "Tumble, track, dolly, or tilt the view" on page 41 View > Camera Tools > Dolly Tool > ˆ 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
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    12 | Basics Menus Reference > View > Camera Tools > Zoom Tool View > Camera Tools > Zoom Tool Changes the focal length on a camera. Zooming in is like using a telephoto lens. Zooming out is like using a wider angle lens. You can use zoom in both a perspective or orthographic view. To move in or out
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    12 | Basics Menus Reference > View > Camera Tools > Yaw Pitch Tool ™ "Use the mouse to control camera azimuth, elevation, yaw or pitch" on page 42 View > Camera Tools > Azimuth Elevation Tool > ˆ Scale Scales the speed of the camera movement. The slider range is 0.01 to 10. The default value is 1.
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    you navigate your scene as if you were playing a 3D first-person perspective game. The camera flies through your scene without being constrained by any geometry. • All" on page 319 Shading > Wireframe Draws edges for polygon meshes and isoparametric curves for surfaces. This is the default
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    12 | Basics Menus Reference > Shading > Smooth Shade All Shading > Smooth Shade All Displays all surfaces, meshes, and particles as smooth-shaded objects. Shading > Smooth Shade Selected Items Displays selected items as smooth-shaded objects. Shading > Flat Shade All Displays all surfaces and
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    12 | Basics Menus Reference > Shading > Shade Options Wireframe isoparms appear over the shaded objects X-Ray Object Transparency Sorting Polygon Transparency Sorting Displays all shaded objects as semi-transparent. This can be useful for seeing hidden parts of a model. Transparent objects are
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    12 | Basics Menus Reference > Shading > Interactive Shading Shading > Interactive Shading Controls the display of objects during interactive modes (such as transformations, camera navigation, and playbacks). At the same time the normal display can be in some sort of shaded mode. For example, the
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    the Texture Blend specifies how the selected layer blends with the one below it. For more information, see "Use a layered texture" in the Shading guide. 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
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    12 | Basics Menus 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
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    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. Show > Grid Allows you to turn the grid off in a single panel. Related topics ™ "Show, hide, or change
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    is 1000. For Maya software rendering, by default Auto Render Clip Plane is on (see "Auto Render Clip Plane" on page 242 in the Rendering guide), and the Near Clip Plane and Far Clip Plane values do not determine the position of the clipping planes. If the distance between the near
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    Opens the Dope Sheet, where you can edit event and sound synchronization and timing. For more information, see Animation. Trax already in your scene, and those in online libraries, in a visual outline form. For more information, see Rendering. UV Texture Editor Opens the UV Texture Editor
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    12 | Basics Menus Reference > Panels menu Blend Shape Dynamic Relationships Devices Relationship Editor Reference Editor Component Editor Paint Effects Script Editor Hypergraph Panel Hypergraph Hierarchy Hypergraph # New Scene Hierarchy New Input and Output Connections Lets you create character
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    12 | Basics Menus 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
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    12 | Basics Menus Reference > Panels menu Basics 326
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    13 Basics Windows and Editors 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
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    13 | Basics Windows and Editors Reference > Panel editor Layouts Displays existing panel layouts. • Click New Layout to add an item to the list. • Click a layout and click the Edit Layouts tab to edit it. • To delete a layout, click it in the list, then click Delete. Edit Layouts Displays the
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    have multiple panels of the same type in a scene, it is not certain which panels show up when you select your layout. This is not a problem in most cases; however, if you are working in a particular scene a great deal, then develop layouts that you can save specifically with that scene. Associated
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    13 | Basics Windows and Editors Reference > Panel editor 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.
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    13 | Basics Windows and Editors Reference > Menu Sets 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. Menu Sets editor menus Edit menu New Menu Set Creates a
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    page 82 Component Editor menus Options Auto Update Controls whether the editor automatically shows the components of the current selection, or you need to manually update the editor to show the current selection. When Auto Update is off, click the Load Components button to update the editor with the
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    13 | Basics Windows and Editors Reference > Component Editor Remember This Layout Creates a custom layout in the Component Editor. You are prompted to name this layout. A tab appears with the name and column layout you selected. Delete Current Layout Deletes the current custom layout. Layout Load
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    for particles, including color or velocity data. Component Editor spreadsheet area • Each component is a row, and each value or 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"
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    13 | Basics Windows and Editors Reference > Outliner To... Do this Make a node a child of another node. Drag the node with the middle mouse button and drop it on top of the node you want to be its parent. If you can't see both nodes at the same time in the Outliner, use Edit > Parent instead.
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    13 | Basics Windows and Editors Reference > Outliner Basics 336 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.
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    13 | Basics Windows and Editors Reference > Outliner Select Set Members Selects the members of the highlighted set. 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.
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    makes them available to view or edit. There are three ways to load object attributes into the Attribute Editor: • automatically when you select the object • manually • by selecting the object from the Attribute Editor Selected menu • by selecting the object from the Focus menu Basics 338
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    If Auto Load Selected Attributes is turned off, after selecting an object, you must manually load the object's attributes into the Attribute Editor to view and edit them. To manually load attributes for selected objects • Click the Load Attributes button at the bottom of the Attribute Editor
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    13 | Basics Windows and Editors Reference > Attribute Editor 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,
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    13 | Basics Windows and Editors Reference > Attribute Editor Attributes > Add Attributes New tab Attribute Name Type the name of the attribute you are adding. Make Attribute Keyable Turn this option on to make this attribute keyable. For information about keyable attributes, see Animation.
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    13 | Basics Windows and Editors Reference > Attribute Editor Basics 342 Add Initial State Attribute Turn on to create a corresponding initial state attribute for the added attribute. Without this corresponding attribute, you can't save a particle object's current attribute values for initial
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    numShadingSamples objectId objectType opticalDepth outColor outGlowColor outMatteOpacity outParticleEmission outTransparency particleAge particleAttrArray particleColor particleEmission particleEntryParam particleExitParam particleIncandescence particleLifespan particleOrder particleTransparency
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    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
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    13 | Basics Windows and Editors Reference > Attribute Spread Sheet 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
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    and Editors Reference > Channel Box Use the arrows at the right end of the tabs to show more tabs that are hidden by the window's 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 • Each object
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    , nonkeyable displayed, or nonkeyable hidden from the Channel Control Editor. See "Channel Control Editor" in the Keyframe Animation chapter of the Animation guide. • You can change multiple attribute values of multiple objects (see "View and edit multiple attributes on multiple nodes" on page 99
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    13 | Basics Windows and Editors Reference > Channel Box Attributes When you select a geometric object, the Channel Box displays these sections: Section objectName SHAPES INPUTS OUTPUTS Usage Lists the keyable transform attributes that translate, scale, and rotate the object's absolute position in
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    13 | Basics Windows and Editors Reference > Channel Box 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. Channel Box colors The following colors represent the state of channels in the Channel Box: State
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    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
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    13 | Basics Windows and Editors Reference > Channel Box • Select Channels in the Channel Box's menu bar. The Channel Box's Channels menu appears. 4 Do one of the following: • If you want to make the selected channel keyable, select Make Selected Keyable. • If you want to make the selected channel
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    the Render Layer editor by clicking the radio button. For more details on the Render Layer editor, see "Render Layer editor window" in the Rendering guide. 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
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    13 | Basics Windows and Editors Reference > Display Layer editor Delete Selected Layers Deletes the selected layer(s), but not the objects in the layer. Delete Unused Layers Delete layers if they have no content. Set All Layers Set Selected Layers Set Only Selected Layers You can set all layers or
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    when using renaming prefixes, they do not work consistently within file referencing and complicate the hierarchical DAG changes, which may cause problems later on. Context-sensitive menu The following commands are available when you right-click a layer: Add Selected Objects Remove Selected Objects
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    13 | Basics Windows and Editors Reference > Display Layer editor Normal Objects in the layer display normally, according to the settings for the layer. You can select objects in the layer and snap to them. Template Objects in the layer become templates. You can see template objects in the
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    13 | Basics Windows and Editors Reference > Relationship Editor By Number By Name All layers read in that have the same index number as an existing layer are merged with that layer rather than creating a new layer. All layers read in that have the same name as an existing layer are merged with
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    Auto Load All Sets Turn this on to automatically display all relationships of the selected type in the scene. This is the default. Manual Load Sets Turn this on to display relationships by choosing one of the following options: Load Set from Selection Display only the relationships associated
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    the scene. Auto Load Selection Turn this on to automatically display objects in the relationships associated with the objects selected in the scene. Manual Load Turn this on to display objects by choosing one of the following options: Load List from Selection Display only the selected objects
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    13 | Basics Windows and Editors Reference > Color Chooser 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 tiles-to store, right-click a tile or click the
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    and Editors Reference > Color Chooser 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. Using the sliders
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    ), 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. Select a palette from the pull-down Left click a cell to select a color ...or... right click a cell
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    13 | Basics Windows and Editors Reference > Visor Basics 362 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
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    13 | Basics Windows and Editors Reference > Visor Only Show Files (Hide Directory Tree) For Disk and Paint Effects tabs, turn this on or off to hide or show the directory tree. This is especially helpful if you find you routinely work with files located in one specific directory. You can switch
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    13 | Basics Windows and Editors Reference > Preload Reference Editor Export Selected Network Exports the selected item into a new file. The file browser opens to its best guess directory, but can browse to any directory, or cancel, before exporting. View menu Frame Selected Frames only the selected
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    13 | Basics Windows and Editors Reference > Preload Reference Editor To selectively load file and proxy references using the Preload Reference Editor 1 Select File > Open Scene > ˆ. The Open Options window appears. 2 In the Referencing options section, turn on Selective Preload, then click Open. The
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    13 | Basics Windows and Editors Reference > Marking Menus editor Tip It is possible to set the load or active state for multiple proxies simultaneously when using the Preload Reference Editor. The list of proxy tags that appear in Set Active Proxy To submenu (when multiple file references are
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    13 | Basics Windows and Editors Reference > Marking Menus editor Marking menu defaults Zone Associated mouse buttons Marking menu editor Use Marking Menu in Specify whether the marking menu is linked to the Hotbox or a hotkey. Hotbox Region If you selected Hotbox for Use Marking Menu in, select
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    script to use as the command for the menu item's option box. Assign hotkey area Key Enter the key you want to assign to the selected command. Enter a letter 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
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    13 | Basics Windows and Editors Reference > Hotkey editor Add to Recent Command List Turn on so that this hotkey can appear in the Edit > Recent Commands window. Query Click Query to determine whether the specified key settings have already been assigned to a command. Find Click Find to highlight
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    13 | Basics Windows and Editors Reference > Hotkey editor ™ "View a list of all assigned hotkeys" on page 159 Basics 370 Windows > Settings/Preferences > Hotkeys Categories and Commands Maya includes a large number of useful pre-defined hotkey commands. You can use these commands instead of
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    Recent Commands List Select whether Maya should add the command to the Recent Commands list (Edit > Recent Commands) when you activate the hotkey. 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
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    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 Windows > Settings/Preferences > Plug-in Manager The Plug-in
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    /maya85/bin/plug-ins On Windows, the default plug-in location is: drive:\Program Files\Autodesk\Maya8.5\bin\plug-ins On Mac OS X, the default location is /Applications/Autodesk/maya8.5/Maya.app/Contents/MacOS/plug-ins Vendor The manufacturer of the plug-in.d Plug-in Version The version number
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    editor For API Version The version of the Maya API (Application Programmer Interface) the plug-in was compiled for. Note was created for Maya version 7, it will not work with either Maya 6.5 or Autodesk Maya 8. Dot releases (minor version upgrades) are compatible with their major version and vice
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    on the numeric keypad • Select Script > Execute. • Select the text you want to execute and press Ctrl+Enter 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
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    13 | Basics Windows and Editors Reference > Script editor 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
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    13 | Basics Windows and Editors Reference > Script editor 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
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    corresponding MEL command (polySphere) that Maya executes is printed in the top pane. Line numbers in errors Shows line numbers in errors. Show stack trace Opens another window which lists errors and their line numbers in external script files. This is very useful for debugging scripts in external
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    , -sw/suppressWarnings, -se/suppressErrors, -ssw/suppressStackWindow). 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
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    13 | Basics Windows and Editors Reference > Reference Editor overview 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. Basics 380 Reference Editor Reference Editor overview Indicates one or
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    13 | Basics Windows and Editors Reference > Reference Editor Layouts Create Reference Duplicate Reference Imports the contents of a scene into your currently open scene without importing the files into the scene. See File > Create Reference. Right-clicking this button displays the Reference
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    13 | Basics Windows and Editors Reference > Reference Editor Layouts Basics 382 The File List layout is the default Reference Editor layout. The File List/ Outliner layout adds an Outliner section that shows only the nodes for the selected references. The File List/ Outliner/Viewport layout adds an
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    . For more information about using the Text Filter field, see "Control which objects or attribute types appear in an editor" in the Basics guide. Reference editor menus This section describes the menu items and options for the Reference Editor. • "File menu" on page 383 • "Reference Menu" on
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    recommended that you remove any recently imported nodes from their old namespace prior to exporting a reference. For more information, see Removing a namespace in the Basics guide. Clean Up Reference Removes all edits from the target reference node. Basics 384
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    13 | Basics Windows and Editors Reference > Reference editor menus Note Using Clean Up Reference should be done only if you are certain that you will no longer require the edits it will remove. Using Clean Up Reference on a loaded reference removes all edits which could not be applied. Using Clean
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    13 | Basics Windows and Editors Reference > Reference editor menus Proxy Menu Add Proxy > ˆ Adds a proxy reference to the currently selected file reference. When you select Proxy > Add Proxy > ˆ you can specify the file type to add and set the Proxy Tag Options within the Proxy Options window that
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    different proxy sets. Depending on the File Type you select, various File Type Specific Options are displayed here. See File > Open Scene in the Basics guide for more information. Basics 387
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    13 | Basics Windows and Editors Reference > Reference editor menus 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
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    13 | Basics Windows and Editors Reference > Reference editor menus 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
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    13 | Basics Windows and Editors Reference > Hypergraph overview 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 • The
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    parent node would not otherwise be shown because of the filter. For example, P* shows only the nodes beginning with the letter P. 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
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    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
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    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 Lets you specify the background image to load
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    13 | Basics Windows and Editors Reference > Hypergraph overview Scale Fit to width Fit to height Adjust the scale of the currently loaded image uniformly by using the slider or typing a number into the text field. Scales the background image to fit exactly within the entire width of the current
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    13 | Basics Windows and Editors Reference > Hypergraph overview Example You create a wine glass surface by revolving a NURBS curve. The following dependency graph appears when you select the revolved surface's shape node and select Graph > Input and Output Connections: Note This graph is shown
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    13 | Basics Windows and Editors Reference > Hypergraph overview Note The dependency graph and scene hierarchy display animated nodes as slanted boxes. If you animate a node with an expression, it displays a regular rectangle rather than a slanted box. All other animation techniques display a
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    13 | Basics Windows and Editors Reference > Hypergraph overview Tip A dotted line in the scene hierarchy indicates a connection to an underworld node or an instanced object. Layout Restores the hierarchy arrangement to the original Input and Output Connection layout. Rebuild Update your scene
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    13 | Basics Windows and Editors Reference > Hypergraph overview The Hypershade displays the following contents: The following dependency graph appears when you select Rendering > Show Shading Groups in the Hypergraph. Connection line The connection lines between nodes show connection direction. The
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    13 | Basics Windows and Editors Reference > Hypergraph overview 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. Create Render Node... Create a render node with a texture map in the Hypergraph. Options
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    13 | Basics Windows and Editors Reference > Hypergraph overview 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
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    13 | Basics Windows and Editors Reference > Hypergraph overview The red line indicates the attributes in the two nodes are connected, for instance, by an expression. Tip You can change the color-coding of the connection lines and other important entities by selecting Window > Settings/
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    13 | Basics Windows and Editors Reference > Hypergraph tips Display the Hypergraph hierarchy in a vertical arrangement. 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
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    13 | Basics Windows and Editors Reference > Hypergraph limitations Selecting multiple nodes If you select multiple nodes in the DAG view, the DG graph containing all selected nodes is displayed when you go to the DG view. DG node display The node type for a given DG node is displayed in the pop-up
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    . The Maya Help appears in your Web browser and gives you complete access to the online documentation of Maya, including What's 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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    13 | Basics Windows and Editors Reference > Maya Help overview Navigation Tabs: Contents, Navigation buttons: Home, Show in Contents, Index, Search. Next, Previous, Print, Send E-mail, Bookmark, etc. Navigation frame, showing Contents Maya Help information The left-hand navigation frame gives
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    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. Maya help and the API interface Basics 406 • You can choose to search the user's guide for all new and updated information. In the search tab, click What's
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    13 | Basics Windows and Editors Reference > Hotbox Controls > Hotbox Style 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
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    " on page 432 • "Snapping preferences" on page 435 • "Sound preferences" on page 435 • "Timeline preferences" on page 436 • "Undo preferences" on page 439 • "Save Actions" on page 439 • "Modules preferences" on page 439 • "Application preferences" on page 440 Interface preferences Interface Menu set
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    title bars in the main window and the Script Editor (Windows and Linux). The title bar includes window control buttons for expanding and collapsing the application. Windows Turn on Remember Size and Position so that Maya restores the size and position of all windows when closed and re-opened. If
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    13 | Basics Windows and Editors Reference > Interface preferences Devices Mouse Scroll Wheel Lets you set whether or not Maya's scroll bars can be moved by your mouse's scroll wheel. When on, you can scroll through various lists and windows in Maya using your mouse's scroll wheel (for example, you
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    13 | Basics Windows and Editors Reference > UI Elements preferences Function Three Button option + the left mouse button Two Button option + the left mouse button One Button option + the left mouse button Tumble option + the middle mouse button option + command + the left mouse button option
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    Browser pathname textfields are displayed unexpanded. When accepting the selected filename in a Maya File Browser, the unexpanded pathname is passed to the recipient in unexpanded form. For example, if the file browser were invoked on a file texture node and a pathname such as
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    .gif is displayed in the file texture's Image Name textfield. Should the recipient field be exportable, that field is output in unexpanded form. Environment variables are automatically expanded by the Maya File Browsers. This is the default setting for the preference and also the behavior consistent
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    texture quality but whose 2d texture placement options are not handled in hardware (for example, use stagger or some other option the card/drivers don't support in hardware). Basics 414
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    13 | Basics Windows and Editors Reference > Display preferences 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 Displays the XYZ coordinates in the bottom left corner of the view. The default is on.
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    13 | Basics Windows and Editors Reference > Kinematics preferences Region of Effect on Basics 416 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
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    13 | Basics Windows and Editors Reference > Animation (Display) preferences Both The FK, IK, and IK/FK Blend skeletons appear in the scene view. 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
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    13 | Basics Windows and Editors Reference > Manipulators preferences Line size Specifies the line thickness size of the rotate manipulator's rings. Basics 418 Line pick size Determines the line thickness used when picking the rotate manipulator rings. The pick size should be the same as line size,
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    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
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    sizes, you may experience jitter during animation, problems selecting objects, or problems with an object's display. Setting Surface Precision a thick border to highlight the area a texture affects per polygon or per vertex. Crease edges Show polygon crease edges highlighted (thicker and bold) or
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    avoid unexpected results from reshaping the surface later. Show item numbers Specify where you want item numbers displayed: at each vertex (Vertices), at each edge (Edges), on each face (Faces), or at each UV (UVs). Normals size Specifies the display size of the normals. The range is from 0.1 to
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    is pointing away from the camera. Keep wire Displays wireframe outlines, but any areas where the normal is pointing away from the camera are hidden. Keep hard edges Sets backface culling for soft edges only. See Polygonal Modeling for more information on polygonal modeling. Subdivs preferences
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    13 | Basics Windows and Editors Reference > Settings preferences 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
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    two NURBS objects are to be made tangent across a shared edge or point. Animation (Settings) preferences Auto Key Auto key Specifies For more information, see "What are character sets?" in the Character Setup guide. Key Modified Attributes Sets keys only for attributes that have been modified.
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    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. Basics 425
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    13 | Basics Windows and Editors Reference > Animation (Settings) preferences Default in tangent Specifies the default in tangent type. The In Tangent setting controls the shape of the animation segment before a key. Spline A spline tangent rounds the animation curve smoothly before the key. If
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    13 | Basics Windows and Editors Reference > Animation (Settings) preferences Stepped Plateau A stepped tangent type forces the animation curve to hold its value from the one key to the next key. A plateau tangent type eases animation curves in and out of their keyframes, flattens curve segments
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    13 | Basics Windows and Editors Reference > Cameras preferences Basics 428 Cameras preferences Default Cameras Sets the default Near clip and Far clip values for cameras. For more information, see Clipping planes. Animate Camera Transitions By default, the view Camera now animates the transition
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    13 | Basics Windows and Editors Reference > Files/Projects preferences Run up from Select one of the following options: Previous Time If you click a frame higher than the current frame, run-up starts from the prior current time and ends at the frame you click. Select this option if you won't be
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    13 | Basics Windows and Editors Reference > Files/Projects preferences Ascii File Compression Mode On file save Specify the compression mode you want to use when saving an ASCII file: Compressed Saves files in compressed mode. File compression reduces the sizes of large files so they do not
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    you become proficient at Maya's NURBS modeling. To globally change the applicable modeling tools, select Everything is a Tool or Everything is an components relevant to the action (for instance, displaying normals or border edges). • Sets the selection mask to objects/components appropriate for the
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    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
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    it in the hierarchy. The default is off. Click box size This option controls the size of the selection area around the mouse pointer, or click box. If you are having problems with selecting objects or components, try adjusting this option. For example, a higher click box size might make it easier
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    of the face to select the entire face. Whole Face Select the entire face. You can click anywhere on the face, even any face edge, to select it. Priority You can specify a selection priority for objects and components. By default, NURBS curves have a higher selection priority than surfaces. This
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    Snap tolerance Controls the size of the snapping area around the cursor when Use Snap Tolerance is points). Edge Snapping Snap magnets Controls the number of magnet points inside edges. For example magnet points. Sound preferences Sound Waveform display Controls how much of a sound's waveform (
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    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 Edit animation preferences" in the Animation Basics chapter of the Animation guide. Animation start/end Specifies animation range's start and end times.
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    off. Snapping Specifies that Maya step through animation times by integer values, snapping to the nearest integer. Default is on. If working with sound or small time ranges, you can turn off Snapping for smoother scrubbing. Timecode offset Specifies the timecode of the initial time on the Time
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    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 When selected, all the frames in your scene play, updating each before displaying the next. The speed depends on how long
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    13 | Basics Windows and Editors Reference > Undo preferences Twice When selected, your scene plays at twice the speed of real-time or 48 frames per second (fps). Other When selected, your scene plays at the custom playback speed set in the Other Speed field. Other Speed Specifies a custom
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    disabling Dynamics. Application preferences There are two groups of options you can set. Application Path for Viewing Images Application Path for Viewing . Please see your product's documentation for details of its command-line support. To set up your View Image and View Sequence commands to work
  • Autodesk 663B1-05A111-1001 | User Guide - Page 441
    or editing PSD networks. This setting is useful when you have more than one version of Adobe Photoshop installed. Application Path for Editing Other Image Files Specifies the application used for editing images from file texture nodes, using the View or Edit buttons. For more information, see "View
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    13 | Basics Windows and Editors Reference > Application preferences Basics 442
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    on, Maya automatically sets the near and far clipping planes so they enclose all objects within the camera's view. All objects render and depth precision problems are eliminated. Clipping planes are only available to the software renderer (not visible in the views). If off, the near and far clipping
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    > Camera node Basics 444 1 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
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    objects), and white areas represent areas where there are (solid) objects. Masks are used primarily for compositing. Note If the Image Format in the Render Settings window is not set to Maya IFF, Maya16 IFF, RLA, or one of the alpha channel enabled formats which are supported by QuickTime, the
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    14 | Basics Nodes Reference > Camera node Transparency Based Depth Turns on Threshold, which determines which object is closest to the camera, based on transparency. Transparency Based Depth is only enabled when you select Closest Visible Depth. Tip When transparent objects are located in front
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    the dimensions of the camera aperture. The film gate view guide indicates the area of the camera's view that renders only if the aspect display the rendered images on a television screen. The safe action view guide represents 90% of the rendering resolution (the resolution gate). See also the
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    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
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    14 | Basics Nodes Reference > Transform attributes Transform attributes Translate Specifies the object's 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 objects
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    14 | Basics Nodes Reference > Node behavior Manip History Node Sets the specified shape as the default manipulator, instead of using one of the defaults. 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
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    14 | Basics Nodes Reference > Level of Detail group node Blocking For example, if you translate a cluster to deform a geometry, then set the Node State of the cluster node to HasNoEffect, the geometry appears undeformed, as though the translation had not occurred. To view the effect, change the
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    14 | Basics Nodes Reference > Level of Detail group node 2 Edit the Threshold value for the object whose distance you want to change, and press Enter (Windows and Linux) or Return (Mac OS X). Re-ordering the levels You can re-order the levels after you create a level of detail group. To re-order
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    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
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    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
  • Autodesk 663B1-05A111-1001 | User Guide - Page 455
    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
  • Autodesk 663B1-05A111-1001 | User Guide - Page 456
    Index Curve Div per Span option 301 Curve Divisions option 419 curve segments change for Arc Tools 256 curves change degree, for edit point 255 circles 238 divisions per span 301 interpolated, setting tolerance 424 modification falloff 264 multiple end knots 254 new, display options 419 NURBS 265
  • Autodesk 663B1-05A111-1001 | User Guide - Page 457
    Input Graph 229 Duplicate with Transform 228 Duplicate with Transform (Edit menu) 229 duplicating objects 80 dynamics rigid bodies, options 428 E edges display options 420, 422 hard, displaying 420 soft 420 Swap tessellation 280 Edit Attribute (Modify menu) 275 Edit Curves menu customizing tools
  • Autodesk 663B1-05A111-1001 | User Guide - Page 458
    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
  • Autodesk 663B1-05A111-1001 | User Guide - Page 459
    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 417 handles size, specifying 417 hard edges displaying 420 Hardware Fog option 319
  • Autodesk 663B1-05A111-1001 | User Guide - Page 460
    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
  • Autodesk 663B1-05A111-1001 | User Guide - Page 461
    Index isolated subset of objects or components, show in a panel 50 isoparms definition 236 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
  • Autodesk 663B1-05A111-1001 | User Guide - Page 462
    Max Points to Add 286 Maximum Base Mesh Faces option 281 Maximum Color Difference 286 Maximum Edges Per Vertex option 282 Maximum Number of Polygons tessellation option 283 Maya customizing 160 Error report 23 interface, about 17 Maya Help narrowing search 406 navigation buttons 405 overview 404
  • Autodesk 663B1-05A111-1001 | User Guide - Page 463
    Minimum Segment Size 286 models, complex 316 Modify menu Add Attribute 271 Center Pivot 271 Delete Attribute 276 Edit Attribute 275 Evaluate Nodes 270 Freeze Transformations 266 Make Live 271 Prefix Hierarchy Names 271 Reset Transformations 266 Search and Replace Names 271 Snap Align Objects 267
  • Autodesk 663B1-05A111-1001 | User Guide - Page 464
    Index NURBS Primitives (Create menu) 234 NURBS Smoothness Custom Options 300 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
  • Autodesk 663B1-05A111-1001 | User Guide - Page 465
    partial curve manipulators 59 partitions about 133 editing 356 grouping sets 139 path of preferences files 162 performance improving 162 options 304 Pick Chooser Selection modifier option 432 pitch 314 control with mouse 42 pivot points 53 change 66 displaying 295 primitive 235 planes create 237
  • Autodesk 663B1-05A111-1001 | User Guide - Page 466
    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
  • Autodesk 663B1-05A111-1001 | User Guide - Page 467
    by Type (Edit menu) 227 Select by name 182 Select Hierarchy (Edit menu) 226 Select paint operation 184 Select tool 183 selecting 33 CVs 184 edges 184 faces 184 priority of 434 vertices 184 Basics 467
  • Autodesk 663B1-05A111-1001 | User Guide - Page 468
    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
  • Autodesk 663B1-05A111-1001 | User Guide - Page 469
    180 tolerance options 435 soccer ball primitive description 245 soft edges displaying 420 sound options 204 spaces 54 spans change number for primitives 237 setting for polygonal primitives 246 supported image formats 120 Suppress Command Results 378 Suppress Error Messages 378 Suppress Info
  • Autodesk 663B1-05A111-1001 | User Guide - Page 470
    451 tilt the view 41 Timecode Offset 437 title bar, show 409 Toggle All button 185 Toggle paint operation 185 toggling CV selection 185 edge selection 185 face selection 185 vertices selection 185 Tolerance curves, setting 424 primitive sphere option 236 Tool Box 19, 190 Lasso 183 Select 183
  • Autodesk 663B1-05A111-1001 | User Guide - Page 471
    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
  • Autodesk 663B1-05A111-1001 | User Guide - Page 472
    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
  • Autodesk 663B1-05A111-1001 | User Guide - Page 473
    Z-up about 18 switch to Y-up 162 Index Basics 473
  • Autodesk 663B1-05A111-1001 | User Guide - Page 474
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Basics