Tutorial_01_Understanding Autodesk Maya Interface
Tutorial_01_Understanding Autodesk Maya Interface
Creating a Project
To open the Project Window, select File > Project Window
The Project Window lets you create new Maya projects, set the location of project files,
and change the names and locations of existing projects.
Projects are the way Maya manages a scene’s assets. A file and folder structure
keeps your files organized according to projects. You will want to create a new project for
this new exercise. The top level of this organization is the project folder. Within the project
folder are numerous file folders that hold your files. When you set your workspace to a
project folder (or when you create a new project), Maya will know where to look for
elements and folders for that project. The two most important types are the Scenes and
Images folders. The Scenes folder stores your scene files, which contain all the
information for your scene. The Images folder stores images you’ve rendered from your
scene.
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Every time you set a new project, a workspace.mel file is created. The workspace.mel file is a
project definition file that contains a list of MEL commands that associate data types with the
specified folders. It is overwritten every time you update anything in the project.
Change projects
You can change the current project you are working on by "setting" a project (File > Set
Project). When you change projects, Maya will start saving your project data to the newly set
project locations. For example, if you change projects, and cache your current scene, the
cache is now saved to the data folder of the set project's primary file location. See Organize
files into projects.
To change projects
2. In the Set project window, browse to the location of the project you want to open.
3. Click Set.
If the directory you want to set as the current location does not already include
a workspace.mel project definition file, Maya asks you to choose a different directory or
create a project definition file for the specified directory.
Click Select another location, and then browse to a directory that contains a
project definition file.
RMB+Click This refers to a mouse click with the right mouse button.
Shift+Click This indicates you should hold down the Shift key as you
click with the primary (left) mouse button.
Shift+Select This indicates you should hold down the Shift key as
you select the next object for multiple selections.
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3D coordinates
The most basic visual entity is the point. The point has no size, but it has a location.
To determine the location of points, we first establish an arbitrary point in space as the origin.
We can then say a point’s location is so many units left (or right) of the origin, so many units
up (or down) from the origin, and so many units higher (or lower) than the origin.
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 the opposite side of the origin, we use negative numbers. In the example,
a point at (-5, -2, -1) would be 5 units left of the origin, 2 units up, and 1 unit below.
In computer graphics, we don’t really say the point is “left/right”, “up/down”, or “higher/lower”.
Instead we call the three dimensions the X axis, the Z axis, and the Y axis.
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Figure 2-1 shows the major parts of the UI. In the middle of the interface is the workspace,
which is host to your panels (or Scene windows) and their menu options (known as views
or viewports in some other 3D packages). This is where most of your focus will be.
Click inside the large Perspective view panel (named persp) with the mouse to activate the
panel, highlighting its border slightly. Press the spacebar to display a four-panel layout,
which gives you top, front, and side views, as well as the perspective view. Press the
spacebar in any of the panels to display a large view of that panel.
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To the right of the panels is the Attribute Editor/Channel Box/Modeling Toolkit. This is
where most of the information (attributes) about a selected object is displayed and edited.
Also, this is where you access the Modeling Toolkit suite of polygon tools. Simply click any
of the tabs to access these functions. Furthermore, pressing Ctrl+A toggles between the
Attribute Editor and the Channel Box.
In short, the Attribute Editor gives you access to all of an object’s attributes, whereas the
Channel Box is a quicker display of the most commonly animated attributes of the
selected object.
http://help.autodesk.com/view/MAYAUL/2016/ENU//?guid=GUID-59D87B3C-5E1B-4CEE-
A63B-6EE44EDCFE69
This section is a brief summary of the main Maya interface. Numbered headings below refer to
the numbered interface elements in the figure.
If you can’t find the menu you’re looking for, it may be that the correct menu set is not
open - see Menus and menu sets. You can also choose Help > Find Menu and enter the
name of menu or command you're looking for.
You can show or hide elements (panels) in the main window using the Windows > UI
Elements menu.
You can hide all the interface elements to maximize viewing space and instead use the
quick command features: thehotbox, Maya Hotkeys, and Marking menus.
You can resize most panels by dragging their edges when a double-headed arrow
cursor appears.
You can rearrange the panels to suit your preferences by docking them in different
areas of the Maya window. For more information, see Rearrange the interface.
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1. Menu Sets
Menu sets divide the type of menus available into categories: Modeling, Rigging,
Animation, FX, and Rendering. Maya's first seven menus on the main menu are always
available, and the remaining menus change depending on the menu set you choose.
2. Menus
The menus contain both tools and actions for working in your scene. The main menu is
that the top of the Maya window. There are also individual menus for the panels and
option windows. You can also access the menus in the main menu in the hotbox, which
you can open by holding down the space bar in a view panel.
3. Status Line
The Status line contains icons for some commonly-used commands, such as File >
Save, as well as icons for setting up object selection, snapping, rendering, and more. A
quick Selection field is also available for you to set up for numeric input.
4. Shelf
The Shelf contains tabs that represent each menu set. Each tab contains icons that
represent the most commonly-used commands for each set. The real power of shelves,
however, is that you can create custom shelves, and then make tools or command
shortcuts that are quickly accessed from there with a single click. See Shelves for
information.
5. Sidebar icons
These icons at the right end of the Status line open up tools that you will use frequently.
From left to right, click on each icon to toggle opening and closing the Modeling Toolkit,
the HumanIK window, the Attribute Editor, the Tool Settings, and the Channel
Box (which is open by default and shown here).
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6. View panel
The View panel offers different ways of viewing the objects in your scene with a
camera view. You can show one or several view panels, depending on the layout
you're using. You can also display different editors in the view panel. ThePanel
Toolbar in each view panel gives you access to many of the frequently used
commands found in the Panel menus.
7. Channel Box
The Channel Box lets you edit attributes and key values for selected objects. The
Transform attributes are shown by default, but you can change which attributes are
displayed here.
8. Layer Editor
There are two types of layers that are displayed in the Layer Editor:
Display Layers are used to organize and manage objects in a scene, such as for
setting their visibility and selectability.
Animation Layers are used to blend, lock, or mute multiple levels of animation.
In all cases, there is a default layer where objects are initially place upon creation.
9. Tool Box
The Tool Box contains tools that you use all the time to select and transform objects in
your scene. Use the QWERTY hotkeys to use the Select tool (Q), Move tool (W),
Rotate tool (E), Scale tool (R), and Show Manipulators (T), as well as access the last
tool used (Y) in the scene.
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Mouse Controls
Maya requires the use of a three-button mouse, even on a Mac. The clickable scroll
wheel found on most mice can be used as the third button by pressing down to
click with the wheel.
Shortcuts to Navigating
Here’s a rundown of how to navigate Maya. Keep in mind that the Option
key is used on a Mac in place of the Alt key on a PC.
Alt+MMB+Click Tracking moves left, right, up, or down in two dimensions; hold
down the Alt key, press and hold the MMB, and drag the mouse.
Alt+RMB+Click This dollies into or out of a view, essentially zooming the view in
and out. Hold down the Alt key, press and hold the RMB, and drag the mouse.
Scroll Wheel The scroll wheel acts as a middle mouse button when pressed and
can also dolly into or out of a view just like the Alt+RMB+click combination when
scrolling the wheel.
Alt+Ctrl+Click and Drag Dollies your view into the screen area specified in your
mouse drag. Hold down the Alt and Ctrl keys while using the LMB to outline a
window in the panel to execute this bounding box dolly. This action is commonly
referred to as a window zoom in other applications.
The ViewCube The ViewCube is a navigational aid that is not visible by default
when you launch Maya 2016. The ViewCube, when enabled, lets you easily
change your current panel view. To enable the ViewCube in a viewport, select
Renderer from the panel’s menu bar (not the main menu bar) and select either
Legacy Default Viewport or Legacy High Quality Viewport, and the ViewCube will
appear in the upper-right corner of the panel.
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By clicking an area of the ViewCube (shown here), you can switch to other views
inside that panel. Clicking one of the conical axis markers gives you an orthogonal
view from that direction. Clicking the center square gives you the perspective view.
You can toggle the ViewCube on or off in the UI by choosing Display ⇒ Heads Up
Display ⇒ ViewCube.
Mac Keys The Option key on a Mac serves the same function as the Alt key on a
PC. Although a few Ctrl key combinations in Windows are accessed via the
Command key on a Mac, Mac users can use the Mac’s Ctrl key for their key
combinations just like PC users do. In Maya, you press and hold the Alt key on a
PC (or the Option key on a Mac) along with the appropriate mouse button to move
in the view panel. The left mouse button (LMB) acts as the primary selection button
and allows you to orbit around objects when used with the Alt key. The right mouse
button (RMB) activates numerous shortcut menus and lets you zoom when used
with the Alt key. The middle mouse button (MMB) used with the Alt key lets you
move within the Maya interface panels, and the mouse’s wheel can be used to
zoom in and out as well.
Making Selections
Selecting objects in a view panel is as easy as clicking them. As you select an
object, its attributes appear in the Attribute Editor or Channel Box on the right. To
select multiple objects, simply hold the Shift key as you click objects to add to your
current selection. If you press Ctrl+LMB (press the Ctrl key and click) on an active
object, you’ll deselect it. To clear all of your current selections, click anywhere in
the empty areas of the view panel. Remember, when you press Shift+click to select,
Maya adds to the current selection. When you press Ctrl+click, Maya deselects the
object you clicked.
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To select objects
1. Ensure that Maya is in Object selection mode (press F8) - see Selection modes.
2. Pick the Select Tool from the Tool Box and click an object; or, either Shift-click or Shift
+ Ctrl-click to select multiple objects. Shift-click toggles on and off the last selection, while
Shift + Ctrl-click always adds to the selection.
To remove an object from the selection, Ctrl-click.
When you select multiple objects, the last selected object is drawn in a different color from
other selected objects. This is known as the key object. Some tools and actions use the key
object to determine what to do with the selection. For example, when you transform multiple
objects, the transformation uses the key object’s pivot point.
Watch the video below for information on how to select objects in different ways.
http://help.autodesk.com/view/MAYAUL/2016/ENU//?guid=GUID-5C5F2B9B-BE16-
4C49-B72B-70EA7CB4C688
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Watch this video to see how to move objects and set several Move Tool options.
http://help.autodesk.com/view/MAYAUL/2016/ENU//?guid=GUID-ABF1A141-7860-4234-
889B-00278F20B9A3
3. Use the Move manipulator in these ways to change the position of the selected objects:
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http://help.autodesk.com/view/MAYAUL/2016/ENU//?guid=GUID-169906C5-CBC4-45CD-
8DFB-F716D51D6168
3. Use the Rotate manipulator in these ways to rotate the selected objects:
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Scaling an object or component changes its size. Scaling happens from the pivot of the
object. If you have multiple objects selected, they scale from their common pivot point,
which is the last object added to the selection (the key object). For components, the pivot
point is located at the center of all selected components.
Watch this video to see how to scale objects and set several Scale Tool options.
http://help.autodesk.com/view/MAYAUL/2016/ENU//?guid=GUID-09D0E733-74DF-44E2-
937A-C857001E45B2
3. Use the Scale manipulator in these ways to scale the selected objects:
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When you transform an object, Maya stores it in a transform node as the difference from its
original (zero) position. These menu items let you control this saved transformation
information for an object.
To... Do this
Make the selected object’s current Select Modify > Freeze Transformations. If you
transformations be the zero position. select Modify > Freeze Transformations > , you can set Freeze
Transformations Options.
http://help.autodesk.com/view/MAYAUL/2016/ENU//?guid=GUID-028D6945-CEBE-493B-
9372-E9DF32BB0E78
You can also choose Create > Polygon Primitives and select one of the primitive shapes from
the submenu.
You can set the default options for each of the shape types when you
choose Create > Polygon Primitives > (Shape) > . These settings are used the next time you
create that primitive - see Polygon Primitives Options.
For more details on creating polygon primitives, see Create polygon primitives
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Outliner
To open the Outliner
In main menu bar: Windows > Outliner
In a panel: Panels > Panel > Outliner
Click the icon in the Quick Layout buttons on the left side of the interface.
The Outliner shows a hierarchical list of all objects in the scene in outline form. You can
expand and collapse the display of branches in the hierarchy; lower levels of the hierarchy are
indented under higher levels. It's one of two main scene management editors in Maya: the
other is the Hypergraph.
The Outliner also displays objects that are normally hidden in the view panels, such as the
default cameras, or nodes that don't have geometry, such as shaders and materials. You can
control which nodes appear in the Outliner using the items in its Display and Show menus.
More:
http://help.autodesk.com/view/MAYAUL/2016/ENU//?guid=GUID-
4B9A9A3A-83C5-445A-95D5-64104BC47406
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Move Moves the pivot point (and the object travels along with
it).
Align object
To align objects using Edit Pivot mode
http://help.autodesk.com/view/MAYAUL/2016/ENU//?guid=GUID-8345A56F-C6E2-4D0B-
BD1A-EC4E6D4B574D
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Click an icon to align the objects. The icons show how the bounding boxes align.
For example:
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Duplicate
The Duplicate and Duplicate Special commands let you create multiple copies of the selected
objects, with optional transformations applied to each copy.
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
1. Select Edit > Duplicate Special > to open the Duplicate Special Options panel.
3. Set the options for the number of copies and the transformations to apply to each copy.
To duplicate the selected objects and reapply the last transform
3. Set the options for the number of copies and the transformations to apply to each copy.
Note:
If the pivot point of an object is changed from its default value, duplicating
multiple copies of that object results in additional transforms to the channels of the
duplicated transform node. However, the resulting position, orientation and the pivots of
the duplicated objects will be correct. To avoid these extra transforms, the Duplicate
Specialcommand should be invoked with No of copies set to 1. The hotkey g can then be
used as many times as needed.
Edit > Duplicate does not work on isoparms. Instead, use Curves > Duplicate
Surface Curves.
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Booleans
Booleans (Mesh > Booleans) let you model with polygonal objects. Three boolean operations
let you combine objects to make shapes that would otherwise be difficult to model using other
techniques. You can add, subtract, or intersect objects to create a new, complex shape.
See Combine polygon meshes using booleans.
Boolean operations rely on the intersection, the shared volume of the two meshes, to
determine the boolean result.
Union = faces of both meshes - faces of the intersection
Difference = faces of the first selected mesh - faces of the intersection + faces of the
second selected mesh that were part of the intersection
After performing a boolean operation, the original objects cannot be selected in the scene.
When construction history is enabled, you can select the objects in the Channel
Box, Hypergraph, Attribute Editor, or Outliner. Any changes you make to the original objects
are automatically applied to the new shape. See Edit the original objects after a boolean
operation.
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