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Intro to Maya – The Maya Interface (GUI) Written By Alan Postings UCA

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Intro to Maya – The Maya Interface (GUI)

Written By Alan Postings UCA

Maya Intro Class Breakdown – Key Topics

New Project

Save Scene - Binary vs ASCII

View Tools – Alt Control

Interface Overview – Map

Title Bar

Common Menus vs Menu Sets (Amin etc) F1 – F5

Help Menu

Status Line – Icons

Numeric Input – Status Line

Shelves – Custom, Saving, Button Creation – CTRL + SHIFT

Tool Box: Selection

Tool Box: Manipulators (QWERTY)

Tool Box: Universal Manipulators

Tool Box: Soft Modification Tool

Tool Box: Show Manipulator Tool

Tool Box: Transform Manipulators (+/-)

Layouts - 4 view View, Custom, Panels Menu, Expanded Views

Channel Box, Layer / Render Editor

Manipulator + Mouse Dragging

The Timeline, Range Slider, and Play Back Controls

The Animation Preferences Window

Auto Keyframes.

The Command Line

The Feedback Line

The Script Editor

The Help Line

View Compass

Channel Box – Virtual Slider & Manipulator Preferences

Channel Box Preferences

Numeric Input – Channel Box (Boolean & Float).

Channel Box - Pop up menu. Setting Keyframes, Lock & Hide, Names

UI Preferences – Hide & Restore

Undo’s and History

Creation History & Nodes

Display Options 1-3

Display Options 4-7

High Quality Shading

Lighting Menu

Menus – Options and Tearing

The Hotbox: Hotbox and Marking Menus

Pivot Points

The Attribute Editor

Outliner & Visor

Hypergraph

Hypershade

Maya Intro Class: Also to be Discussed During This Class

Dependency Graphs

UV Co-Ordinates and UV Texture Editor

Graph Editor

Expressions Editor

Grouping vs Parenting (Root & Leaf Nodes / Child and Parent)

Duplicating vs Copying

Selection Mode: Pop-up Selection Menu (Component)

Combining Selection Modes: Selection + Ctrl

Primitives & Interactive Creation

The Standard Maya Interface (GUI – General User Interface

1) Maya Intro: Creating a New Project Directory

When starting a new project it is important that a ‘Scene Directory’ is

created. This contains named groups which are intended to house

different aspects of the Maya scene, including textures, reference

images, and the saved scene file (Figure 1)

To create a new ‘Scene Directory’ go to ‘File – Project – New’. The

following dialogue window will appear (Figure 2).

Figure 1: My Documents / Maya / Projects / New_Project_01

Figure 2 – Initial Empty New Project Directory

In the ‘New Project’ window click ‘Use Defaults’ and in the ‘Name’ box

type ‘New_Project_01’

Finally click ‘Accept’.

Note that by clicking ‘Use Defaults’ a default folder structure is created

in your ‘My Documents – Maya – Project’ directory. The folders are

named based upon common input and output elements found in Maya

scenes (Figure 1 & 3).

Figure 3: Default Project Directory Folders

2) Maya Intro: Saving a Maya Scene – Maya Binary vs Maya Ascii

In Maya save your scene by choosing ‘File – SaveAs – Options (small

box next to the text)’. Make sure the ‘File Type’ is set to ‘mayaBinary’

and click ‘Save As’.

In the ‘Save As’ window enter ‘Scene_01_Binary’ and click ‘Save’.

Repeat this by choosing ‘File – SaveAs – Options (small box next to

the text)’. Make sure the ‘File Type’ is set to ‘mayaAscii’ and click ‘Save

As’.

In the ‘Save As’ window enter ‘Scene_01_Ascii’ and click ‘Save’.

Note: The both versions of the Maya scene are now saved into the

‘scenes’ folder of the ‘New_Project_01’ directory.

In Windows XP go to the ‘Start’ menu and choose ‘All Programs –

Accessories – WordPad’

In ‘WordPad’ choose ‘File – Open’ and in the ‘Open’ window set the

‘Files of Type’ pull down menu to ‘All Documents’. Finally navigate to

the ‘My Documents / Maya / Projects / New_Project_01/scenes’

directory.

Select ‘Scene_01_Binary’ and click ‘Open’

In WordPad make a visual note of the text which is now being

displayed. Much of the text appears to be jumbled and unreadable

(Figure 4).

Figure 4: Maya Binary File

To compare this to a ‘Maya Ascii’ file choose ‘File – Open’ in WordPad

Select ‘Scene_01_Ascii’ and click ‘Open’

Note the text which is now being displayed. This is now much clearer

and readable.

CONCLUSION: By saving the scene as a ‘Maya Binary File’ a

structure is created which relies upon binary language (zero’s and

ones). This type of file will be smaller in memory size but will be

unreadable by a text editor and therefore impossible to edit. However,

a ‘Maya Ascii’ file relies upon a standard text based programming

language. This gives the added advantage of being able to edit of

repair the file. Note: Maya Ascii files work well in situations of migration

between Apple Mac and Windows versions of Maya.

Figure 5: Maya Ascii

3) Maya Intro: Navigation – Alt + Mouse Button Ctrl

Navigation in the main Maya views is achieved by using a combination

of left, middle, and right mouse buttons whilst the ‘Alt’ key is held down

on the keyboard. These are as follows:

Rotation of View (Tumble): Alt + Left Mouse Button

Translation of View (Pan): Alt + Middle Mouse Button

Scaling of View (Zoom): Alt + Left & Middle Mouse Button

Zooming Alternative: Alt + Right Mouse Button

4) Maya Intro: The Maya Interface (Overview).

The Maya interface offers different methods of interaction with Maya

scene depending upon desired functionality and output. The default

interface gives a ‘generic’ set of options to the user which may or may

not be fully utilised. The Maya interface is fully customisable and can

be adapted to suit the user. In Maya there are many ways to achieve

the same results (Figure 6: Overleaf).

Figure 6 – The Maya Interface

5) Maya Intro: The Maya Interface (Breakdown) – Menus & Title Bar

The ‘Title Bar Directory’: The scene name and location is displayed in

the ‘Title Bar’. This is directly linked to creating and new project.

Figure 7: Title Bar

The ‘Standard Menu’ set: A generic set of menus which stay present

throughout. These contain common elements to all processes within

Maya as well as elements pertaining to the structure of interface and

the input of data.

Figure 8: Standard Menus

‘Menu’ sets: A set of menus which appear when switching between

‘Menu Sets. These contain tools and functionality based upon function.

For example ‘Animation, Modelling, Dynamics, and Rendering’. The

shortcuts for these are ‘F2 – F6’ on the keyboard.

Figure 9: Menu Sets

The ‘Help’ menu: The ‘Help’ menu resource contains reference

information and tutorials about Maya as well as acting as a database of

scripting language (MEL). The shortcut for this is ‘F1’ on the keyboard.

Figure 10: The Help Menu

6) Maya Intro: The Maya Interface (Breakdown) – Status Line

The ‘Status Line’: The ‘Status Line’ contains sets of buttons which

deal with files, the selection of objects, snapping, history, rendering,

and selection.

Figure 11: Status Line

The ‘Status Line – Scene’: The ‘Status Line – Files’ buttons offer

short cuts (left to right). Creating a New Document, Save Scene As,

and Save Scene

Figure 12: Status Line - Scene

The ‘Status Line – Select by Type’: The ‘Status Line – Type’ buttons

offer short cuts (left to right) Select by Hierarchy, Select by Object,

Select by Object.

Figure 13: Status Line - Select by Types

The ‘Status Line – Selection Masks’: The ‘Selection Masks’ buttons

offer selection masking of objects. Once switched on, objects which are

masked will no longer be able to be selected.

From left to right: All objects on/off, locators, joints, curves, surfaces,

deformers, dynamics, rendering, miscellaneous, lock / unlock current

selection, and highlight selection mode on/off.

Figure 14: Status Line – Selection Masks

The ‘Status Line – Snapping’: The ‘Selection Masks’ buttons offer

different types of movement ‘snapping’. Once switched on objects will

snap during movement (lock to).

From left to right: Grid snap, Curve snap, Point snap, Image plane

snap, and Make live.

Figure 15: Status Line – Snapping

The ‘Status Line – History’: The ‘History’ buttons offer short cuts to

the history stored in the Maya memory.

From left to right: Undo, Redo, Construction History On/Off.

Figure 16: Status Line – History

The ‘Status Line – Rendering’: The ‘Rendering’ buttons offer short

cuts to the ‘Render Settings’ menu.

From left to right: Render, Instant Preview Render, Render Settings.

Figure 16: Status Line – Rendering

The ‘Status Line – Selection, Rename, & Numeric Input Field: The

‘Selection, Rename, & Numeric Input’ field offers a text based method

of object movement, renaming, and selection via a pull down menu.

In the pull down menu Quick Selection, Quick Rename, Numeric Input

Absolute, and Numeric Input Relative. This will be discussed in further

detail later in this document.

Figure 16: Status Line – Selection, Rename, & Numeric Input Field

7) Maya Intro: The Maya Interface (Breakdown) – Shelves.

‘Shelves’: Maya ‘Shelves’ house shortcuts to the to tools and

functionality which exists within ‘Menu Sets’. Such as ‘Animation.

Modelling, Rendering etc.

Figure 17: Shelves

Custom shelves can be created and saves (Black arrow on the left of

the shelves) in order to house the users preferred toolset. By holding

down ‘CTRL + SHIFT’ prior to the selection of a tool from a menu a

‘MEL Button’ will be created that reselects that tool.

For example: Select the ‘Custom’ shelf tab. Hold down the ‘CTRL &

SHIFT’ keys and using the left mouse button select ‘Windows –

Outliner’. A button will appear on the custom shelf. Finally left mouse

button click on the small black arrow (left of shelves) and choose ‘Save

All Shelves’ to save the new button.

8) Maya Intro: The Maya Interface (Breakdown) – Tool Box.

The ‘Tool Box’ houses common tools used in the movement and

manipulation of objects.

From top to bottom: Selection, Marquee Select, Paint Selection, Move,

Rotate, Scale, Universal Manipulator, Soft Modification, Show

Manipulator, and Last Tool Used (Starts Blank).

Figure 18: Tool Box

Note: The first five of these tools can be selected using the keyboard

shortcuts (Q,W,E,R,T,Y). This will be discussed in a later section.

9) Maya Intro: The Maya Interface (Breakdown) – 4 View Panel Display

The ‘Four View Panel Display’ is the default view port layout in Maya.

This contains the Top, Side, Front and Perspective Views as standard

but can be customised to contain any window.

The layout of the windows can also be changed to the preference of

the user, including ‘One Pane, Two Panes, and Three Panes’. These

can also be configured in different combinations ie, ‘Three Panes Split

Top.’

Shown in Figure 19 are the two menus which control the view ports.

These are – (Left) Preset layouts and (Top) Panels Menu. By click on

the Preset Layouts you can use or adapt a pre-saved view layout. By

using the ‘Panel’ menu of each of the view ports it is possible to switch

between window types.

Figure 19: Four View Panel Display, Preset Layouts, & Panel Menu

10) Maya Intro: The Maya Interface (Breakdown) – Expanded View.

To access the ‘Expanded Perspective’ click in any window and press

the ‘Spacebar’. To exit the view press the space bar again.

Figure 20: Expanded View

11) Maya Intro: The Maya Interface (Breakdown) – The Channel Box.

The Channel box houses the attributes of a selected object or node.

Commonly these will be movement and transformation attributes

(channels) that control the position, scale, and visibility of an object.

The Channel Box also holds ‘Creation’, ‘Construction’ , and

‘Modification history.

Figure 21: The Channel Box

12) Maya Intro: The Maya Interface (Breakdown) – Display Layer Editor.

The Display Layer Editor allows the creation of layers on to which

objects can be added. Once assigned the mode of the layer can be

switched between ‘Visible & non-visible, templated, and referenced.

Figure 22: Display Layer Editor

13) Maya Intro: The Maya Interface (Breakdown) – Render Layer Editor.

The Render Layer Editor allows the creation of render layers on to

which different objects can be added based upon render requirements.

For example, colour and shadow could be rendered separately in order

to be composited.

Figure 22: Display Layer Editor

14) Maya Intro: The Maya Interface (Breakdown) – The Timeline.

The ‘Timeline’ displays time in frames. The length of the which, can be

adjusted to the required of animation. However, this is directly related

to the ‘Time’ in the ‘Settings’ menu of Maya’s preferences. For example

’25 frames per second’ (PAL) as opposed to ’30 frames per second’

(NTSC). Animation ‘Keyframes’ are also displayed on the timeline as

are sound.

Figure 23: The Timeline

15) Maya Intro: The Maya Interface (Breakdown) – Timeline Controls.

The ‘Timeline’ controls act as set of forwards and backwards ‘Playback’

controls. There are also controls which are directly related to single

frames and keyframes. These are (from Left to Right) ‘Current frame

(number field), go to start, step back one frame, step back to next

keyframe, play in reverse, play forward, step forward to next keyframe,

step forward one frame, go to end.

Figure 24: Timeline Controls

16) Maya Intro: The Maya Interface (Breakdown) – The Range Slider.

The ‘Range Slider’ controls the length of the timeline of the timeline

and also what part of the timeline is currently being displayed. By

adjusting the ‘outer number fields’ on either side of the ‘Range Slider’

the timelines length is altered. By adjusting the ‘inner number fields’ the

‘Range Slider’ can be altered to display more or less of the timeline.

NOTE: Playback in Maya will only occur for the timeline currently

displayed. If the ‘Range Slider’ is only allowing part of a longer timeline

to be displayed playback will only occur for section currently shown. To

view the timeline in its entirety make sure the ‘Range Slider’ is set to

the same length as the ‘Timeline’.

Figure 25: The Range Slider

17) Maya Intro: The Maya Interface (Breakdown) – Auto Keyframe.

The ‘Auto Keyframe’ button allows Maya to automatically write a new

keyframe when a channel is manipulated. However, an initial keyframe

must be set on the channel in order for this to begin working.

Figure 26: Auto Keyframe

18) Maya Intro: The Maya Interface (Breakdown) – Command Line.

The ‘Command Line’ allows the user to enter ‘MEL’ (Maya embedded

Language) code. This has many uses including creating nodes or

loading custom scripts. A command is inputted into the ‘Command

Lline’ and ‘Enter’ on the numeric keypad is pressed to execute the

command.

Figure 27: The Command Line

19) Maya Intro: The Maya Interface (Breakdown) – Feedback Line.

The ‘Feedback Line’ displays to the user the result of an action

(command). This will be displayed in the form of text and colour – For

example, the successful creation of a layer would display as a ‘Grey

filed’ and read ‘Result: layer1’. When a command is successful the box

will stay ‘Grey’. However, when a command is unsuccessful it will

display as a ‘Red field’ and an error feedback will be shown.

Figure 28: The (Command) Feedback Line

20) Maya Intro: The Maya Interface (Breakdown) – Preferences Window.

The ‘Preferences Window Button’ is a short cut that allows quick

access to Maya’s Preferences Window. This contains all the

preferences for all major functions in Maya. In particular this shortcut is

used to obtain quick access to the ‘Animation Preferences’ which

directly affects the timeline.

Figure 29: Preferences Window Button

21) Maya Intro: The Maya Interface (Breakdown) – Script Editor

The ‘Script Editor Button’ is a short cut that allows quick access to

Maya’s ‘Script Editor’ window. The ‘Script Editor’ is used to write

custom ‘MEL’ code. It also allows for the loading of custom script and

the manipulation of ‘MEL’ history.

Figure 29: Script Editor Button

22) Maya Intro: The Maya Interface (Breakdown) – Help Line

The ‘Help Line’ displays information about current selections, tools, and

actions. For example, when the mouse is moved over a tool the ‘Help

Line’ will display the name of the tool or attribute. For more complex

tools it will, on selection suggest steps to be taken to ensure the order

of events are correct.

Figure 29: Script Editor Button

23) Maya Intro: The Maya Interface (Breakdown) – View Cube

The ‘View Cube’ allows quick control over the ‘World Space’ views. By

Clicking on one of the faces of the cube you can switch between

‘Orthographic’ views. By clicking on the ‘House’ icon you will return to

the Perspective view.

Figure 30: View Compass

24) Maya Intro: The Maya Interface (Breakdown) – Manipulator Control

Directly connected to the channel box the ‘Manipulator’ control

preferences allow for different types of ‘Channel Box + View port’

‘scrubbing’. By highlighting the name next to a channel in the Channel

Box and then middle mouse button scrubbing in any view port a

channel can be manipulated (For example, translated, rotated, or

scaled).

The ‘Manipulator’ control preferences change the functionality of this

action. By clicking on the first button (left) it is possible to switch

between ‘Manipulators’, No Manipulators, and ‘Channels’.

The first (Manipulators) (default) allows for the use of box the Channel

Box and the ‘Tool Box’. For example the Translate manipulator

(arrows).

The second (No Manipulators) allows for the use of the ‘Tool Box’ only.

Finally the third (Channels) allows only the use of the Channel Box.

However, once the third option is selected the final two buttons become

active (middle and right). The middle sets the speed of the channel

‘scrubbing’. Whilst the right changes the speed from ‘Linear’ to

‘Hyperbolic’. This is the difference between constant speed and

speeding up and slowing down.

Figure 31: Manipulator Control

25) Maya Intro: The Maya Interface (Breakdown) – Channel Box Prefs

The ‘Channel Box’ preference buttons allow switching between channel

box elements, such as the ‘Channel Box and the Layer / Render Editor.

From left to right: Channel Box only, Layer / Render Editor only, both

Channel Box and Layer / Render Editor.

Figure 32: Channel Box Preferences

26) Maya Intro: Channel Box Numeric Input – Boolean, Integer, & Float

The numeric channels found in the ‘Channel Box’ are set depending

upon the functionality required. Because these depend upon ‘numeric’

data functionality is derived from numeric properties. For example,

common properties found in mathematics and computer code such as

‘Vectors, Integers, Floats, Booleans, Enum (Enumerated Type), and

String’ functions.

Float: All numbers (Whole and Decimal).

Integer: Whole numbers (1,2,3….etc)

Vector: Coordinate based numbers e.g. XYZ

or RGB values (Scale 1,1,1 etc)

Boolean: On / Off function (0 and 1)

Enum: Enumerated Type: Rule based number

system (Identifiers). For example a set

of ‘Playing Cards’ has ‘Four Suits’ as

part of its system.

String: Ordered sequence of symbols based

upon a predetermined set. MEL

Language for example.

For example, by default an object is created with a ‘Transform Node’

which houses Translate, Rotate, Scale, and Visibility numeric data. In

this case Translate, Rotate, and Scale are ‘Float’ functions which

means ‘All Numbers’ can be used. Such as, whole and decimal. Where

as the ‘Visibility’ channel works using a ‘Boolean’ function of on and off

(0, 1). To use this simply type ‘0’ in the visibility channel to switch the

visibility ‘off’ and the type ‘1’ to turn it ‘on’.

Figure 33: Channel Box Channels

27) Maya Intro: Channel Box Menu – Lock, Keyframe, & Names Menu.

In the ‘Channel Box’, by highlighting a channels text and right mouse

clicking (hold) on it a pull down menu will appear. The central focus of

this menu is derived from the selected channel and contains

functionality as well as shortcuts to other Maya windows which directly

affect the channel in question.

For example, by using this menu and choosing ‘Set Keyframe’ an

animation keyframe will be set on the timline for this channel. Where as

choosing ‘Expressions Editor’ the address of the channel will be loaded

into the ‘Expressions Editor’ window ready for use. Both of these will be

discussed further later in this documents

The Keyframe Menu:

Key Selected: Set a single channel keyframe (Red).

Key All: Sets a keyframe on all channels.

Breakdown Selected: Sets an individual breakdown key (Green).

Breakdown All: Sets a breakdown key on all channels.

Mute Selected: Mutes the channels keyframe animation

(Turns off).

Mute All: Mutes all keyframe animation (Turns off).

Unmute Selected: Unmutes the channels keyframe

animation (Turns On).

Unmute All: Unmutes all keyframe animation

(TurnsOn).

The Cut, Copy, Paste Menu:

Cut Selected: Cuts keyframe animation data.

Copy Selected: Copies keyframe animation data.

Paste Selected: Pastes keyframe animation data.

Delete Selected: Deletes keyframe animation data.

The Break Connections Menu:

Break Connections: Breaks any connection made with the

selected channel. This includes,

keyframes animation, connected

channels, and scripted expressions.

The Lock & Hide Menu:

Lock Selected: Locks the channel so no manipulation can

occur. This does not include connections.

Unlock Selected: Unlocks the channel.

Hide Selected: Hides the channel from the user. Note:

There is no ‘Show Selected’ in this menu.

To show a hidden channel open the

Windows – General Editors – Channel

Control.

Lock & Hide Selected: Locks and hides the selected channel.

Make Sel Non-Keyable: Restricts the channel so it cannot hold

keyframe animation.

Make Selected Keyable: Opens the channel so it can hold

keyframe animation.

The Window Shortcut Menu:

Expressions: Opens the Expressions Editor and loads

the current channels address.

Set Driven Key: Opens the Set Driven Key window and

loads the current channels address.

Channel Control: Opens Channel Control Window and

loads the current channels attributes.

Connection Editor: Opens the Connection Editor and loads

the current channels address.

The Attribute Menu:

Add Attribute: Opens the Add Attribute window for the

creation of new custom channels.

Edit Attribute: Opens the Edit Attribute window to allow

editing of new custom channels.

Delete Attribute: Deletes custom channels.

The Settings Menu:

Settings Menu (Upper): This is the menu version of the Channel

Box Manipulator preferences (see step

24).

Change Precision: Changes the precision of the numeric data

(Decimal Places). By default this is set to

3 decimal places.

Restore to Default: Restores the default preferences for the

channel box.

The Channel Names Menu:

Nice: This is default setting with capitol letters at

the start of each channel name.

Long: This setting concurs with the longhand

version of MEL scripting language.

Short: This setting concurs with the shorthand

version of MEL scripting language.

28) Maya Intro: User Interface Preferences – Hide, Show, & Restore

User Interface (UI) components can have their visibility switched off at

any time in the main view by clicking on the ‘collapse arrow’ (figure 34)

Figure 34: UI Collapse Button (Arrow).

However, all of Maya’s User Interface components are stored within

the ‘UI Elements’ list found under the ‘Display’ menu. The components

which are currently visible will be ‘ticked’. Should a UI component

become deleted from view it can reactivated using this menu.

At the bottom of this list are Hide UI Elements, Show UI Elements, and

Restore UI Elements. These hide and show all of the UI elements as

well as restoring them to their default positions and display properties.

29) Maya Intro: Undo, Redo and History

History: Whilst working in Maya you will build up ‘History’ data which is

derived from the use of tools and operations. History data builds up

‘Per Object’ and can be commonly seen as a list in the ‘Channel Box’.

Keeping this data can cause the draw on the computers memory to be

high and will slow the motion of the screen. Deleting ‘History’ is

common practice however in certain circumstances keeping history

data can also be desirable.

To delete ‘All History’ go to ‘Edit – Delete by Type – History’. It is also

possible using the ‘Delete by Type – Non-Deformer History’ menu to

delete all history except that which is derived from the use of

‘Deformers’.

Undo: Undo allows the user to step backwards in the operations queue

to ‘undo’ the affects of the last operation or tool. There are by default a

limited number of ‘Undo’s’ (50). However, this can be changed in the

Maya preferences to either a new number or be set to infinity. NOTE:

Setting a high or infinite number of Undo’s can cause ‘sluggish’

feedback within Maya due to the high requirements demanded on

computer memory storage.

Redo: This allows the user to set forward in the operations queue and

redo the last operation.

30) Maya Intro: Nodes & Creation History

Nodes: A node is a visual display of a possible input and output

connections. In real world terms it is much like a ‘Train station’ with

trains entering and exiting on different lines. A connection between

nodes is shown using a ‘Purple Line’ with a directional arrow (figure

35). The function of this line will be discussed later in this document.

Figure 35: Nodes (Primitive Object)

When a modelling ‘Primitive’ object is initially created it is made up of

four ‘Nodes’ – A ‘Transform Node’, ‘Shape Node’ ‘Construction (Make),

and Initial Shading Group’ (figure 35). The ‘Transform Node’ holds

transformation information. The ‘Shape Node’ holds the objects

attribute based information (ie, display properties). The ‘Creation Node

(Make)’ holds information regarding the initial construction of the

object. The ‘initialShadingGroup (render engine)’ holds all data

referring to the objects surface upon render.

Creation History: The information stored under the ‘Creation Node

(Make)’ will be different for each primitive object. For example, ‘Radius’

will change the overall radius for a NURBS Sphere but will not exist for

a NURBS cube. Instead this will be replaced by a ‘Width’ channel

(figure 36).

Figure 36: Creation Nodes (Primitive NURBS Objects)

However, these channels can only be used before further editing of the

surface using modelling tools. Once used the object cannot update in

the correct manner causing it to deform or distort.

31) Maya Intro: Hardware Display Options Number Keys 1 – 3 & 4 - 7

Keys 1, 2, and 3 on the main keyboard control the display complexity

of NURBS objects and also previews the conversion of Polygon objects

into Sub-Division Objects. Shown in figure 37 is the same NURBS

sphere at different levels of display complexity: Low (1), Medium (2),

and High (3).

Figure 37: NURBS Objects Display Complexity

Keys 4 & 5 switch between ‘Wireframe (4)’ and ‘Shaded (5)’ display

modes. Shown in figure 38 are the two different states. NOTE: This

image was constructed in Photoshop and cannot be achieved in the

Maya interface.

Figure 38: Wireframe & Shaded Display

Key 6 switches to ‘Textured Mode’. Allowing textures to be displayed in

the Maya views. This by default is set to ‘Low Quality’ in order to speed

up feedback and interaction (The texture will appear blurred). It is

possible to set this to ‘High Quality’ which enhances the clarity of the

view but feedback can become slow (Figure 39).

Figure 39: Wireframe & Shaded Display

Key 7 switches to ‘Light Mode’. Allowing the influence of lights in the

scene to be displayed on an objects surface (Figure 39).

32) Maya Intro: High Quality Rendering (Hardware Texture Display)

As mentioned in section 31 by default the ‘Texture View – Key 6’ is set

to ‘Low Quality’ so interactivity and feedback is fast but display of the

texture is low. To change this it is possible to set to ‘High Quality’ under

the ‘Renderer’ menu in each of the views (Figure 40).

Figure 40: High Quality Display

33) Maya Intro: Lighting Menu (Hardware Lighting Display)

Using the ‘Lighting’ menu in each Maya view it is possible to change

the display of the hardware light properties (key 7). By default in

hardware and with the ‘Light View’ active Maya shows all lights but no

shadows. In the lighting menu this can be changed to a single light

(Use Selected Lights) and shadows (Shadows) activated (Figure 41).

Figure 41: Hardware Lighting Quality & Preferences Display

34) Maya Intro: Menu Options & Tearing

Menu Options: Many of the Maya tools have ‘Options’ which can be

modified prior to use. These often dramatically change the outcome of

the operation. To access the options click on the small square next the

name of the tool (Figure 42). However, not all tools have options.

Menu Tearing: In many cases you will need to repeatedly revisit the

same menu. This can become time consuming and laborious.

Therefore, it is possible to ‘Tear Off’ menus from their current positions

so they become ‘Floating Menus’. To do this left mouse button click on

the strip at the top of each menu and drag the menu away from it

current position (Figure 42).

Figure 42: Menu Options and Tearing

35) Maya Intro: The Hot Box & Marking Menus

Hotbox: As mentioned before there are many ways to navigate and

access information in Maya. In the previously sections the standard ‘UI

interface’ has been discussed however it is possible to access all

aspect of Maya without the use of the standard interface. This is done

by using the ‘Hotbox’. To access the ‘Hotbox’ click in any view and hold

down the ‘Space Bar’ on the keyboard (Figure 43). This now displays

the menus which currently exist at the top of the standard Maya

interface. By clicking on each menu name the standard drop down

menu will appear.

Figure 43: The Hot Box

Marking Menus: Once the ‘Hotbox’ is open a secondary set of

navigation options are also available. By clicking in the areas

surrounding the Hotbox menus ‘Marking Menus’ will appear. These are

shortcuts to windows, menu sets, views, and standard UI elements. To

select one drag the ‘Line’ from the centre of the selection onto the

desired button. NOTE: Marking menus are fully customisable and can

be changed to the suit the user. Many professionals train themselves to

work completely using ‘Marking Menus’ in order to maximise the

viewing area (Real Estate).

36) Maya Intro: Pivot Points

When a default object is created in Maya its pivot point is positioned in

the centre of the object. However, it is possible to change the position

of the pivot point in order to change the functionality of the channels.

For example, by placing the ‘Pivot Point’ away from the object the

translation, rotation, and scale channels will have a relative effect –

Scaling for example will be based from the new position of the pivot

point (Figure 44).

Figure 44: Pivot Points

To change an objects pivot point select the object and press ‘Insert’ on

the keyboard. Move the resulting manipulator to its new location and

then press ‘Insert’ again to exit.

37) Maya Intro: The Attribute Editor

The Attribute Editor stores all the information related to a selected

object. In figure 45 the object being displayed is a ‘NURBS Sphere’.

Note that the four nodes (section 30) which are present at the objects

creation are being displayed as ‘Tabs’. Under each tab are series of

channels and attributes which can be edited or changed according to

the functionality of each node. The shortcut for this is CTRL + A.

Figure 45: The Attribute Editor

38) Maya Intro: The Outliner & Visor

The Outliner: The Outliner Window lists all objects (nodes) which are

in the scene. These include all lights and cameras.

Figure 46: The Outliner Editor

The Visor: (Windows – General Editors – Visor). The Visor Window

lists all of Maya’s stored examples and brushes for use either as stand

alone examples or as part of a tool such as ‘The Paint Effects Brush’

(Figure 47).

Figure 47: The Visor

39) Maya Intro: The Hypergraph – Scene Hierarchy & Input / Output

The Hypergraph Scene Hierarchy shows all of the nodes which exist

in the current scene (figure 48).

The Hypergraph Input / Output Connections shows all connections

for the currently selected nodes (figure 49). It is possible to connect

and disconnect nodes within the hypergraph. These connections are

know as a ‘Dependency Graph’.

Figure 48: The Hypergraph – Scene Hierarchy

Figure 49: The Hypergraph – Input / Output Connections

40) Maya Intro: The Hypershade Window

The Hypershade Window displays all the ‘Shaders’ used in the Maya

scene. It also allows for the creation of new and editing of old shaders.

Create Maya Nodes: On the left hand side of the window is the

‘Create Maya Nodes’ menu. This lists all of the available shaders and

input / output nodes.

Tabs (Material): By default Maya displays in the top right window all

the current scene shaders (Materials Tab). However, each of the tabs

contain a different aspect on the current Maya scene. Such as Lighting,

Cameras, and Textures.

Work Area: Finally the bottom right window allows the dragging of

shaders into the ‘Work Area’ for ‘graphing and editing’.

Figure 50: The Hypeshade Window

UCA