Teaching people already familiar with 3D the basics to get started with Maya
The mission
Teaching people already familiar with 3D the basics to get started with Maya.
This is the internal documentation we use to instruct newcomers about Maya in the studio. We wanted to share it so anyone can benefit from it. Feedback is welcome; if you find something we should add or change, please let us know! We're very active on Twitter.
Resources
MayaLT 2018
Maya Overview
Viewport
The viewport is where the magic happens; it's the space where you visualize all the meshes and perform all the operations related to them.
Camera movement
Space -> Max Visor, Minimize
ALT + LC -> Rotate Camera
ALT + RC -> Zoom In, out
ALT + MC -> Pan camera
Mouse
RC = Right Click
LC = Left Click
MC = Middle Click
Viewport Tools
Hotkeys -> actions
1 -> low res object
2 -> smooth and low
3 -> smooth model
4 -> show wireframe
5 -> show shaded
6 -> show texture
7 -> show ilumination
Snaps
Snaps are used to quickly move something to a point of reference. It is a very useful method for precise movement.
X -> to grid
V -> to vertex
C -> to edges
Show and Hide Meshes
Can be useful for quick checks. For better organization, it’s advisable to use the “Layer system”, as described below.
Control + H -> hide selected object
ALT + H -> hide everything except selection
Control + SHIFT + H -> show the previously hide
Outliner
The outliner displays every element in the current scene.
Meshes
Groups
Joints
Lights
Cameras
If there is something hidden, you'll be able to find it here.
You can make the outliner appear by clicking on:
Windows —> Outliner.
Shelves
A shelf is a quick-access space for tools and user-premade scripts.
Append to Polygon tool -> bridges faces from one edge to another.
Combine -> merges meshes into a single mesh.
Separate -> divides non-welded/merged faces into different meshes.
Mirror -> one of the most commonly used tools; it mirrors models from side to side and merges the vertices along the seam line.
Extract faces -> separates the selected faces into a different model.
Center point -> centers the pivot of the object in the middle of it.
Freeze transformation -> resets any transformations done to the model, setting the current properties to 0, 0, 0 for Position and Rotation and Joint Orientation, and 1,1,1 for Scale.
Historic clean -> cleans any model inputs. This is very useful because Maya’s performance may be affected,and it can cause some issues during modeling. Use it regularly.
Materials
To add a material to a 3D object, right-click on it and look for the material.
If you want to modify its values, you can do so in the attribute editor, where you will be able to add a texture to the material.
The Hypershade allows you to see all the shaders in the scene and provides even more control over them.
Layer editor
Layers allow to show and hide elements in the scene, and they also help maintain the order in the scene.
First column:
V - allows you to quickly show and hide the layer.
Second column:
P - allows you to view the objects while working and hide them during playback.
Third column:
Nothing - Normal status. You will be able to modify elements.
R - Referenced mode. You'll be able to see the wireframe in grey, but youcannot use it for snaps.
T - Templated mode. You will see the model shaded with a black wireframe. You won't be able to select the object but you can use snaps on them.
You can change the layer name by simply double-clicking on it. Consider using colors to keep them organized, especially if the scene becomes extensive.
MAYA hotkeys
Transformation tools
F -> focus target
Q -> selection tool
W -> move tool
E -> rotation tool
R -> scale tool
Selection
LC + SHIFT -> various selections
LC + SHIFT + Drag -> square selection
Control + LC -> restart selection
B -> brush
SHIFT + > -> increase selection
> -> decrease selection
F -> light focus
TAB -> drag selection mode
Click & Hold + drag middle mouse to change size.
Extra spicy hotkeys
Ctrl + A -> attribute editor
G -> repeat last action
Ins / D -> move pivot
Ctrl + D -> duplicate
Ctrl + SHIFT + D -> duplicate special (preserves creation atributes, such as subdivisions, height, width, radius...)
SHIFT + D -> duplicate with transform
Ctrl + G -> group objects
SHIFT + P -> ungroup objects
Arrow UP / DOWN -> move between family groups
Ctrl + E / SHIFT -> extrude
UVs
These are used to apply textures properly to the 3D model. Here are the ways to generate UVs within Maya. The most commonly used in the studio are:
Automatic
Best plane
Cylindrical
Planar
Once generated, you'll need to go to the UV Editor tool.
Maya now includes a UV toolkit with a very intuitive interface, where you'll find the tools needed to modify your UVs correctly.
The most used tools are:
Unfold
Separate UVs
Sew UVs
Display image
Dim image
Texel density (get & set)
The UV editor window uses the same shortcuts as the main viewport.
Maya
ToxSam
founder and creative director at Polygonal Mind
In love with videogames since I can remember, passionate about geometry, VR addict and energetic persona.