Differences in Working with Objects


Creating objects/lights/cameras: In Maya, everything is created at a default size and location. Unlike max, you don't click or drag to create anything. You simply go to the Create menu to create an element; when it appears, typically it's at a size of 1 unit at the scene's origin point (0,0,0).

Numerical input: In max, you right-click a transform button to get a numerical entry field for precision adjustments. In Maya, you have full numerical control of transform variables in the Channel Box, the dialog box usually at the far right of Maya's interface (see Figure A.8). To change a value for a setting, you simply click in the variable field and type in the value. Object transform settings are at the top of the Channel Box, with the object's creation parameters, such as number of divisions, showing up farther down the Channel Box.

Figure A.8. Maya's Channel Box displays all object transform variables in scene units.

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Selection filters: In Maya, you can make certain object categories selectable, as with max's selection filter menu. Unlike max, you can mix and match selectable categories of scene elements by clicking various buttons or right-clicking a button to toggle subcategories. Maya's selection filter buttons (see Figure A.9) are modal in other words, they change if you're working in Hierarchy mode or Component (subobject) mode. (See the "Differences in Creating and Editing Models" section later in this appendix.)

Figure A.9. Maya's selection filters in Object Editing mode.

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Transforming objects: Object transforms are nearly identical in max and Maya. max's Move, Rotate, and Scale icons (top center of max interface; see Figure A.10) are similar to Maya's Move, Rotate, and Scale icons (left side of Maya interface; see Figure A.11). The transform gizmo that appears on selected objects is also identical, except that Maya does not have the "brackets" that let you transform on x-y, y-z, or x-z planes.

Figure A.10. max's transform buttons.

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Figure A.11. Maya's transform buttons and three-axis object manipulator.

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Duplicating objects: max users are accustomed to using the Shift key during a transform to create duplicates or instances of an object, a light, or a camera. In Maya, you typically use the duplicate hotkey (Ctrl+d), and then adjust the new copy.

Creating instanced objects: When you duplicate, Maya applies the same settings as the previous duplication. If you want to make duplicates that are instanced (that is, changes to any instance affect all instanced copies), open the Duplicate Options dialog box (see Figure A.12), select the Instance radio button, and then click the Apply button. You can also set multiple copies and offset the copies.

Figure A.12. Switching to instanced duplication in the Duplicate Options dialog box.

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Parenting: No "link" or "unlink" icons exist in Maya. Linking in max is the same as Maya's parenting, which appears at the bottom of the Edit menu and has default hotkeys: lowercase p for parent and Shift+P (uppercase P) for unparent.



Maya 5 Fundamentals
Maya 4.5 Fundamentals
ISBN: 0735713278
EAN: 2147483647
Year: 2006
Pages: 198

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