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This is the shelf. This is were the most common functions are located. They provide quick actions to most work types like animation and sculpting. You cant cut and place shapes. You can also create your own shelf with your own set of functions with quick actions that don’t have a key bind
Workspaces are places that you use to complete different tasks. Most are self explanatory but they allow more control over a aspect like animation or simulation.
They have pre-set layouts for the different functions. Allowing them to be more useful.
They can be customised and provide a very specific workspace for different processes in maya
Modeling: Focused on 3D modeling tasks, this workspace typically includes tools for creating and manipulating geometry, along with relevant menus and panels like the
Animation: Designed for animators, this workspace provides access to animation tools, timelines, and graph editors to facilitate keyframing and motion adjustments.
Rigging: This workspace includes tools for creating character rigs, such as skeletons and controls, along with specialized menus for skinning and constraints.
Rendering: Tailored for lighting and rendering tasks, this workspace features options for scene lighting, rendering settings, and camera controls.
FX (Effects): Designed for visual effects work, this workspace provides tools for particle systems, dynamics, and simulations.
The outliner allows the organization of the objects In your scene. You can put objects in groups and keep them together. This allows the quick selection of more objects when they are grouped. If you have a car model with several components (e.g., tires, body, interior), you would group them under a single "Car" node. This allows you to manipulate the entire vehicle without having to select each component individually. The layers tab allows even more organization. It displays a hierarchal view of all objects in a scene. It allows you to hide objects in a scene
This vertical tab allows the user to change the right-side panel to different “sub workspaces” where each tab has lots of tabs under it organized into these tabs depending on what you are doing
The transformation panel allow the precise manipulation of objects in your scene. This is good because you can set things to precise points when needed.
It covers scale. Position. And rotation with all having 3 dimensions of access.
This tab allows you to change the selected part. It allows you to change the texture and other stats that effect rendering, animation, simulation and other stuff.
The modelling toolkit contains a few useful functions for changing the shape of objects.
This dropdown allows the changing of different modes in maya. This changes the programs tabs to be better fitted for these tasks like the other mode dropdown
This menu allows the quick changing of the perspective. Doing it from a specific angle will present all the faces that face that direction making it flat with no perspective lines. This would be the same as placing a camera at an infinite distance and zooming in infinitely
Wire frames show the edges and vertexes of a shape. This allows you to see the topology of the model. Its colour also depicts the selection
The beveling tool requires the fraction to be set to 2 to ensure the corners remain in quads rather than triangles. This prevents issues with edge loops, which might not cut correctly or at all.
When in edge loop mode, pressing the middle mouse button allows you to set the edge loop to half of the face for precise cuts. Holding Shift while doing this lets you adjust in intervals of 10.
Selecting the edges and then bridging them helps fix the model by eliminating breaks. You can speed up this process by double-clicking to select the entire edge loop and then selecting the corresponding edge on the opposing loop to connect them more efficiently.
Using fencing makes the part to look smoother and more organic while maintaining its original shape.
When we use the merge tool, it connects the selected vertices by joining them at different distances.
However, there is one issue: merging can cause the middle triangle to be lost. To avoid this, we need to be more precise with the distance selection.
this allows to to connect vertices to there average centre