Autodesk Maya 2025: A Comprehensive Guide, 16th Edition
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About this ebook
Autodesk Maya 2025 is a powerful, integrated 3D modeling, animation, visual effects, and rendering software developed by Autodesk Inc. This integrated node based 3D software finds its application in the development of films, games, and design projects. The intuitive user interface and workflow tools of Maya 2025 have made the job of design visualization specialists a lot easier. Autodesk Maya 2025: A Comprehensive Guide book covers all features of Autodesk Maya 2025 software in a simple, lucid, and comprehensive manner. It aims at harnessing the power of Autodesk Maya 2025 for 3D and visual effects artists and designers. This textbook will help you transform your imagination into reality with ease. Also, it will unleash your creativity, thus helping you create realistic 3D models, animation, motion graphics, and visual effects. It caters to the needs of both the novice and advanced users of Maya 2025 and is ideally suited for learning at your convenience and at your pace.
Our latest edition covers new tools and enhancements in modeling, animation, Bifrost and much more. The performance improvements in tools such as Smart Extrude, Graph Editor, and Animation are covered in depth. The author has also explained the Smart Extrude and Bifrost Graph Editor, advanced features of this release, with the help of suitable examples.
Prof. Sham Tickoo
Prof. Sham Tickoo is professor of Manufacturing Engineering at Purdue University Northwest, USA where he has taught design, drafting, CAD and other engineering courses for over nineteen years. Before joining Purdue University, Prof. Tickoo has worked as a machinist, quality control engineer, design engineer, engineering consultant, and software developer. He has received a US patent for his invention Self Adjusting Cargo Organizer for Vehicles. Professor Tickoo also leads the team of authors at CADCIM Technologies to develop world-class teaching and learning resources for Computer Aided Design and Manufacturing (CAD/CAM) and related technologies.
Read more from Prof. Sham Tickoo
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Book preview
Autodesk Maya 2025 - Prof. Sham Tickoo
Chapter 1: Exploring Maya Interface
Introduction to Autodesk Maya
Starting Autodesk Maya 2025
Autodesk Maya 2025 Screen Components
Menubar
Status Line
Shelf
Tool Box
Time Slider and Range Slider
Command Line
Help Line
Panel Menu
Panel Toolbar
Channel Box / Layer Editor
Attribute Editor
Hotkeys
Hotbox
Outliner
Marking Menus
Pipeline Caching
Alembic Cache
Interoperability Options in Maya
Navigating the Viewports
Hotkeys in Maya
Tips and Tricks in Maya
Workspaces
Self-Evaluation Test
Review Questions
Chapter 2: Polygon Modeling
Introduction
Polygon Primitives
Creating a Sphere
Creating a Cube
Creating a Prism
Creating a Pyramid
Creating a Pipe
Creating a Helix
Creating a Soccer Ball
Creating a Platonic Solid
Creating a Type Tool Mesh
Creating a SVG Mesh
Creating a Disc
Creating a Gear
Creating Super Shapes
Polygon Editing Tools
Editing the Polygon Components
Add Divisions
Bevel
Bridge
Circularize
Collapse
Connect
Detach
Extrude
Smart Extrude
Merge
Average Vertices
Chamfer Vertices
Delete Edge/Vertex
Edit Edge Flow
Duplicate
Editing the Polygon Components Using Mesh Tools
Create Polygon
Insert Edge Loop
Multi-Cut
Offset Edge Loop
Tutorial 1
Tutorial 2
Tutorial 3
Self-Evaluation Test
Review Questions
Exercise 1
Exercise 2
Exercise 3
Chapter 3: NURBS Curves and Surfaces
Introduction
NURBS Primitives
Creating a Sphere
Creating a Cube
Creating a Cylinder
Creating a Cone
Creating a Plane
Creating a Torus
Creating a Circle
Creating a Square
Interactive Creation
Exit on Completion
Working with NURBS Components
Tools for Creating NURBS Curves
CV Curve Tool
EP Curve Tool
Pencil Curve Tool
Arc Tools
Bezier Curve Tool
Tools for Creating Surfaces
Loft Tool
Planar Tool
Revolve Tool
Birail Tool
Extrude Tool
Boundary Tool
Square Tool
Bevel Tool
Bevel Plus Tool
Sweep Mesh Tool
Tutorial 1
Tutorial 2
Tutorial 3
Self-Evaluation Test
Review Questions
Exercise 1
Exercise 2
Exercise 3
Exercise 4
Exercise 5
Chapter 4: NURBS Modeling
Introduction
Working with NURBS Tools
Duplicate NURBS Patch
Project Curve on Surface
Intersect
Trim Tool
Untrim
Attach
Attach Without Moving
Align
Detach
Open/Close
Extend
Insert Isoparms
Offset
Rebuild
Reverse Direction
Sculpt Geometry Tool
Converting Objects
Converting NURBS to Polygons
Converting NURBS to Subdiv
Tutorial 1
Tutorial 2
Self-Evaluation Test
Review Questions
Exercise 1
Exercise 2
Chapter 5: UV Mapping
Introduction
UV Mapping
UV Editor
View Toolbar
UV Toolkit
Pinning
Select By Type
Soft Selection
Transform
Create
Cut and Sew
Unfold
Align and Snap
Arrange and Layout
Tutorial 1
Tutorial 2
Self-Evaluation Test
Review Questions
Exercise 1
Exercise 2
Chapter 6: Shading and Texturing
Introduction
Working in the Hypershade Window
Create Panel
Browser Panel
Browser Panel Toolbar
Work Area
Property Editor
Common Material Properties
Bump/Normal Mapping
Special Effects
Exploring the Shaders
Surface
Standard Surface Shader
Tutorial 1
Tutorial 2
Tutorial 3
Self-Evaluation Test
Review Questions
Exercise 1
Exercise 2
Exercise 3
Chapter 7: Lights and Cameras
Introduction
Types of Lights
Ambient Light
Directional Light
Point Light
Spot Light
Area Light
Volume Light
Glow and Halo Effects
Optical FX Attributes Area
Light Linking
Cameras
Camera
Camera and Aim
Camera, Aim and Up
Stereo Camera
Multi Stereo Rig
Tutorial 1
Tutorial 2
Tutorial 3
Self-Evaluation Test
Review Questions
Exercise 1
Chapter 8: Animation
Introduction
Animation Types
Keyframe Animation
Effects Animation
Nonlinear Animation
Path Animation
Motion Capture Animation
Technical Animation
Animation Controls
Playback Controls
Animation preferences
Commonly Used Terms in Animation
Frame Rate
Range
Setting Keys
Understanding Different Types of Animations
Path Animation
Keyframe Animation
Nonlinear Animation
Key Menu
Working with Keys
Visualize Menu
Blue Pencil
Playback Menu
Playblast
Cached Playback
Select Next Key
Select Previous Key
Audio Menu
Graph Editor
Move Nearest Picked Key Tool
Insert Keys Tool
Lattice Deform Keys
Region Tool: Scale or Move Keys
Retime Tool: Scale and Ripple Keys
Fit Selection in all Panels
Frame Playback Range
Center the View about the Current Time
Auto Tangents (Legacy)
Auto Tangents (Ease)
Auto Tangents (Mix)
Auto Tangents (Custom)
Spline Tangents
Clamped Tangents
Linear Tangents
Flat Tangents
Step Tangents
Plateau Tangents
Buffer Curve Snapshot
Swap Buffer Curves
Break Tangents
Free Tangent Length
Lock Tangent Length
Auto Load Graph Editor on/off
Load Graph Editor from Selection
Time Snap on/off
Value Snap on/off
Display Curve in Absolute View
Display Curve in Normalized View
Display Curve in Stacked View
Renormalize Curves
Pre-infinity Cycle
Pre-infinity Cycle with Offset
Post-infinity Cycle
Post-infinity Cycle with Offset
Unconstrained Drag
Open the Dope Sheet
Open the Trax Editor
Animation Layers
Creating an Animation Layer
Animation Layer Pane
Creating the Parent-Child Relationship in the Animation Layer Editor
Tutorial 1
Tutorial 2
Tutorial 3
Self-Evaluation Test
Review Questions
Exercise 1
Chapter 9: Rigging, Constraints, and Deformers
Introduction
Toggle the Character Controls
Bones and Joints
Creating a Bone Structure
Types of Joints
Parent-Child Relationship
Kinematics
Deformers
Blend Shape Deformer
Curve Warp Deformer
Cluster Deformer
Delta Mush Deformer
Lattice Deformer
Wrap Deformer
ShrinkWrap Deformer
Pose Space Deformation Deformer
Soft Modification Tool Deformer
Nonlinear Deformers
Applying Constraints
Parent Constraint
Point Constraint
Aim Constraint
Orient Constraint
Scale Constraint
Geometry Constraint
Normal Constraint
Tangent Constraint
Pole Vector Constraint
Rivet Constraint
Point On Poly Constraint
Closest Point Constraint
Adding Constraints to Animation Layers
HumanIK Character Controls
Skinning an Object
Paint Skin Weights Tool
Go to Bind Pose Tool
Maya Muscle Deformer
Muscle Objects
Types of Muscles
Muscle Creator
Set Driven Key
Tutorial 1
Tutorial 2
Tutorial 3
Tutorial 4
Self-Evaluation Test
Review Questions
Exercise 1
Exercise 2
Chapter 10: Paint Effects
Introduction
Working with the Content Browser Window
Creating Objects
Working with the Paint Effects Window
Brush Type
Global Scale
Channels
Brush Profile
Twist
Mesh
Shading
Illumination
Shadow Effects
Tutorial 1
Tutorial 2
Self-Evaluation Test
Review Questions
Exercise 1
Exercise 2
Exercise 3
Chapter 11: Rendering
Introduction
Render Setup
Maya Software Renderer
Maya Hardware Renderer
The Maya Hardware Renderer Settings
Arnold Renderer
Working With Lights
Working with Maya Lights
Working with Arnold Lights
Standard Shader
Base
Specular
Transmission
Bump Mapping
Emission
Matte
Tutorial 1
Tutorial 2
Tutorial 3
Self-Evaluation Test
Review Questions
Exercise 1
Exercise 2
Chapter 12: Particle System
Introduction
Creating Particles
Tool Settings (Particle Tool) Panel
Creating Emitters
Emitter name
Basic Emitter Attributes Area
Distance/Direction Attributes Area
Basic Emission Speed Attributes Area
Creating Goals
Colliding Particles
Resilience
Friction
Offset
Rendering Particles
Animating Particles Using Fields
Air
Drag
Gravity
Newton
Radial
Turbulence
Uniform
Vortex
Volume Axis
Creating Effects
Creating the Fire Effect
Creating the Smoke Effect
Creating the Fireworks Effect
Creating the Lightning Effect
Creating the Shatter Effect
Creating the Curve Flow Effect
Creating the Surface Flow Effect
Tutorial 1
Tutorial 2
Self-Evaluation Test
Review Questions
Exercise 1
Exercise 2
Exercise 3
Exercise 4
Chapter 13: Introduction to nParticles
Introduction
Creating nParticles
nParticle Attributes
nParticleShape1 Tab
nucleus1 Tab
Tutorial 1
Tutorial 2
Self-Evaluation Test
Review Questions
Exercise 1
Exercise 2
Chapter 14: Fluids
Introduction
Classification of Fluid Effects
Open Water Fluid Effects
Dynamic Fluid Effects
Non-Dynamic Fluid Effects
Working with Fluid Containers
Attributes of Fluid Container
Creating Fluid Containers with Emitter
Painting the Fluid Effects into Containers
Fluid Components
Ocean
Pond
Fluid Effects
Tutorial 1
Tutorial 2
Tutorial 3
Tutorial 4
Self-Evaluation Test
Review Questions
Exercise 1
Exercise 2
Chapter 15: nHair and XGen
Introduction
nHair
Creating nHair
Simulating nHair
hairSystemShape1 Tab
Painting Texture on nHair
Painting Follicle Attributes
Styling nHair
Applying Shadow to the nHair
Rendering the nHair
XGen
Create new description Button
Import collections or descriptions
XGen Tab
Tutorial 1
Tutorial 2
Tutorial 3
Self-Evaluation Test
Review Questions
Exercise 1
Chapter 16 :Bifrost
Introduction
Flip Solver
Working With Bifrost Fluids
bifrostLiquidContainer1 Tab
liquidShape1 Tab
Working with Bifrost Aero Emitters
Adding Emitter
Removing Emitter
Colliders
Adding Colliders
Removing Colliders
Caching a Simulation to Disk
Flush Scratch Cache
Compute and Cache to Disk
Working with the Bifrost Browser Windowand Bifrost Graph Editor Window
Creating Bifrost Simulation Using the Bifrost Browser Window
Foam
Remove Foam
Tutorial 1
Tutorial 2
Self-Evaluation Test
Review Questions
Exercise 1
Chapter 17: Bullet Physics and Motion Graphics
Introduction
Bullet Objects
Creating Active Rigid Body
Creating Passive Rigid Body
Creating Soft Body
Rigid Body Constraint
Soft Body Anchor
Soft Body Vertex Properties
MASH Menu
MASH1_Distribute
MASH1
MASH Shelf
Tutorial 1
Tutorial 2
Self-Evaluation Test
Review Questions
Autodesk Maya 2025 A Comprehensive Guide
(16th Edition)
CADCIM Technologies
525 St. Andrews Drive
Schererville, IN 46375, USA
(www.cadcim.com)
Contributing Authors
Sham Tickoo
Professor
Purdue University Northwest
Hammond, Indiana, USA
Mable Thomas
CADCIM Technologies
USA
Autodesk Maya 2025: A Comprehensive Guide, 16th Edition
Sham Tickoo
CADCIM Technologies
525 St Andrews Drive
Schererville, Indiana 46375, USA
www.cadcim.com
Copyright © 2024 by CADCIM Technologies, USA. All rights reserved. Printed in the United States of America except as permitted under the United States Copyright Act of 1976.
No part of this publication may be reproduced or distributed in any form or by any means, or stored in the database or retrieval system without the prior permission of CADCIM Technologies.
ISBN 978-1-64057-209-6
Copy Editor Technical Editor
Anju Jethwani Arti Deshpande
NOTICE TO THE READER
Publisher does not warrant or guarantee any of the products described in the text or perform any independent analysis in connection with any of the product information contained in the text. Publisher does not assume, and expressly disclaims, any obligation to obtain and include information other than that provided to it by the manufacturer.
The reader is expressly warned to consider and adopt all safety precautions that might be indicated by the activities herein and to avoid all potential hazards. By following the instructions contained herein, the reader willingly assumes all risks in connection with such instructions.
The Publisher makes no representation or warranties of any kind, including but not limited to, the warranties of fitness for particular purpose or merchantability, nor are any such representations implied with respect to the material set forth herein, and the publisher takes no responsibility with respect to such material. The publisher shall not be liable for any special, consequential, or exemplary damages resulting, in whole or part, from the reader’s use of, or reliance upon, this material.
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CADCIM Technologies
DEDICATION
To teachers, who make it possible to disseminate knowledge
to enlighten the young and curious minds
of our future generations
To students, who are dedicated to learning new technologies
and making the world a better place to live in
THANKS
To employees of CADCIM Technologies for their valuable help
CADCIM Technologies provides effective and affordable virtual online training on various software packages including Computer Aided Design, Manufacturing, and Engineering (CAD/CAM/CAE), computer programming languages, animation, architecture, and GIS. The training is delivered ‘live’ via Internet at any time, any place, and at any pace to individuals as well as the students of colleges, universities, and CAD/CAM/CAE training centers. The main features of this program are:
Training for Students and Companies in a Classroom Setting
Highly experienced instructors and qualified engineers at CADCIM Technologies conduct the classes under the guidance of Prof. Sham Tickoo of Purdue University Northwest, USA. This team has authored several textbooks that are rated one of the best
in their categories and are used in various colleges, universities, and training centers in North America, Europe, and in other parts of the world.
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CADCIM Technologies with its cost effective and time saving initiative strives to deliver the training in the comfort of your home or workplace, thereby relieving you from the hassles of traveling to training centers.
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CADCIM provides basic and advanced training on the following software packages:
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Preface
Autodesk Maya 2025
Welcome to the world of Autodesk Maya 2025. Autodesk Maya 2025 is a powerful, integrated 3D modeling, animation, visual effects, and rendering software developed by Autodesk Inc. This integrated node-based 3D software finds its application in the development of films, games, and design projects. A wide range of 3D visual effects, computer graphics, and character animation tools make it an ideal platform for 3D artists. The intuitive user interface and workflow tools of Maya 2025 have made the job of design visualization specialists a lot easier.
Autodesk Maya 2025: A Comprehensive Guide textbook covers all features of Autodesk Maya 2025 in a simple, lucid, and comprehensive manner. It aims at harnessing the power of Autodesk Maya 2025 for 3D and visual effects artists and designers. This textbook will help you transform your imagination into reality with ease. Also, it will unleash your creativity, thus helping you create realistic 3D models, animation, motion graphics, and visual effects. It caters to the needs of both the novice and advanced users of Maya 2025 and is ideally suited for learning at your convenience and at your pace.
Our latest edition covers new tools and enhancements in modeling, animation, Bifrost, and much more. The performance improvements in tools such as Smart Extrude, Graph Editor, and Animation are covered in depth. The author has also explained the Smart Extrude and Bifrost Graph Editor, advanced features of this release, with the help of suitable examples.
The salient features of this textbook are as follows:
• Tutorial Approach
The author has adopted the tutorial point-of-view and the learn-by-doing approach throughout the textbook. This approach will guide the users through the process of creating the models, adding textures, and animating them in the tutorials.
• Real-World Models as Projects
The author has used about 37 real-world modeling and animation projects as tutorials in this textbook. This will enable the readers to relate the tutorials to the real-world models in the animation and visual effects industry. In addition, there are about 34 exercises that are also based on the real-world animation projects.
• Tips and Notes
Additional information related to various topics is provided to the users in the form of tips and notes.
• Learning Objectives
The first page of every chapter summarizes the topics that will be covered in that chapter.
• Self-Evaluation Test, Review Questions, and Exercises
Each chapter ends with Self-Evaluation Test so that the users can assess their knowledge of the chapter. The answers to Self-Evaluation Test are given at the end of the chapter. Also, Review Questions and Exercises are given at the end of each chapter and they can be used by the instructors as test questions and exercises.
• Heavily Illustrated Text
The text in this book is heavily illustrated with about 550 diagrams and screen captures.
Symbols Used in the Textbook
Note Note
The author has provided additional information to the users about the topic being discussed in the form of notes.
Tip
Special information and techniques are provided in the form of tips that help in increasing the efficiency of the users.
The author has provided this symbol next to the new topics and tutorials added in this edition of the textbook.
The author has provided this symbol next to the topics and tutorials enhanced in this edition of the textbook.
Formatting Conventions Used in the Textbook
Please refer to the following list for the formatting conventions used in this textbook.
Naming Conventions Used in the Textbook
Tool
If you click on an item in a panel of the Tool Box and a command is invoked to create/edit an object or perform some action, then that item is termed as tool.
For example:
Select Tool, Lasso Tool, Move Tool, Scale Tool, Rotate Tool, Show Manipulator Tool
Flyout
A flyout is a menu that contains options with similar type of functions. Figure 1 shows the flyout displayed on pressing the right mouse button on the Select camera tool.
Marking Menus
Marking menus are similar to shortcut menus that consist of almost all the tools required to perform an operation on an object. There are three types of marking menus in Maya.
The first type of marking menu is used to create default objects in the viewport. To create a default object, press and hold the SHIFT key and then right-click anywhere in the viewport; a marking menu will be displayed, as shown in Figure 2.
The second type of marking menu is used to switch among various components of an object such as vertices, faces, edges, and so on. To invoke this marking menu, select an object and right-click; a marking menu will be displayed, as shown in Figure 3.
The third type of marking menu is used to modify the components of an object. To invoke this marking menu, select a component, press and hold the SHIFT key, and then right-click on the selected object; a marking menu will be displayed, as shown in Figure 4.
Button
The item in a dialog box that has a 3D shape is termed as Button. For example, Extrude button, Apply button, Close button, and so on, refer to Figure 5.
Drop-down List
A drop-down list is the one in which a set of options are grouped together. You can set various parameters using these options. You can identify a drop-down list with a down arrow on it. For example, Menuset drop-down list, refer to Figure 6.
Naming Conventions Used for the Resources
You can access resource files related to this textbook by visiting www.cadcim.com. The path to access resources is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
When you open this link, several drop-downs will appear on the page displayed. You can download a resource file by first selecting it from the desired drop-down and then choosing the Download button corresponding to it. Table 1 shows the naming conventions in detail.
Free Companion Website
It has been our constant endeavor to provide you the best textbooks and services at affordable price. In this endeavor, we have come out with a free companion website that will facilitate the process of teaching and learning of Autodesk Maya 2025. If you purchase this textbook, you will get access to the companion website.
The following resources are available for faculty and students in this website:
Faculty Resources
• Technical Support
You can get online technical support by contacting [email protected].
• Instructor Guide
Solutions to all review questions and exercises in the textbook are provided in this guide to help the faculty members test the skills of the students.
• Maya Files
The Maya files used in illustration, examples, and exercises are available for free download.
• Rendered Images
If you do an exercise or tutorial, you can compare your rendered output with the one provided in the CADCIM website.
• Additional Resources
You can access additional learning resources by visiting https://mayaexperts.blogspot.com.
• Colored Images
You can download the PDF file containing color images of the screenshots used in this textbook from the CADCIM website.
Student Resources
• Technical Support
You can get online technical support by contacting [email protected].
• Maya Files
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Chapter 1
Exploring Maya Interface
Learning Objectives
After completing this chapter, you will be able to:
• Start Autodesk Maya 2025
• Work with menusets in Autodesk Maya
• Understand various terms related to Maya interface
• Work with tools in Autodesk Maya 2025
INTRODUCTION TO Autodesk Maya
Welcome to the world of Autodesk Maya 2025. Maya is a 3D software, developed by Autodesk Inc., which enables you to create realistic 3D models and visual effects with much ease. Although Maya is quite a vast software to deal with, yet all the major tools and features used in Autodesk Maya 2025 have been covered in this book.
STARTING Autodesk Maya 2025
To start Autodesk Maya 2025, double-click on the shortcut icon of Autodesk Maya 2025 displayed on the desktop of your computer, as shown in Figure 1-1. This icon is automatically created on installing Autodesk Maya 2025 on your computer.
Double-click on the icon; the Home Screen windpw will be displayed. The Home Screen window consists of different buttons and options like New button, Open button, Goto Maya button, Current Project, Recent, Getting Started, Learning, What’s New, and Community options, as shown in Figure 1-2.
The Go to Maya button is used to open the main Autodesk Maya 2025 interface window. By default, all the new tools and icons are highlighted in green in Maya 2025.
Note
The Output Window is displayed when you choose Windows > Output Window from the menubar, refer to Figure 1-3.
Autodesk Maya 2025 SCREEN COMPONENTS
Autodesk Maya interface consists of viewports, title bar, menubar, Status Line, Shelf, Tool Box, and so on. All these components will be discussed later in this chapter. When you start Autodesk Maya 2025 for the first time, the persp viewport is displayed by default, refer to Figure 1-4.
Workspace is the part or the work area where you can create a 3D scene. Workspaces are also known as viewports or views. In this textbook, the workspaces will be referred to as viewports. Every viewport has a grid placed in the center. The grid acts as a reference that is used in aligning the 3D objects or 2D curves. A grid is a pattern of straight lines that intersect with each other to form squares. The center of the grid is intersected by two dark lines. The point of intersection of these two dark lines is known as the origin. The origin is an arbitrary point, which is used to determine the location of the objects. All the three coordinates, X, Y, and Z are set at 0 position on the origin. Note that in Maya, the X, Y, and Z axes are displayed in red, green, and blue colors, respectively.
Autodesk Maya 2025 is divided into four viewports: top-Y, front-Z, side-X, and persp. These viewports are classified into two categories, orthographic, and isometric. The orthographic category comprises the top, front, and side viewports and the isometric category consists of the persp viewport. The orthographic viewport displays the 2-dimensional (2D) view of the objects created in it, whereas the isometric viewport displays the 3-dimensional (3D) view of the objects created. Every viewport can be recognized easily by its name, which is displayed at the bottom of each viewport. Figure 1-5 shows various components of the Maya interface.
Every viewport has its own Panel menu that allows you to access the tools related to that specific viewport. The Axis Direction Indicator located at the lower left corner of each viewport indicates about the X, Y, and Z axes. Similarly, every viewport in Maya has a default camera applied to it through which the viewport scene is visible. The name of the camera is displayed at the bottom of each viewport. In other words, the name of the viewport is actually the name of the camera of that particular viewport.
The title bar, which lies at the top of the screen, displays the name and version of the software, the name of the file, and the location where the file is saved. A Maya file is saved with the .mb or .ma extension. The three buttons on the extreme right of title bar are used to minimize, maximize, and close the Autodesk Maya window, respectively. Various interface components of the Autodesk Maya interface are discussed next.
Menubar
The menubar is available just below the title bar. The type of menubar displayed depends on menusets. In Maya, there are different menusets namely, Modeling, Rigging, Animation, FX, and Rendering. These menusets are displayed in the Menuset drop-down list located on the extreme left of the Status Line. On selecting a particular menuset, the menus in the menubar change accordingly. However, there are nine common menus in Maya that remain constant irrespective of the menuset chosen. Figure 1-6 shows the menubar corresponding to the Modeling menuset.
On invoking a menu from the menubar, a pull-down menu is displayed. On the right of some of the options in these pull-down menus, there are two types of demarcations, arrows and option boxes. When you click on an option box, a window will be displayed. You can use this window to set the options for that particular tool or menu item. On clicking the arrow, the corresponding cascading menu will be displayed.
Status Line
The Status Line is located below the menubar. It contains shortcut for a number of menu items as well as tools for setting up object selection and snapping. The Menuset drop-down list is located at the left of the Status Line. The Status Line consists of different graphical icons. The graphical icons are further grouped and these groups are separated by vertical lines with either a box or an arrow symbol in the middle. These vertical lines are known as Show/Hide buttons, refer to Figure 1-7.
You can click on a Show/Hide button with a box symbol to hide particular icons on the Status Line. On doing so, the corresponding icons will hide and the box will change into an arrow symbol. Similarly, if you click on a Show/Hide button that has an arrow symbol in the middle, the icons of the corresponding group will be displayed. Various groups separated by Show/Hide buttons are discussed next.
Menuset
As mentioned earlier, the Menuset drop-down list in the Status Line has different menusets such as Modeling, Rigging, Animation, FX, and Rendering, as shown in Figure 1-8.
The options displayed in the menubar depend upon the menuset selected from this drop-down list. For example, if you select the Rendering menuset from the Menuset drop-down list, all the commands related to it will be displayed in the menus of the menubar. You can add a custom menuset by selecting the Customize option. On selecting it, the Menu Set Editor window will be displayed, as shown in Figure 1-9.
To create a new menuset, choose the New Menu Set button from this window; the Create New Menu Set window will be displayed. Enter the menu name in Enter name edit box and then choose the Create button; the new menuset will be added in the Menu sets area of the window. To add a menu in the Menus in menu set area, select the desired menu items from the All menus area and right-click on it. Next, choose Add to Menu Set from the shortcut menu displayed; the selected menu items will be added to the Menus in menu set area. Now, choose the Close Window button to close the window.
File Buttons Group
The buttons in this group are used to perform different file related operations, refer to Figure 1-10. The tools in this group are discussed next.
Create a new scene
The New scene button is used to create a new scene. To do so, choose the New scene button from the Status Line; the Warning: Scene Not Saved message box will be displayed with the Save changes to untitled scene? message, as shown in Figure 1-11. This warning message will only appear if the current scene is not saved. Choose the Save button to save the scene. Choose the Don’t Save button to create a new scene without saving the changes made in the current scene. Choose the Cancel button to cancel the saving procedure.
Open scene
The Open scene button is used to open a file created earlier. To do so, choose this button from the Status Line; the Open dialog box will be displayed, as shown in Figure 1-12. In this dialog box, specify the location of the file that you want to open and then choose the Open button; the selected file will open in the Maya interface. This dialog box is divided into different sections and some of them are discussed next.
Folder Bookmarks
The bookmarks section is used to access the folders in your computer. You can also rearrange the default location of the folders in this section by dragging them up and down using the left mouse button.
Set Project
This button is used to set a new project by replacing the current project. On choosing this button, a new window named Set Project will be displayed. You will learn about this window later in this book
Save scene
The Save scene button is used to save the current scene. On choosing the Save scene button, the Save As dialog box will be displayed. Enter a name for the file in the File name text box, specify the location to save the current scene, and then choose the Save As button to save the current scene. Maya provides you with various options that can be used while saving a file. These options are given on the right side of the dialog box in the Options section.
Undo the last action/Redo the last undone action
The Undo the last action button is used to remove the last applied action and the Redo the last undone action button is used to apply the last undone action again.
Selection Set Icons Group
The Selection Set Icons group shown in Figure 1-13 is used to define the selection of objects or the components of objects from the viewport. This group comprises of three buttons that are discussed next.
Select by hierarchy and combinations
The Select by hierarchy and combinations button is used to select a group of objects in a scene in a hierarchical order. For example, if four objects are combined under a single group, clicking on a single object with this button chosen will select the entire group of objects.
Select by Object Type
The Select by Object Type button is used to select only a single object from a group of objects in a scene. For instance, if four objects are combined under a single group, this button will enable you to select only the desired object from the group, and not the entire group.
Select by Component Type
The Select by Component Type button is used to select the components of an object, such as vertices or faces. You can also select the control vertices of the NURBS surfaces using this button.
Selection Mask Icons Group
The Selection Mask Icons group comprises of selection filters that help you in selecting objects or their components in the viewport. The selection mask helps you decide which filters/icons should be displayed in the viewport. The selection mask icons group depends on the selection mode button chosen. If the Select by hierarchy and combinations button is chosen, then the icons under this group will change, as shown in Figure 1-14.
These icons represent the tools that enable you to select the objects based on their hierarchy. Similarly, on choosing the Select by component type button and the Select by object type button, the icons under these groups will change accordingly, and this will enable you to select either the entire object, or its components, refer to Figures 1-15 and 1-16. The most commonly used group is the icons group displayed on choosing the Select by object type button. Various buttons in this selection masks icons group are discussed next.
Set the object selection mask
The Set the object selection mask button is used to switch all the selection icons on or off. To do so, choose the Set the object selection mask button from the Status Line; a flyout will be displayed, as shown in Figure 1-17.
Choose the All objects on option from the flyout to make all selection icons on or select the All objects off option to switch off all selection icons from the menu.
Note
If the All objects off option is chosen, you cannot select any object in the viewport.
Select handle objects
The Select handle objects button allows you to select IK handles and selection handles. You will learn more about this button in the later chapters.
Select joint objects
The Select joint objects button is used to select only the joints of the objects while animating or rigging them.
Select curve objects
The Select curve objects button is used to select the NURBS curves, curves on the surface, and paint effects strokes in the viewport.
Select surface objects
The Select surface objects button is used to select the NURBS surfaces, poly surfaces, planes, and GPU cache in the viewport.
Select deformations objects
The Select deformations objects button is used to select the lattices, clusters, nonlinear, and sculpt objects in the viewport.
Select dynamic objects
The Select dynamic objects button is used to select the dynamic objects in the viewport.
Select rendering objects
The Select rendering objects button is used to select the lights, cameras, and textures in the viewport.
Select miscellaneous objects
The Select miscellaneous objects button is used to select miscellaneous objects such as IK End Effectors, locators, and dimensions in the viewport.
Lock/Unlock current selection
The Lock/Unlock current selection button is used to lock the selection so that left mouse button acts on the manipulators instead of selecting objects. Select an object in the viewport and choose the Lock/Unlock current selection button from the Status Line; the tool manipulators will be locked to the object and no other object can be selected from the viewport.
Highlight Selection mode is on
The Highlight Selection mode is on button is used to turn off the automatic display of the components.
Snap Buttons Group
The Snap Buttons group comprises of different snap options, as shown in Figure 1-18.
These options are used to snap the selected objects to specific points in a scene. The buttons in this group are discussed next.
Snap to grids
The Snap to grids tool is used to snap an object to the closest grid intersection point. For example, to snap a sphere to the closest grid intersection point, choose Create > Objects > NURBS Primitives > Sphere from the menubar and then click in the viewport; a sphere will be created. Choose the Snap to grids tool from the Status Line and invoke Move Tool from the Tool Box. Next, press the middle mouse button over the sphere and drag it; the sphere will be snapped to the closest grid intersection point, refer to Figure 1-19.
Snap to curves
The Snap to curves button is used to snap an object to the curve in the viewport. For example, to snap a cube on a curve, choose Create > Objects > NURBS Primitives > Cube from the menubar and then click in the viewport; a cube will be created. Next, choose Create > Curve Tools > EP Curve Tool from the menubar and then create a curve in the top-Y viewport. Press ENTER to exit EP Curve Tool. Next, choose Move Tool from the Tool Box and align the cube over the curve. Choose the Snap to curves button from the Status Line. Press the middle mouse button over the cube and drag it; the cube will move over the curve while remaining snapped to the curve, refer to Figure 1-20.
Snap to points
The Snap to points button is used to snap the selected objects to the closest control vertex or pivot point. For example, to snap a cube to the vertices of a polygonal plane, choose Create > Objects > Polygon Primitives > Plane > Option Box from the menubar; the Tool Settings (Polygon Plane Tool) window will be displayed. Now, set the Width divisions and Height divisions to 10, and then click in the viewport to make a plane. Next, create a cube in the viewport, as discussed earlier. Next, select the cube and choose the Snap to points button from the Status Line and drag the cube with the middle mouse button; the cube will snap to the closest control vertex of the polygonal plane.
Snap to Projected Center
The Snap to Projected Center button is used to snap an object (joint or locator) to the center of the other object. For example, to snap a locator to the center of a polygonal plane, choose Create > Objects > Polygon Primitives > Plane from the menubar and drag the cursor; a plane will be created. Next, choose Create > Construction Aids > Locator from the menubar; a locator will be created. Now, select the locator and choose the Snap to Projected Center button from the Status Line; the locator will snap to the center of the polygonal plane.
Snap to view planes
The Snap to view planes button is used to snap the selected object to the view plane of the viewport.
Make the selected object live
The Make the selected object live button is used to make the selected surface a live object. A live object is used to create objects or curves directly on its surface. For example, to snap a cube on the surface of a polygonal sphere, choose Create > Objects > Polygon Primitives > Sphere from the menubar and drag the cursor; a sphere will be created. To create a cube on the surface of the sphere, choose the Make the selected object live button from the Status Line; the sphere will appear in green wireframe. Now, choose Create > Objects > Polygon Primitives > Cube from the menubar and drag the cursor; a cube will be created on the surface of the sphere.
History Buttons Group
This group in the Status Line helps you control various objects. The objects with input connections are affected or controlled by other objects, whereas the objects with output connections affect or control other objects.
Inputs to the selected object
The Inputs to the selected object button is used to edit all input connections for the selected object such that the selected object gets influenced by another object.
Outputs from the selected object
The Outputs from the selected object button is used to select and edit the output operations of an object.
Construction history on/off
The Construction history on/off button is used to record the construction history. The construction history is used to track the changes made on an object at a later stage. Sometimes, the construction history may make a particular file size heavy. To decrease the file size, you can deactivate this option.
Render Tools Group
This group in the Status Line is used to access all render controls in Maya. The buttons in this group are discussed next.
Display rendering image
The Open Render View button is used to open the Render View window.
Render the current frame
The Render the current frame button is used to render the selected viewport at the current frame using the Arnold renderer. Choose the Render the current frame button from the Status Line; the Render View window will be displayed. The Render View window shows the rendered view of the selected scene, refer to Figure 1-21,
whereas Output Window will display all the rendering calculations made for rendering the active scene, refer to Figure 1-22.
IPR render the current frame
The IPR render the current frame button is used to perform an IPR render. Here, IPR stands for Interactive Photorealistic Rendering. This tool helps you to adjust the lighting or the shading attributes of the rendered scene and then update it as per the requirement. To render the current frame, choose this button from the Status Line; the Render View window will be displayed. Now, press the left mouse button and drag it in the Render View window to set the selection for IPR rendering. As a result, Maya will render the selected part only. In other words, it will help you visualize your scene dynamically. Now, if you make changes in the color or lighting attribute of the scene using Attribute Editor, the selected part will be rendered automatically.
Display render settings
On choosing the Display render settings button, the Render Settings window will be displayed, as shown in Figure 1-23. This window comprises of all controls needed for rendering. These controls help you adjust the render settings such as resolution, file options, ray tracing quality, and so on.
Display Hypershade
On choosing this button, the Hypershade window will be displayed. Using this window, you can create shading networks. The Hypershade window is discussed in detail in the later chapters.
Launch Render Setup
On choosing this button, the Render Setup Editor window will be displayed, with the Render Setup editor on the left and the Property Editor on the right. The Render Setup editor allows you to create layers, collections and overrides, whereas the Property Editor allows you to set their corresponding values.
Open the Light Editor
On choosing this button, the Light Editor (Global Mode) window will be displayed. This window lists all lights in the scene with commonly used attributes for each light.
Toggle pausing Viewport 2 display update
This button is used to pause Viewport 2 display update.
Input Line Operations Group
This group in the Status Line helps you quickly select, rename, and transform the objects that are created in the viewport. Some of the options in this group are in hidden modes. To view them, move the cursor over the arrow on the left of the input field and then press and hold the left mouse button on it; a flyout will be displayed. Now, select the required option from the flyout; the corresponding mode will be displayed. By default, the Absolute transform mode is active. The transform modes are discussed next.
Absolute transform
The Absolute transform area is used to move, rotate, or scale a selected object in the viewport. To do so, invoke the required transformation tool from the Tool Box and enter values in the X, Y and Z edit boxes in the Absolute transform area, refer to Figure 1-24. Now, press ENTER; the selected object will be moved, rotated, and scaled according to the values entered in the edit boxes.
Note
The Absolute transform area takes the center of the viewport as a reference for transforming an object.
Relative transform
The Relative transform area is also used to scale, rotate, or move a selected object in the viewport, refer to Figure 1-25. This area is similar to the Absolute transform area with the only difference that the Relative transform area takes the current position of the object as a reference point for transforming an object.
Rename
The Rename area is used to change the name of a selected object. To rename an object, select the object from the viewport whose name you want to change; the default name of the selected object will be displayed in the text box in the Rename area, refer to Figure 1-26. Enter a new name for the object in the edit box and press ENTER.
Select by name
You can select an object in the viewport by entering its name in the text box in the Select by name area, refer to Figure 1-27.
Autodesk Store Group
There is a drop-down list in this group that has three options: Sign In, Explore Purchase Options, and Manage License. The Sign In option is used to sign in to the Autodesk account. On selecting Explore Purchase Options from this drop-down list, open the Autodesk Store web page from where you can buy various Autodesk products.
The Manage License option will open the License Manager that you can use to manage Maya license.
Sidebar Buttons Group
The toggle buttons in the Sidebar Buttons group are used to invoke tools, editors, and windows. The buttons in this group are discussed next.
Show/Hide Modeling Toolkit
The Show/Hide Modeling Toolkit button is used to open the Modeling Toolkit window, as shown in Figure 1-28. The Modeling Toolkit window is used to perform multiple modeling specific operations.
Toggle the Character Control
The Toggle the Character Control button is used to open the Human IK window, as shown in Figure 1-29. The tools in this window allow you to define and control multiple character setups in a single window.
Show/Hide Attribute Editor
The Show/Hide Attribute Editor button is used to toggle the visibility of the Attribute Editor, refer to Figure 1-30. The Attribute Editor is used to control different properties of the selected object.
Show/Hide Tool Settings
The Show/Hide Tool Settings button is used to display the options for selected tool in the Tool Settings window. On choosing this button, the Tool Settings window of the selected tool will be displayed. For example, if you have chosen Move Tool from the Tool Box, then you can control its settings by using the Tool Settings (Move Tool) window, as shown in Figure 1-31.
Show/Hide Channel Box
The Show/Hide Channel Box button is used to toggle the visibility of the Channel Box / Layer Editor. This button is similar to the Show/Hide Attribute Editor button. On choosing this button, the Channel Box / Layer Editor will be displayed on the right of the viewport, as shown in Figure 1-32. The Channel Box is used to control the transformation and the geometrical structure of the selected object. The Layer Editor is used to organize the objects in a scene when there are many objects in the viewport. Multiple objects can be arranged in the layer editor to simplify the scene.
Note
By default, the keyable attributes of selected object(s) are displayed in the Channel Box. To add more attributes to it, choose Windows > Editors > General Editors > Channel Control from the menubar; the Channel Control window will be displayed. In this window, three areas will be displayed in the Keyable tab: Keyable, Nonkeyable Hidden, and Nonkeyable Displayed. To add attributes, select them from the Nonkeyable Hidden area and then choose the Move >> button. Next, choose the Close button.
Shelf
The Shelf is located below the Status Line, as shown in Figure 1-33. The Shelf is divided into two parts. The upper part in the Shelf consists of different Shelf tabs and lower part displays the icons of